# Warcraft Template: Campaign Ah, Salaam and good evening to you worthy friend. Welcome to Ramkahen. City of mystery, of enchantment, and the finest Tol'vir artifacts this side of the river Vir'naal. Come to explore, but be wary, for the shadows whisper and nightmares walk. This is a campaign template using tidbits of information on various lands of Warcraft from WoWpedia and Hearthstone art as examples to build an adventure! For formatting and image help see [Warcraft Template: Notes and Things](https://homebrewery.naturalcrit.com/share/B1wuwsWkU). **Make a copy:** Click SOURCE top right, copy the code, and create a new Homebrewery file. Paste, edit, and share! ## Replace with Table of Contents When you finish writing, replace this heading and text with a Table of Contents. To add, click Editor > Table of Contents. It will generate with all content currently in the guide. ## About Your Campaign Introduce the campaign. What is the goal, potential plots, and flavor for this adventure? Why do players need to come here, and how? Will they stop a rising power, complete tasks to gain allies, solve mysteries to uncover a plot, gather resources, reclaim treasures, etc. Aspects can include NPC interactions, puzzles, battles, racing against time, completing a series of actions in key locations, etc. **Example Campaign:** This campaign starts players interacting with the coming Visions of N'Zoth scenarios and kick off new adventures in patch 8.3 BFA. Start players in Ramkahen Uldum to begin groundwork for the event, or start immediately in the Lost City outdoor dungeon. ### History of Your Location Add some historical information for your event location. Find content from WoWpedia, quests, novels, fanon, and your own creations to add life to your campaign. Add quotes and descriptions to post in-game using description boxes (click PHB > Descriptive Text Box). **Example Campaign:** The Lost City in Uldum once held the forces of Neferset. In past campaigns, the evils were forced back, but something stirs again in the oasis city.
In recent years, adventurers have aided the Tol'vir to battle ancient enemies. And for years since, a calm has held the sands. With the attack of the Twisting Nether and sword of Sargeras plunged nearby in the heart of Silithus, Uldum once against suffers from shadows and whispers. But what afflicts the lands? A letter has arrived to the leading scholars of the Explorer's League and Reliquary for help. 
  
 ## Heroes and Villains
  
## Heroes and Villains
 
  
   
  
  
  
  
  
  
  
  
  
  
  
  
