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 Converting Sunless Citidel to 5th ed with a twist

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T O P I C    R E V I E W
Fendrikor Posted - 25 Oct 2014 : 18:17:41
So... i decided out of boredom to do something spontaneous.

I am going to begin converting 3.0 Sunless citidel to 5.0 , and plop it into Daggerdale as a campaign setting.

I am considering making it an old Netherese ruin in the daggerhills (it could have been an old outpost).

Removing all reference to Ashardalon and replacing them instead with references to Karsus (would this be done?).

Given the origins of the Gulthias tree, which sits at the bottom of the citidel, has everything do with druids slaying a vampire (and daggerdale DID have a vampire plague back when it was called merrydale!) it should not change things oer much.

Though i am wondering how i add a netherese touch on things as, admittantly, i am no expert on netherese ruins.

Changes so far

- There is no desolation of Ashardalon, simply just the dagger hills.

- The old road used to run up to highstone, but fell into disuse when Highstone fell and was renamed Bloodstone.

- Oakhurst is now daggerfalls, and the journey to the dungeon is now 14 miles.

- It is the 22nd of Hammer, so it is winter. Heavy snows on the road make travel difficult, at this rate it could take them 4 days on foot.

- Lady Hucrele is a wealthy homesteader in the Tesh river valley. Her daughter Sharwyn was taken as an apprentice by Shevaril Starcloak, Randal Morn's court wizard. Her son, Talgen joined the freedom riders. Karakas was a poacher working for the Tanner. Sir Braford is a Knight of the Aster from Shadowdale who came to protect pilgrims heading to daggerfalls to rebuild the Temple of Lathanders Light.

- I kept the apple plot, it has been happening for the past 12 years, but the Zhents always coveted the apples and ofcourse had tried to plant them to make a crop. The mid winter market brought all kinds of shady sorts into town looking to get the pale apple. When Randal retook daggerdale, the shady sorts stopped coming themselves - paying others to go for them.

- I dropped the limited random encounter table of 2 twig blights and replaced with with one inspired by the 'Doom of Daggerdale' campaign. with a few tweaks its much more fun. Though i will make sure their first nocturnal encounter is with 2 twig blights.

- Replace much of the Draconic statuary in the dungeon with Wizards or Magical creatures (such as bound elementals).

- Change the Dragon Priest to be some forsaken netherese wizard.

More to come...

30   L A T E S T    R E P L I E S    (Newest First)
Fendrikor Posted - 06 Nov 2014 : 03:57:05
Todays Work

Tonight i will be running the second Session. There may be anywhere up to 8 players wanting to get in on the action at the club.

The party has as such swollen to...

Dwarf barbarian
Half Elf Sorcerer
Elf Wizard
Drow Rogue
Halfling Rogue
Dwarf Cleric
and 1 or 2 yet to choose.

The question of scaleing has come up.

Scaleing Rat / Kobold Encounters

According to 5th edition the xp budget for a party of level 1's (for a standard encounter) is 50xp per player. Giant rats and kobolds are 25 xp each, just having a predictable 2 per player would seem awefully static... thus i came up with 1.5 per player + d4.

for a party of 4 players this would mean anywhere between 7-10 rats / kobolds per fight. Additionally every 5th kobold will be an Urd (winged kobold) with nothing special for the giant rats.

Skeletons and Goblins

0.5 per player + d3

this means 4 adventurers will face 3-6 goblins / skeletons

every 4th goblin will be a hobgoblin

I want netherese skeletons to feel more magical. I dropped the idea of shatter rings, finding it to wildly imbalancing and tacky. Instead i decided the following.

Any skeleton 'not' designated as an archer by the Sunless Citidel will be a Myrmidar. Instead of their Shields and Scimitars they have 'heavier' rusty chiseled iron breastplates and Ranseurs. Because the Ransuers are rusty they only deal d6 instead of d8 damage. The Skeletons are not intellegent enough to disarm with them.

As every Hlontaran civilian, even the house maids, knew Cantrips i have given the Myrmidar's cantrips too. The First is Unnerving Gaze (adapted from 3.5), the first person to attack the Myrmidar and fail a save hits at disadvantage (Cast as a bonus action). The second is 'No Light' also adapted from 3.5, as an Action all the light sources within 30 feet of the Myrmidar are extinguished (torches, sunrods, light spells etc).

