Private Table - War for Thessis

In the War for Thessis, the kingdom has fallen to a necromancer king. As an elite strike force, you must undertake dangerous missions to turn the tide of war and reclaim a kingdom from the undead.

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Starting Level: 3

Private Table - War for Thessis

by DM Mike Tinney

The Kingdom of Thessis is dying. King Ka-Ramis II has been murdered by his own brother, the necromancer Amut-Kotep, who now sits upon the throne commanding legions of undead, enslaved soldiers, corrupted priests, and ancient horrors drawn from the tombs of forgotten kings. The rightful heir, Prince Ka-Ramis III has vanished, and with him the last hope of restoring the kingdom. As neighboring powers march south to stop the spread of Amut-Kotep's growing empire, a desperate alliance is forged between the kingdoms of Brighthope, Aquiloria, and the battered Thessian Resistance. But while the armies wage war across the desert, the true battle will be fought by a handful of heroes willing to venture where armies cannot.

You are a member of Talon Squad, an elite strike force entrusted with the missions that will decide the fate of the war. One day you may infiltrate a haunted temple to sever the source of an undead army; the next, negotiate with rival generals in a crowded war council where a single vote can determine the course of an entire campaign. Every victory uncovers another piece of Amut-Kotep's terrible design, drawing you deeper into a conspiracy that reaches from forgotten burial valleys to the throne itself. War for Thessis is a cinematic campaign of military fantasy, political intrigue, ancient Egyptian-inspired mythology, and supernatural horror, where courage alone is never enough—and every decision may shape the future of a kingdom.

Starting at level 3 in the 5.5e ruleset.

Meet Your Dungeon Master

Mike Tinney

Big Trouble in Little China meets Game of Thrones. Mike loves delivering action scenes, difficult trade offs / choices mixed with moments of daring, levity and chutzpah. Mike tends to experiment in his games with both themes and customized mechanics, and will often use flashbacks and backgrounding techniques in a way that impacts, with consequence, whatever the current scene of the story happens to be. Mike delivers content that requires his players to think on their feet, improvise and make hard choices. Mike’s adventuring worlds tend to be high concept homebrew worlds that draw from the best of what the setting books have to offer.

More about Mike Tinney