
Hello there, have a new adventure campaign starting up. The content and world is custom, but will draw heavily on standard 5E parameters, with some early steampunk technology tossed in. In this world, arcana and tech combine in unstable, sometimes explosive fashion. The PCs have been recruited/hired/pardoned by a monarch looking to cause chaos among his nation's rivals. They've been given a powerful sailing ship from the distant past - which somehow allows both magic and technology to function in proximity to each other - and told to go out and disrupt trade, while framing other factions to increase tensions and start a war. There is a NPC captain at the start of the campaign, though who knows how long the PCs will put up with him?