There is a theme of old and new in this campaign.  Dungeons & Dragons has been around since 1974, but this campaign has been played using the latest incarnation of the game -- the 5th Edition.  This campaign's setting is one we've never explored before, but it is located on the World of Kempin, a campaign world I created right around 1984.  It is also interesting that this was a newly formed gaming group, after an eight-year hiatus for the DM.  Some of the players had never played together before,  But most of the members of the group have decades of experience in RPG's.  So, it is exciting to see this fresh campaign played with a new rule set...but built upon a foundation years in the making.


Main Page

Player's Guide

The Characters

Cities and Towns

Story Summaries

World Calendar

Kempin Wiki

House Rules



The primary goals of this campaign are to tell an amazing character-focused, dramatic story...and to have fun doing it. We want to create stories and memories that we are talking and laughing about years from now. We want to create characterse characters that live and breathe, and put them in situations that bring the whole game setting to life.

The 5th Edition rules were designed to do their job, support great-story-telling, and then get out of the way.  And they do their job well.  We had the normal learning curve that you have with new rules, of course, but it is a great rule-system and the pieces quickly fell into place.   


The Crimson Coast

At the edges of every civilization are fringe areas to which gravitate those elements of society that do not fit well within the culture, laws, and structure of the civilized world. To these fringe areas arrive an odd collection of religious extremists, criminals, danger-seekers, fortune hunters, political dissidents, and those seeking to escape some sort of hardship or persecution in their native lands. The Crimson Coast is one such area, collecting those pushed out of the many diverse civilized cultures on the World of Kempin.

In the Southern reaches of the known world, lies an untamed land called the Red Jungle. Inland from the sea stretch thick, endless miles of tall reddish colored trees and thick unpassable undergrowth. Towering up out of the dark red flora, volcanoes boil and smoke, and ooze streams of lava. It is said that all manner of creature and pitfall exists in the wild tangle of the Red Jungle. And there are whispers of a inhuman kingdom that lies hidden from the eyes of men in the darkness of the jungle's cover.

Along the flat-lands of the coast, settlements, towns, hide-outs, pirate bases, and strange temples have been founded by the outcasts driven out by the structure and laws of civilization.

In these small independent communities, the inhabitants struggle to survive and carve out a life from their dangerous surroundings. And ever shadowing their efforts, there looms the dark embrace of the Red Jungle and its fiery mountains. These flatland are what men call the Crimson Coast.

The independent communities have very little contact with the world beyond the Crimson Coast, and only a bit more contact with each other. There is intermittent trade between them, but it is heavily suppressed and disrupted by the dangers of the environment --the terrain, the wildlife, bandits, and the monstrous evil that lives in the jungle. Occasionally, small quiet wars errupt between communities, but most of the time each community is too busy simply struggling to survive to become involved in such conflicts.

This is where the story of our adventurers begins. This is the backdrop of their struggles, their triumphs, and perhaps their deaths...

Please explore this website and use it as a resource to deepen your enjoyment of the game.  We'll be adding to this website over time, so please check back to see our progress!


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