Riders Between Worlds

Mist gathers on the old roads of Gwynneth. Riders vanish into silver fog. Horses shy at empty air. Paths once thought ordinary now seem to lead somewhere stranger than the next village, and the people of the Moonshae Isles are beginning to whisper that old boundaries are no longer holding.

Riders Between Worlds is this year’s campaign storyline for Year of the Horse — a series of connected adventures exploring strange roads, Fey-touched crossings, and the uneasy spaces between places. Each game offers a different glimpse of the Moonshaes: a journey gone wrong, a road that shouldn’t exist, a procession with unclear purpose, or a ride that carries travelers farther than expected.

Rather than one continuous epic, this campaign unfolds as a collection of tales linked by shared themes and rumors. Different GMs will guide players through different corners of the isles, with each session revealing another piece of the mystery surrounding the roads, riders, and shifting boundaries.

The Feel of the Campaign

The tone of Riders Between Worlds is:

  • Mysterious
  • Atmospheric
  • Fey-touched
  • Folkloric

Horses, riders, roads, crossings, and journeys will appear throughout the campaign — sometimes as background, sometimes as the heart of the story — tying each adventure together without requiring a single continuous narrative.

What Sort of Characters Fit Well?

Many of our campaigns include special rules or character creation guidelines, such as limits on playable fantasy species, available classes, or maximum character level. This year, in order to create the most immersive Moonshae Isles experience possible, players are strongly encouraged to choose from among the fantasy species native to the Moonshaes. Players choosing a Wizard, Artificer, or Monk should be prepared to explain in their backstory what brought them to the Moonshae Isles. Characters will also be limited to a maximum playable level of 6.

Characters who feel connected to land, faith, ancestry, duty, old stories, wandering, service, or hidden knowledge will be especially at home in this campaign. Brave warriors, wandering scouts, devoted priests, cunning envoys, lore-seekers, oath-bound protectors, and curious mischief-makers can all find a place here. Because this is a club activity with people of all skill levels and backgrounds, characters should fit into a theme of collaborative storytelling. For this reason, evil-aligned characters are not allowed.

Who Is Running This Year?

Dungeons & Toast has a unique Game Master structure, wherein multiple members volunteer to each run (or co-run) one or more adventurers that will comprise the annual campaign arc. Each of our campaign years begin and end with the start and end of the Toastmasters year (July 1- June 30), and the theme of the campaign is tied to the year of the Eastern Zodiac. Past campaigns have included:

  • 2022 – Year of the Tiger: The Lost Lair of the Manticore
    Players were conscripted by the arrogant Duke Sandeford Wilhelm Daggerford to recover the Orb of Davros, a powerful artifact said to grant its bearer extraordinary charisma and the ability to persuade others of nearly anything.
    Reluctant campaign master: Loni H
  • 2023 – Year of the Rabbit: Warrens of the Harengon
    Limited to animalfolk races such as Harengon, Aarakocra, Leonin, and others, players banded together to thwart the schemes of Lucifera: a wicked necromancer seeking the immortality of lichdom through the sacrifice of 500 innocent Harengon. Their heroic efforts were, naturally, complicated by the “help” of the vain and self-absorbed Mayor Fluffy Bunny.
    Campaign master: Greg S
  • 2024 – Year of the Dragon: Heirs of the Dragon
    Trapped in a seemingly endless winter, players set out to uncover the fate of Qinglong, the Eastern dragon and spirit of spring. Along the way, they sought the aid of his spiritual siblings—though their efforts sometimes stirred those powerful beings to wrath instead.
    Campaign master: Andrew B
  • 2025 – Year of the Serpent: Prophecy of the World-Eater
    The Cult of the Serpent, a fanatical order bent on bringing about the world’s end, believes five mythic artifacts lost across Jormunmere hold the key to breaking Jörmungandr’s stone slumber. As the cult scours the land and ancient prophecies stir, heroes must rise—or Jormunmere may awaken to fire, flood, and the serpent’s roar.
    Campaign master: Kait W
  • 2026 – Year of the Horse: Riders Beyond Worlds
    Mist gathers on the old roads of Gwynneth. Riders vanish into silver fog. Horses shy at empty air. Paths once thought ordinary now seem to lead somewhere stranger than the next village, and the people of the Moonshae Isles are beginning to whisper that old boundaries are no longer holding.
    Campaign masters: Loni H and Andrew B

These fantastical campaigns would not be possible without the creativity, dedication, and skill of our talented GM corps. This year, we are pleased to announce the following members will serve as Game Masters (“Horse Masters” in 2026-2027):

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