Any skeleton designated as an 'Archer' is instead a Bone Mage. Bone mages have no armor scrap bonus to AC, and instead cast spells.

Launch Bolt - adapted again - will throw any projectile stuck in the skeleton (or nearby) at a target of the skeletons choosing (it still rolls to hit).
No Light - as above
Unnerving gaze - as above
Ray of Frost - as the Cantrip

They fight with claws if pressed into melee.



Markustay Posted - 02 Nov 2014 : 17:32:25
You'd have to post them at photobucket or some other service and then link to them. No direct posting of pics here.

Another place you may want to upload them (for multiple reasons) would be Coolminiornot - I used to be a regular over there, and thats all they do - host pictures of miniatures.

And BTW, I am working on a map, but it probably won't be done in-time for you, I don't think. I am trying out a lot of new techniques on it. Very 'old school'.
Fendrikor Posted - 02 Nov 2014 : 08:11:41
Is it possible to post photos on the board? I have been painting up some minis to use at session.
Fendrikor Posted - 30 Oct 2014 : 13:48:55
So, why am i testing this AND converting it? Because if i do not play test it - i wont know where the imbalanced lie / how people react.

How it went

THE PARTY:
Einkill Brightaxe - Mountain Dwarf Barbarian, Tethyamar Exile
Gothrun 'Nightbreeze' Naillo - Half moonelf Silver Sorcerer, His mother is a wealthy silver half dragon who lives in the Silver Marches
Carric 'Gemflower' Amakir - Copper elf Evoker, From Tangled Trees in Cormanthor Forest
Yssiel 'Kirios' Del'Sharrion - Szarkai Drow Assasin, Exiled from Maerimydra

The Fallsview Inn

They began in Daggerfalls, with Einkill's face reflected in a frothy pitcher of mead. As he hefted it to drink, behind him Carric and Gothrun talked in elvish about what they would need to buy for their journey, while Kirios the albino elf sat with his feet up on the bench in a corner booth to himself, playing with a dagger. This was their chance to make it as famous adventurers, an offer from a Lord to do an important job. For Einkill however, it was all about the Ale. He drank remembering the Lords words.

A Meeting with Lord Randal Morn

The party had wandered into town in the dead of winter. Their bones chill from a life on the road, they were eager to find a tavern and talk about their deeds and aspirations. As chance had it, word reached lord Randal morn (via his eyes and ears in the town, Eli the tanner) - would these steel-willed adventurers have what it took to brave the sunless citidel?

He summoned them the next morning to his Hall, meeting them at the doors and ushering them to a comfortable study with refreshments. He thanked them for arriving, shakeing hands where offered by Einkill and Gothrun while finding Carric and Kirios more than a little standoffish and aloof. Einkill of course snatched up the bottle of dark moonsea liquor offered to the group and began drinking from the bottle.

Randal ignored it, dwarves will be dwarves, and began to brief them on why he had summoned them. A dangerous quest, an adventuring group in peril - missing for a month - and a daring bid at rescuing them from a pre-historic ruin lost within the bowels of the earth - The Sunless citadel.

Gold of course would be offered, to the tune of 125 a piece. Einkill lowered the bottle at the thought, and the others were more than a little pleased to hear such a sizeable reward offered. After all, if 2 silvers was a peasants wage for a week, or two days mercenary work, each 125 gold was a fortune. Double if they bring them back alive. Gothrun did most of the talking and negotiation, confident that there would be high adventure to come. Lord randal smiled, though his eyes remained tired - raising his wooden goblet and raising a toast for good fortune. They all toasted (except for Kirios, who hates everyone).

The Fallsview Inn

Einkill lowered his mug as conversation about gold from behind caught his ear. Carric and Gothrun were being wryly lectured by Kirios about what not to do a dungeon. No Torches. No Sound. Only Kirios would speak. Also, no Horses - they will always be eaten by monsters if left outside the dungeon. While the two green adventurers listened to the 'veteran of many dungeons' speak, Einkill chimed in that he had 10 gold to add to the kitty, the party's total wealth equalling 50 gold all up. With it, they decided to buy Bedrolls and Ball bearings.