 | Name | Info | Details on interactions |
|
 | Name | Info | Details on interactions |
|  | Name | Info | Details on interactions | 
|
 | Name | Info | Details on interactions | 
|  | King Phaoris | Ally and ruler of Uldum | Provides quest, objectives, supplies, and aid for the players |
|
 | King Phaoris | Ally and ruler of Uldum | Provides quest, objectives, supplies, and aid for the players |
|  | Scout Vron | Tol'vir claw hunter | The scout is dead in the Lost City with clues of what happened  |
|
 | Scout Vron | Tol'vir claw hunter | The scout is dead in the Lost City with clues of what happened  |
|  | Gideon & Gilly | Dig Looters | Thieves hell-bent to find treasures, now corrupted in the Lost City |
 | Gideon & Gilly | Dig Looters | Thieves hell-bent to find treasures, now corrupted in the Lost City |
 King Phaoris
*ALLY* | *Tol'vir* | *Ruler of Ramkahen*
Beset by Neferset tol'vir who have allied with Deathwing and Al'akir, King Phaoris welcomes adventurers who have come to aid the Ramkahen. With his army moving forward and adventurers moving forth to strike out against his enemies, the King is able to invade and capture the enemy-controlled Neferset City and, in the process, become the undisputed ruler of Uldum. 
Within the last few weeks, members of the Explorer's League and the Reliquary have arrived requesting access to dig sites and ruins to further their investigations. Regardless of faction, both have concerns regarding the Old Gods, this strange rise of shadows, and the effects 
**Appearance:** A mighty Tol'vir, his hide shows marks of many battles to claim and hold the dunes of Uldum and oasis of Vir'naal. Tauny fur striped as a tiger rises and smooths according to his emotions. A ceremonial mask of office covers his face, adorned with horns and gleaming teal crystals. Mighty lions stand guardian near him, though his strength is evident. A winged staff with a brilliant orb lies in his clawed grasp, perhaps revealing a mystics power.
**Quest Items:** He has a series of letters, signed proclamations, and a crate received by scouts from a new dig site. The correspondence reveals a new destination for the Lost City.
#### Pools
___
- **Health:** 12/12
- **Mana:** 5/5
#### Rolls
___
- **Combat:** +1
- **Environmental:** 
- **Perception:** 
#### Perks & Abilities
___
- **Armor Class:** Leather enscrolled bracers for wrists and claws, +1 to any damage roll.
- **Stamina:**  +2 to health
- **Overcharge:** Double any damage dealt, once per event
- **Redemption:** The eyes of the sun gleam within the mask giving him keen insights. Re-roll and use the better roll, 3 times per event. 
- **Skills:** History of Uldum, Titan Knowledge, Elemental Magics, Politics
#### Equipment
List the weapons, armor, items, etc they use or own:
- Staff of Ammunae, staff, focuses the power of the sun and empowers the king's spells
- Scarab Claws, wrappings of leather and scarab shell, marked in runes. Once they grapple, prepare for pain, as they dig through flesh and bone.
- Sketches of desert locations, a personal collection of artworks of Uldum ancient and present
#### Armies of the Sun (War Machine)
The king rules over an ever-expanding army of Tol'Vir in the Ramkahen tribe. A mix of magic-users, warriors, and hunters with their famed sand lions.
See the [Vehicle and Army Units](#vehicle-and-army-units) section for stats.
 King Phaoris
*ALLY* | *Tol'vir* | *Ruler of Ramkahen*
Beset by Neferset tol'vir who have allied with Deathwing and Al'akir, King Phaoris welcomes adventurers who have come to aid the Ramkahen. With his army moving forward and adventurers moving forth to strike out against his enemies, the King is able to invade and capture the enemy-controlled Neferset City and, in the process, become the undisputed ruler of Uldum. 
Within the last few weeks, members of the Explorer's League and the Reliquary have arrived requesting access to dig sites and ruins to further their investigations. Regardless of faction, both have concerns regarding the Old Gods, this strange rise of shadows, and the effects 
**Appearance:** A mighty Tol'vir, his hide shows marks of many battles to claim and hold the dunes of Uldum and oasis of Vir'naal. Tauny fur striped as a tiger rises and smooths according to his emotions. A ceremonial mask of office covers his face, adorned with horns and gleaming teal crystals. Mighty lions stand guardian near him, though his strength is evident. A winged staff with a brilliant orb lies in his clawed grasp, perhaps revealing a mystics power.
**Quest Items:** He has a series of letters, signed proclamations, and a crate received by scouts from a new dig site. The correspondence reveals a new destination for the Lost City.
#### Pools
___
- **Health:** 12/12
- **Mana:** 5/5
#### Rolls
___
- **Combat:** +1
- **Environmental:** 
- **Perception:** 
#### Perks & Abilities
___
- **Armor Class:** Leather enscrolled bracers for wrists and claws, +1 to any damage roll.
- **Stamina:**  +2 to health
- **Overcharge:** Double any damage dealt, once per event
- **Redemption:** The eyes of the sun gleam within the mask giving him keen insights. Re-roll and use the better roll, 3 times per event. 
- **Skills:** History of Uldum, Titan Knowledge, Elemental Magics, Politics
#### Equipment
List the weapons, armor, items, etc they use or own:
- Staff of Ammunae, staff, focuses the power of the sun and empowers the king's spells
- Scarab Claws, wrappings of leather and scarab shell, marked in runes. Once they grapple, prepare for pain, as they dig through flesh and bone.
- Sketches of desert locations, a personal collection of artworks of Uldum ancient and present
#### Armies of the Sun (War Machine)
The king rules over an ever-expanding army of Tol'Vir in the Ramkahen tribe. A mix of magic-users, warriors, and hunters with their famed sand lions.
See the [Vehicle and Army Units](#vehicle-and-army-units) section for stats.
 ##### Map Legend
| Marker | Description | Marker | Description | Marker | Description |
|:----:|:-------------|:----:|:-------------| :----:|:-------------|
|
##### Map Legend
| Marker | Description | Marker | Description | Marker | Description |
|:----:|:-------------|:----:|:-------------| :----:|:-------------|
|  | Dead Scout Vron |
  | Dead Scout Vron |  | Bones and Bodies |
 | Bones and Bodies |  | N'Zoth Invasion|
|
 | N'Zoth Invasion|
|  | Treasure Map Lost City |
  | Treasure Map Lost City |  | Main Boss |
 | Main Boss |  | Encounters |
 | Encounters |
 Marks the remains of Scout Vron. He was sent with a small pack to investigate the Lost City for the thieves. 
The players find the body and can search it for signs and clues. Add other items found on the body, wounds of death, etc to better describe what they find.
 Marks the remains of Scout Vron. He was sent with a small pack to investigate the Lost City for the thieves. 
The players find the body and can search it for signs and clues. Add other items found on the body, wounds of death, etc to better describe what they find.
 Partial or full map is laying on a crate with rocks holding it down. Gideon and Gilly used it to navigate. Strange marks may be added, showing the madness slowly taking their minds. Or they may find it partially burned.
 Partial or full map is laying on a crate with rocks holding it down. Gideon and Gilly used it to navigate. Strange marks may be added, showing the madness slowly taking their minds. Or they may find it partially burned.
 
