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Project Update: Locking Orders and MythCraft Core Rulebook Roll20 VTT
Locking Orders
Roll20 MythCraft Core Rulebook VTT Codes are coming!
You can claim your code by following the instructions here.
This is in final stages of Beta testing. We will still be making updates as things are discovered. If you find any errors, please join our discord and let us know! This can be any typos, formatting errors, issues with any drag and drop functionality, or even suggestions for features you don't see but would like!
Free Quick Start Guide and Manor Uvior Adventure
Other Updates
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Project Update: The Cloven Lands Development
I wanted to drop in and give everyone a production update on The Cloven Lands.
Campaign Development
- The Cloven Lands MythCraft version is in final review. This has been fully edited and designed. Here are some sneak peaks!
- The Cloven Lands 5e version is in final editing stages and will be headed to design and layout soon.
VTT Production
Questions or Concerns?
Previously backed this creator's crowdfunding project
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For people who have bought the physical or digital of cloven lands for one system, it would be nice if there was an option for a discounted version of the PDF of the other system...
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Project Update: That's a Wrap! What's Next?
We will be sending out backer surveys in the next couple weeks. These surveys will include selections between MythCraft and 5e, as well as selections between Roll20 and Foundry if your pledge included VTT support.
- PDFs of The Cloven Lands in both MythCraft and 5e should come out Q1 2026.
- PDFs will be fulfilled via DriveThruRPG.
- Physical products will go into production immediately following completion of the PDFs, concurrently with digital fulfillment. We estimate 30-45 days of production and 30-45 days of shipping before fulfillment can begin.
- Physical Fulfillment should begin by July 2026.
- The Cloven Lands campaign modules are estimated to be out by November of 2026.
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Engaged with this project 20+ times 🌟
Project Update: Sneak Peek: Part One of The Cloven Lands
Part One weaves the tale of the party coming together for the first time. Three unique introductory adventures give the heroes differing perspectives on the events of the region. Imagine a party of six players, where two heroes come from Kendaria, two from Nalathesh, and two from Bridgemoor itself.
- The heroes in Kendaria are hired to accompany Lord Elarion Sutian to Bridgemoor on diplomatic business. In the rugged wilderness, danger lurks at every corner, but so do potential allies!
- In Nalathesh, Adelaide and Reza Luxxor lead a merchant caravan through the dangerous desert. But when Adelaide's possessions go missing, it leads you to wonder: is one of the merchants a thief?
- In Bridgemoor, the party is involved in extensive mining operations gathering valuable artifacts from the Great Chasm. A cave-in throws a wrench in the day's plans, but not all is as it seems...
As each hero eventually arrives in Bridgemoor, they all hear troubling rumors. It seems that cultists are causing trouble in the city! This gives the heroes common cause, naturally drawing them together. Sure, they might ultimately meet in a tavern, but this is far from your typical adventuring party's origin story.
And, while the heroes are likely united in their desire to stop the cult, they are likely not aligned on many other problems confronting Bridgemoor, Kendaria, and Nalathesh. As they take on other quests, these differences will no doubt boil to a head.
Now imagine the chaos when the heroes' opinions start to come into tension with each other! GMs, sit back and enjoy as your table argues about what to do next.
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