DaggerFalls Market

The town of daggerfalls could easily support a population of 2500, but only a scant few over 900 were living there since the occupation had ended. The town was mostly empty. And the market was much the same.

It was only a few degrees above freezing, their breath misting in the air as they haggled with toothless peasants for their overpriced camping gear.

At one point Kirios noticed the Blacksmith at the edge of the market, hammering away at an axe head on his anvil. 'Ball-bearings' he thought, thinking about how he would survive the dungeon. He then noticed the Smith was a dwarf with an audible groan. He sauntered over to Einkill with a plan.

Ten minutes later Einkill was in the blacksmith, shaking hands with and patting the blacksmith on the back. 'Dwarves' grimaced the Szarkai, overhearing the blacksmith casually referring to Einkill's company as 'women'. But never the less, Einkill returned with the ball-bearings and took the payment he was due for said task.

They then got to planning, using a Map Randal morn had given them to figure out how best to reach the Dungeon. The easiest and safest route would be to head to Tethyamar side, then take the old road through the ruins of Sunstone, then up into the Daggerhills past the Shadowfall ravine.

But the suggestion was also posed that they head to Tethyamar side, then cut through the wilderness to the ravine overland.
A final suggestion was offered to travel to tethyamar side, rest, then strike out on a full days travel to the dungeon afterwards (rather than spending the night in the wilderness). This was the plan they settled upon.

Tethyamar Side

The trip to Tethyamar side was uneventful. It was not a far journey, and they could hitch rides on the backs of wagons headed south down the Tethyamar trail to speed their way. Occasionally they passed Goatherders, Potato farmers and patrolling freedom riders as they trekked through the sweeping snowy drifts, and rocky ravines of the Teshar valley.

When they arrived at Tethyamar side they hesitated. The Gates were closed and Dalers were notoriously unfriendly - just as likely to shoot as to hail strangers. They waited 60 feet from the palisade gate, all the while watching the pot helmed, spear wielding guards scrutinising them from wall top.

Kirios decided it was a bad idea, they shouldn't ask the locals to take them in for a night. He would rather take his chances in the wild than sleep in another dirty tavern. Carric agreed with Kirios.. feeling in his gut that they may be inviting trouble asking to stay the evening. But Einkill was determined to get his hands on a cold beverage. Gothrun was on the fence, while he saw staying at the Inn as a wise idea - he also was now unsure, now that he was confronted with the standoffish, somewhat untrusting dalesfolk.

One of the Guards hailed them with a 'What Ho' Strangers', 'State your purpose so late in the day'. Einkill cut them short 'A Stiff Drink and a Firm bed to pass out on'. 'What have you to Trade' yelled back the guard. '10 golden lions' called back the Dwarf. 'Quiet! theyre going to rob us' whispered Kirios tersely, thumbing his the daggerhilts on his bandoleer.

And with that the gate cracked open... warily they went inside and faced the two gate guards. Both were strong and slender, with tawny skin and dark hair of dalesmen. Both wore a padded vest of furs and leather, and pot helms. Both wielded spears, which one was smacking against the palm of his hand expectantly.
'You will stay a the Old Boar. Adventurers have a habit of bring the worst on their heels through town. You leave at sunrise, and if we catch you out after hours - Frontier Justice is what you'll get' threatened one of the guards.

'... whats... whats frontier justice?' asked Carric timidly.
'We tie you with a rope to several horses, and have them run in different directions' The guard said back with a smirk.
'Aye! back at me' Clan hall - we do that for sport!' Einkill boasted.

10 minutes later, Einkill and the guards were drinking and laughing like old friends.

The Old Boar

Night began to fall outside along with a light snow. The warmth of the fire soon washed away all doubts as to whether staying in Tethyamar side was the right decision. The Inn was not overly crowded. By far the loudest people in the bar were Einkill and his new gambling / drinking buddies. Gothrun, who had taken on a leadership roll in the party, realised it would be a good chance for them to get some information.