   *Maddened Thieves*
- **Health:** 10, 3 to 5 enemies
- **Attack Roll:** +1
- **Armor:** Leather +1 to combat
- **Perks:** Madness (inflict -2 to all rolls, once per battle)
*Maddened Thieves*
- **Health:** 10, 3 to 5 enemies
- **Attack Roll:** +1
- **Armor:** Leather +1 to combat
- **Perks:** Madness (inflict -2 to all rolls, once per battle)
 Bones and bodies mark the paths through the city in piles and odd decorations. Freshly dead and ancient mummies are left in piles surrounding crudely carved stones. Increase the spooky factor through these areas with whispers. 
Potential whispers:
* Receive now the greatest of all gifts. 
* My dream has become your own. 
* Receive my gift and see all truths before you.
* Flesh is his gift. He is your true creator.
* The hour approaches when all eyes shall be opened.
 Bones and bodies mark the paths through the city in piles and odd decorations. Freshly dead and ancient mummies are left in piles surrounding crudely carved stones. Increase the spooky factor through these areas with whispers. 
Potential whispers:
* Receive now the greatest of all gifts. 
* My dream has become your own. 
* Receive my gift and see all truths before you.
* Flesh is his gift. He is your true creator.
* The hour approaches when all eyes shall be opened.
 
  *Burrowing Nightmares*
- **Health:** 10/10, 3 to 5 tentacles
- **Attack Roll:** +1
- **Perks:** Evasive (-2 player combat rolls), Intervene (prevent NPC damage), Deadly Grapple (+1 to attack rolls)
 
*Burrowing Nightmares*
- **Health:** 10/10, 3 to 5 tentacles
- **Attack Roll:** +1
- **Perks:** Evasive (-2 player combat rolls), Intervene (prevent NPC damage), Deadly Grapple (+1 to attack rolls)
 
  *Fallen Prophet*
- **Health:** 12/12
- **Attack Roll:** +1
- **Perks:** Stamina, Shield of Shadows (-1 any damage from players)
 
*Fallen Prophet*
- **Health:** 12/12
- **Attack Roll:** +1
- **Perks:** Stamina, Shield of Shadows (-1 any damage from players)
 
