Now available on Roll20! Having secured the survival of the resistance in the coastal town of Seaquen, the heroes begin their journey to retrieve the Torch of the Burning Sky. The fifth adventure in the War of the Burning Sky campaign saga takes the heroes to a monastery in the mountains between Ostalin and Sindaire. After braving the fires of the Burning Sky, they find the monastery and nearby threatened by forces without and within: a Ragesian force has beseiged the village while someone is kidnapping the villagers as fuel for biomantic experiments. Once the heroes have defeated the threats, they gain an audience with the two enigmatic leaders of the Monastery of Two Winds who will grant them a boon to protect them in their search fro the Torch of the Burning Sky. The add-on contains everything you need to run the adventure from cross-linked handouts to maps, 5e NPC character sheets, and tokens. Guidance is included to adapt the adventure to other settings and to scale each encounter to groups of various sizes or character levels. <a href="https://marketplace.roll20.net/browse/bundle/84" rel="nofollow">https://marketplace.roll20.net/browse/bundle/84</a> What is the War of the Burning Sky? War of the Burning Sky is an amazing campaign saga from EN Publishing that is in the process of coming to 5e and Roll20. As the new year turns, the weather takes a sudden chill turn, and the sky darkens as the grip of winter intensifies. Worry rises as regular channels of communication between nations cease like a candle suddenly snuffed. Slowly, throughout the lands claimed by the Ragesian Empire, rumors spread between isolated villages, traveling by foot and horse and word of mouth — rumors that Drakus Coaltongue, the immortal emperor whose armies conquered every land he set his gaze upon, has fallen in a distant land to the west. How the tyrant was defeated is unknown, but if it is true, everyone knows that a war is coming. The generals of Emperor Coaltongue will strike for control, oppressed peoples will rise up in rebellion, and dangers once held in check only by fear of the mighty warlord will bring doom to the world. Those in power are preparing for the coming conflict, readying fervent armies and powerful weapons and subtle, deceptive plots, but two questions burn in their minds: who killed the seemingly-immortal Emperor Coaltongue; and what has become of the artifact that would let a man rule the world? Who has the Torch of the Burning Sky? A critically acclaimed high fantasy adventure path for 5th Edition from veteran authors such as Ari Marmell (Heroes of Horror, Tome of Magic), Wolfgang Baur (Editor DUNGEON® Magazine 1992-1995), Wil Upchurch (Midnight®, Champions of Ruin), Darrin Drader (Book of Exalted Deeds, Serpent Kingdoms), and Ryan Nock (ZEITGEIST: The Gears of Revolution, Elements of Magic). Your heroes will…. Escape the besieged city of Gate Pass Traverse an eternally burning forest Save the Resistance headquarters from destruction Unify the dukedoms of Dassen Penetrate the castle where Coaltongue died Pursue the assassins who slew him Recover the Torch of the Burning Sky Rescue hundreds of imprisoned mages from an icy fortress Destroy a magical superweapon Overthrow the Ragesian occupation of Gate Pass Save a gold dragon from her dreamworld prison Defeat a mile-long living airship and lead a coalition of armies to overthrow the Ragesian empire The key conceit is witnessing the mighty and terrible face of war in a world of magic. This is a campaign for more mature audiences, although it can be dialed down to PG if needed for the players. Throughout the campaign saga, the heroes will have to make hard decisions as they come face to face with the consequences of war: refugees, war crimes, spies, treachery, and allies who are morally gray (or outright evil). Rather than kicking in the door, killing the monster, and taking its treasure, the heroes will often find that it is the better course to spare an enemy or talk to avoid a confrontation. The campaign adventures are modular enough that a failure in one does not derail the entire campaign, but the heroes performance over the course of the campaign will affect the difficulty of the final ground offensive as the alliance assaults the Ragesians. Each adventure has parts which take place over the course of a single day, stretching the heroes to their limits and making a 5 minute workday difficult. Some adventures have large-scale military battles. Rather than switching to a miniatures-based wargame, success in the battle hinges on the heroes' performance in specific missions such as sabotage, assassination, or holding the line against an oncoming army. Everything you need to run the adventures are included from encounter maps set up with dynamic lighting and advanced fog of war, full-color tokens linked to OGL NPC character sheets, and the full text of the adventure as cross-linked handouts. The campaign guide and player's guide are included, providing the framework of the campaign as well as character options for the players to create heroes that more closely integrate with the campaign. You can access all of the adventures as they are released at my publisher page: <a href="https://marketplace.roll20.net/browse/publisher/230/ancris-it" rel="nofollow">https://marketplace.roll20.net/browse/publisher/230/ancris-it</a> and by following my twitter handle @ancrisit . Adventures 1 through 5, representing 125+ hours of game play for character levels 3-10, are available now, and new adventures are released every month or two.