He hailed over a young serving girl, probably barely 17 winters, with sandy braided hair and big green doe eyes. She delivered a bottle of cheap clarry to their table, but as she went to leave - he took her by the shoulder. 'Mylady, have you seen any other adventurers come through these parts in the past month?'. She blushed and looked away. '... yes there ... was another g-g-group mylord. four of them... they were headed for the daggerhills'. Gothrun raised an eyebrow 'tell me more good-maid' he inquired 'can you describe them to me?'.

She looked up at him with big green eyes as she talked, describing a gallant knight, a creepy woodsman, a handsome warrior and a kind hearted woman skilled in the art of magic.

Meanwhile, over at the Bar, Einkill learned from one of the guards that the reason him and his fellows had been given so much trouble was that for the last thirteen years they had been inundated with strangers - mostly zhents - coming through town to seek out the 'Monsterous Market'... A goblin event held somewhere in the nearby highlands... where the savage races went to trade. Of everything on offer, the most valued and feared was the Pale Apple. The Deadliest Fruit in all the dales, its meerest touch could kill. He also learned that the Goblins would come to town in the dead of night on the Midsummer solstice offering a Red apple of perfect hue. An apple that could with a bite, cure any malady, reverse old age, and break even the most terrible curse.

Kirios could not help but overhear this from outside the tavern, having skilfully avoided the dalers at the gates he was now sneaking about doing what rogues do best. It was the first his nefarious mind had heard of the pale apple... When the party awoke the next morning, Kirios would not be leaving with them.

Sunstone and Beyond

The night was still bar for the distant howling of wolves, but passed without event. Carric and Gothrun were forced to share a room while Einkill got a whole suit to himself.

The next morning no tears were shed for the loss of Kirios - who had absconded into the night - and packing their things they set off before the sun was high.

The trek up the snowed out old road into the highlands was arduous but largely uneventful. Rolling hills crowned with oaken stands of old growth, and craggy break neck valleys made up the majority of the scenery. On occasion they would spy the ruins of a walled farmstead off the road some way amidst the trees - but never did they stop to investigate any closer. Just after highsun they reached the ruins of Sunstone, a collection dilapidated buildings mouldering along the banks of a rocky frozen river. Things had been living here, they found a fire pit and some Graffiti, but for the most part Sunstone was a ghost town.

They passed through without incident on their way towards the daggerhills, passing by increasingly dense thickets of hardy thorn covered vegetation until finally they reached the Shadowfall Ravine at Sunset.

The Approach

Ancient shattered stone columns of granite stood like a sparse forest on the edge of the ravine. Signs of old ruins were everywhere, yet the ruin itself was not. Fallen pillars here, broken flagstone there. Carric kneeled next to one of the toppled columns, wiping off the snow to find the carven words 'Durbuluk', or 'Those who sharpen their teeth' in goblin along side the words to say 'Keep out or die' written in the same. Einkill meanwhile stood with Gothrun admiring the thick stonework of the pillars themselves. The dwarf musing that they must at least be several centuries old, carved by human hands and brought here with magic... for the Granite they were looking at was native to the Tethyamar mountains. (Insert Ancient Aliens reference)
Carric got their attention by indicating he had found an old knotted hemp rope dangling over the chasm edge... looking down they could see the bottom. a narrow snowy stone ledge 60 feet down... strewn with old bones and fallen boulders.

Einkill decided to descend first, finding goblin wrought handholds in the cliff face. the others watched breathlessly as he deftly dropped, hand over hand down the creaking rope, into the shadows. The Chasm widened out significantly. And already bats were begining to emerge from the dark-places of the world to flit through the twilight. Finally at the bottom, Einkill broke the ice crust with a crunch of his thick boots. 'Ye can all come down now' He hollered up, Grumbling something about elves being too dainty to climb.

While he waited, he sifted through the snow - finding an old charred spearhead in a burried firepit.. he also noticed some charred animal bones. Someone had been camping up her. he then noticed fresh giant rat tracks nearby... lots of them. everywhere infact. THEN he saw the giant rats... One snuffling about on the old stone stair switch-backing down the cliff face to the west, Then another, its thick hairless tail slowly dissapearing behind a fallen Stone collumn. He readied his axe. But as he went to yell to the others - the third rat he didn't see, lept out from a ledge in the wall at him!