  *Pack of Hunters and Lions*
- **Health:** 10/10
- **Attack Roll:** 
- **Armor:** Mail -1 to damage taken
- **Perks:** Great Weapons (+1 to damage dealt)
 
*Pack of Hunters and Lions*
- **Health:** 10/10
- **Attack Roll:** 
- **Armor:** Mail -1 to damage taken
- **Perks:** Great Weapons (+1 to damage dealt)

 *Nightmare Lord of Pain*
- **Health:** 12/12
- **Attack Roll:** 
- **Armor:** 
- **Perks:** Stamina, Nightmare Gaze (all player attacks -1, 2 uses only), Great Weapon (tentacle arms or magic)
 
*Nightmare Lord of Pain*
- **Health:** 12/12
- **Attack Roll:** 
- **Armor:** 
- **Perks:** Stamina, Nightmare Gaze (all player attacks -1, 2 uses only), Great Weapon (tentacle arms or magic)
 
 The players come to the final encounter facing a priest of N'Zoth. Screams from its mind are a song of creation, weaving the way from N'Zoth's visions into this reality.
The players come to the final encounter facing a priest of N'Zoth. Screams from its mind are a song of creation, weaving the way from N'Zoth's visions into this reality.
 
  *Necromancer of Bent Life*
- **Health:** 12/12
- **Attack Roll:** 
- **Armor:** 
- **Perks:** Stamina, Scream from Beyond (all player attacks -1, 2 uses only), Evasive (quick skittering)
 
*Necromancer of Bent Life*
- **Health:** 12/12
- **Attack Roll:** 
- **Armor:** 
- **Perks:** Stamina, Scream from Beyond (all player attacks -1, 2 uses only), Evasive (quick skittering)
 
  *Pack of Priest Magi*
- **Health:** 100
- **Attack Roll:** 75
- **Initiative Roll:** 200
- **Abilities:** Evade, Invisibility, Anti-Magic, Magic Shield, Empower, Hinder, Healing
 
*Pack of Priest Magi*
- **Health:** 100
- **Attack Roll:** 75
- **Initiative Roll:** 200
- **Abilities:** Evade, Invisibility, Anti-Magic, Magic Shield, Empower, Hinder, Healing
 
  *Pack of Hunters and Lions*
- **Health:** 150
- **Attack Roll:** 75
- **Initiative Roll:** 200
- **Abilities:** Evade, Anti-Infantry, Anti-Magic, Magic Shield, Empower, Hinder
 
*Pack of Hunters and Lions*
- **Health:** 150
- **Attack Roll:** 75
- **Initiative Roll:** 200
- **Abilities:** Evade, Anti-Infantry, Anti-Magic, Magic Shield, Empower, Hinder

 *Nightmare Lord of Pain*
- **Health:** 175
- **Attack Roll:** 100
- **Initiative Roll:** 100
- **Abilities:** Evade, Anti-Infantry, Magic Shield, Return Fire, Hinder
 
*Nightmare Lord of Pain*
- **Health:** 175
- **Attack Roll:** 100
- **Initiative Roll:** 100
- **Abilities:** Evade, Anti-Infantry, Magic Shield, Return Fire, Hinder
 
  *Burrowing Nightmares*
- **Health:** 175
- **Attack Roll:** 100
- **Initiative Roll:** 100
- **Abilities:** Burrow, Anti-Infantry, Hinder
 
*Burrowing Nightmares*
- **Health:** 175
- **Attack Roll:** 100
- **Initiative Roll:** 100
- **Abilities:** Burrow, Anti-Infantry, Hinder
 
  *Necromancer of Bent Life*
- **Health:** 100
- **Attack Roll:** 75
- **Initiative Roll:** 100
- **Abilities:** Evade, Boarding, Healing, Empower
 
*Necromancer of Bent Life*
- **Health:** 100
- **Attack Roll:** 75
- **Initiative Roll:** 100
- **Abilities:** Evade, Boarding, Healing, Empower