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The First Campaign

Dicey Waters is the first campaign for Dice Populi and will consist of 7 separate adventures written and run by different cast members.

The “Head Master” for Dicey Waters, Colin, will run the first and last adventures, ensuring that a single story is woven throughout the entire campaign and allowing each DM to run the game as they see fit!

Scroll down to learn more about all our Adventures so far!

The Badlands

The Crown Magelord banishes all magic users on a one-way trip to The Badlands, a lawless string of islands. A magical barrier called The Tear separates Terralanter from the ruined continent of the elves and the outlaws that live there.

Forced to fend for themselves, it is here that Locke, Maeve, Edmund Blackwood and Kalt the Bonemaster join together in an effort to survive and — if fate will permit them — escape the Badlands forever.

 
 
 

 

Adventures

 
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E s c a p e f r o m F a r p o i n t

Adventure #1 | Chapters 1 - 3

Stranded in the Badllands, four adventurers must cooperate to escape a terrifying prison town.

Written & DM’d by Colin Ketchen

You can play this adventure for yourself! Download the free PDFs right here:

Escape from Farpoint | Printer Friendly Version

A b o v e B o a r d

Interludes | Chapters 4, 11, 23, 24, 35 & 36

After every new adventure the escapees find themselves sailing atop the high seas. Amidst dicey waters they must ready themselves for anything and plot a new course.

Written & DM’d by Colin Ketchen

Stories by Ryan Mossbarger, Josh Palumbo, Matt Canavan & Pat Brehm

I t C a m e i n t h e N i g h t

Adventure #2 | Chapters 5-10

After days at sea, the adventurers traverse the dicey waters of the Badlands in search of supplies to help them stay alive. In Stoneholm, however, what they find may do just the opposite…

Written & DM’d by Ryan Mossbarger

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B l e s s i n g s E v e

Holiday Special | Chapter 12

Locke and Maeve seeks respite from their troubles atop the seas, but instead find a stranger with a mysterious goal all their own…

Written & DM’d by Colin Ketchen

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T r o u b l e i n P a r a d i s e

Adventure #3 | Chapters 13 - 21

The Bellend’s crew finally finds their sea-legs when the waves throw them to a new island full of mystery and, despite a warm welcome, they must fend for their lives.

DM’d by Josh Palumbo

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A S e c o n d C h a n c e

Adventure #4 | Chapters 24 - 34

The Friendship sails for Arianor to prepare an escape from the Badlands, but a Magelord presence threatens the crew with a deep, dark secret.

Written & DM’d by Matt Canavan

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L o c k e d a n d L o a d e d

Adventure #5 | Chapters 37 - 49

The adventurers halt all their grand plans to search for their missing friend, but instead they unravel truths of the Badlands that many people would rather keep hidden.

Written & DM’d by Pat Brehm

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Meant to Be

Adventure #6 | Chapters 51 - 67

Under threat from the Magelords the adventurers are recruited to scour the heart of the Badlands for a mysterious prize, but nothing can prepare them for the ancient magics haunting this place.

Written and DM’d by Taeemul “Chowder” Chowdhury

Character Prologues

Bonus Adventures | Chapters 68 - 70

Learn about the origins of Locke, Maeve and Kalt prior to their meeting at Farpoint — and possibly some hints as to what lies ahead.

Written & DM’d by Colin Ketchen

The New Age

Adventure #7 | Chapters 71+

After the world changing events in Nar Enial, the Fatebringers finally understand the scope of crisis in the Badlands and must make hard choices on this final, massive, swashbuckling adventure!

Written & DM’d by Colin Ketchen