Wolves of the deep

Gothrun looked down, eyes wide beneath his forest green hood as he saw Einkill suddenly get jumped by first one giant rat, then a second - biting deep into his shoulder. Einkill howled in pain, then flew into a rage. Gothrun quickened his pace down, yelling up at Carric to get down the rope and help them.

While Einkill struggled with the rats, Throwing them off himself and hacking down upon them with his Axe, soon Gothrun dropped from the rope and began incanting the words to fill his body with the fury of a tempest. He Ripped one of the Giant rats from Einkills back - holding the creature by the Scruff for just a second before electrocuting it with both hands. Carric meanwhile scaled down the cliff face, only pausing to take aim and lance down upon the now more numerous vermin with a ray that drained all heat from that it touched, killing with frost. One rats whiskers froze and snapped right off, its eyes glassing over. It panicked with a loud screech and fled at top speed over the cliff side, veritably leaping into the air rather than suffer the ray of frost any longer. But more were scurrying up the stair well. Lots more.

Einkill was dripping with blood from scratches and Bites. But now enraged, he was a butcher of Rats. Throwing one of the Rats into the air, he Swung his axe in both hands and with a roar, sent two halves of the rat flying into the snow with a wet thud. Gothrun readied his staff, but quickly dropped it in the snow when he realised two large rats were running at him. Their fangs were long and in need of pine kindling, but for lack of something better to chew Gothrun suspected his bones would do just fine. He electrified his hands again, preparing to catch the first rat and shock it backwards - instead he ended up locked in a bear hug with the creature, its Fangs precariously close to his face when suddenly - A flash of purple energy sent it reeling backwards into the snow, spraying Gothrun with blood and tufts of fur. Two more purple flashes struck down into two other rats running at the half elf, hitting home like bullets. Blood and fur exploded into the air, throwing the rats to the ground rolling around in agony. They scurried as fast as they could back off into the darkness. Above, still holding onto the Knotted rope, a violet glow faded from Caric's eyes and finger tips, he watched on from on high as Gothrun picked his staff up from out the snow beside him - and slammed it down into the crippled rat sprawled before him, again and again until it ceased twitching.

A blood curdling scream however drew their attention back to Einkill. A Rat, the last rat that is, had lept upon him from behind and was tearing out the side of his neck. Ribbons of meat came loose and bright red blood sprayed into the snow. Einkill staggered holding his neck wild eyed and gurgling before falling over in a twitching heap in the snow. The Rat was upon him, but So too was Gothrun - Vengence in his eye he smacked the thing clean off Einkill with a two handed sweep of his staff, before Carric finished it while it tried to run away - the thing shrieking to the last as his ray of frost froze its blood in its veins, leaving its body half-defrosted on the cliff edge.

Einkill's Folly

Gasping and falling in and out of Conciousness, Einkill was losing blood quickly. Gothrun had no idea what to do. kneeling in the snow next to his companion he looked around for something he could use to styme the bleeding. Thinking fast , and not wanting to get his hands dirty , he used the power of the art to apply pressure upon the wound in a perfect arcane seal. While he did this, Carric descended and stood watching, growing ever more pale at the thought of his potentially long elven life coming to such a wretched end in the same way.

After about two minutes Einkill lay still... breathing... but still. the pressure was working. A mix of Einkills own blood matted beard hair and the arcane pressure serving to buy the dwarf time to recover. His Jugular had not been pierced, but it wasnt clear if he was going to bleed out or be ok ... his fate was in Tymora's hands now. All that they could do was sit and wait
Fendrikor Posted - 30 Oct 2014 : 05:46:48
TEST SESSION ONE

Tonight i decided i will run what i have done so far in a short 4 hour session at the local game store which is open late.

Some keen DND players have enlisted, and i have brought 6 premade characters (2 fighters, 1 wizard, 1 rogue, 1 cleric, 1 monk) for anyone who cares to drop in.

