A 5e Campaign for 4 Characters, Levels 4-12.
A reactive hub. surrounded by 17 adventures.
Bespoke locations, each with full dynamic lighting.
Custom Tokens.
Written in British English. All spellings intentional.
There is a place where favours ferment, where bargains bloom strange and binding. The land does not forget. Every action taken here accrues weight, every oath echoes longer than intended. Gavelkind Glen watches, records, and returns what is given with interest.
Each adventurer enters owing nothing. That does not last. They are soon entangled in a winding legal ecology where obligation transforms, not resolves. Here, the law is alive. It mutates. It remembers who you were when you made the promise and it decides what that means in natural language.
Seventeen realms radiate from a central glade, each ruled by a singular behaviour: Pride, Lust, Justice, Revenge, and so on. Within each, the law bends toward its drive. Debts taken in Malice curdle. Favours granted in Love become burdens of care. Players cannot opt out. Every quest is a contract. Every outcome is a change in how the Glen sees you.
Between these is the hub: a place that rewrites itself in response to the drives the party pursues. The Glen shifts. Its customs mutate. Its people act out new rules as if they were always true. Eventually, the players are no longer navigating a story. They are writing one.
There are no simple victories here. There is only the record, the turning of favour, and the rising cost of meaning. Will your adventurers thread the Glen’s tangle of promises and forge something lasting, or will they feed one drive too deeply and let the rest unravel?
This is not a land of combat. It is a theatre of obligation. A living court of change. The Glen does not ask you to win. It asks who you are when you are owed and when you owe in turn.
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