Welcome to Anti-Heroes.
This campaign follows a group of deeply flawed adventurers who have survived Hell, saved cities, made terrible choices, changed the fate of powerful beings, and eventually became trapped inside a rewritten reality.
They are not clean heroes.
They are survivors, liars, killers, protectors, cowards, fools, friends, monsters, and sometimes the only people standing between the world and something worse.
Anti-Heroes is a long-running Dungeons & Dragons campaign built around consequence.
The party often does the right thing for the wrong reason, the wrong thing for a good reason, or something so chaotic that no one knows what it was until the damage is done.
The campaign has moved through several major phases:
The campaign began with the fall of Elturel and the party’s descent into Avernus.
They survived the Nine Hells, followed Lulu’s broken memories, sought the Sword of Zariel, and helped decide the fate of Elturel and Zariel herself.
After Hell, the party returned changed.
Their names mattered. Their choices mattered. Their enemies remembered them.
From there, the story expanded into Baldur’s Gate, Waterdeep, noble corruption, infernal bargains, family bloodlines, giant threats, divine consequences, and eventually Vecna.
Then Vecna won.
Now the campaign continues in The Broken Road Home, where the surviving party awakens in Grim Hollow’s Etharis, a false world created by the rewriting of reality.
They remember the world before.
The false world is trying to make them forget.