My theory is If i go over 4 players, i will add 2 monsters per extra player into the mix. (So 8 kobolds will become 10 for a party of 5, 4 skeletons will become 6).

--------- My plan -------------

Things will begin with the party having a quiet drink in a tavern and planning for their adventure.

I will then cut back to how only a few hours earlier they had a discussion with Lord Randal Morn about takeing the job (and payment, which they can negotiate during that spiel) before cutting back to the tavern scene.

Ill alow them to be as interested or disinterested in makeing plans as their roleplays alow for, and have some fun according to their class (to teach them skills), such as pick pocketing, getting in a fist fight, learning about condition effects (such as alchole poisoning), and travel around town to get what they need (i am assuming it is mid day).

Randal will pay them half the money up front if they barter with him.

When ready they have a choice - Set out for Sunstone, Rest, then head to Sunless citidel. OR. Cut a path overland to get to the Citidel a few hours after dark, and camp there.

If they travel to sunstone they have an uneventful day, but at night they get attacked by twigblights.

If they travel overland they have twice the chance of encounters (so two seperate rolls, which could mean two encounters).

-------------

I intend for them to then at the citadel push as far as they think they can go before needing to Rest. when they decide to take a long rest, i will end the session.

Ill report back with how it all goes in 5 hours or so.
Fendrikor Posted - 29 Oct 2014 : 16:39:49
wow. i must say, personally my favorite picture from that site Markustay, is the oil painting of daggerfalls. :) words cannot describe how good it is to 'see' it rather than think it.
Wooly Rupert Posted - 29 Oct 2014 : 15:22:44
quote:
Originally posted by Markustay

The Return of Randal Morn mentions 'Teleport Rings' (with a Halaster tie-in) - thats another item you can find in the Daggerdale region. There aren't any 'hard stats' given for them, so you can adjust them to suit your campaign (in other words, maybe give them 'charges', with only a couple left, rather then a 'once-per-day' kind of thing).

I may have to add them to my home-brewed Thaeravel lore.

I like the tree-blights, but they need a little something. Maybe have them be a larval stage for something else? (like an evil Fey that can take on a pleasing appearance to lure men to their dooms?)

I just came across THIS SITE quite by accident, and it has some nice maps you may want to use. Its weird, because I wasn't even looking for anything Daggerdale-related when I found it (damn you, Google and FB, for 'adjusting' my preferences without me telling you to do so!)



I believe that there was a teleport ring in Spellfire -- an imprisoned Zhent had it on one of his toes and used it to teleport out of Shadowdale.
Markustay Posted - 29 Oct 2014 : 13:07:53
The Return of Randal Morn mentions 'Teleport Rings' (with a Halaster tie-in) - thats another item you can find in the Daggerdale region. There aren't any 'hard stats' given for them, so you can adjust them to suit your campaign (in other words, maybe give them 'charges', with only a couple left, rather then a 'once-per-day' kind of thing).

I may have to add them to my home-brewed Thaeravel lore.

I like the tree-blights, but they need a little something. Maybe have them be a larval stage for something else? (like an evil Fey that can take on a pleasing appearance to lure men to their dooms?)

I just came across THIS SITE quite by accident, and it has some nice maps you may want to use. Its weird, because I wasn't even looking for anything Daggerdale-related when I found it (damn you, Google and FB, for 'adjusting' my preferences without me telling you to do so!)
Gary Dallison Posted - 29 Oct 2014 : 12:07:45
I'm afraid i have quite deliberately steered away from the well detailed areas of the realms when doing my version of places. I find too much lore to be just as much of a hindrance as not enough lore.

I have still collected loads of information on the areas, i'm just not doing anything with it at the moment.

Sorry i can't be more helpful. Although since you mentioned this adventure i have skimmed through it a bit and i'm stealing Ashardalon for my own version of the Rage of Dragons. So thanks for the lead, i only need another 22 dragons to fill out my secret cabal of dragons that havent been seen on Faerun since -3500 DR.
Fendrikor Posted - 29 Oct 2014 : 11:29:14
Netherese themed loot

Converting over roughly half the gold and silver in the dungeon to Electrum peices and Platinum coins so far has been the easy part about adding flavor. But what DID the netherese actually use for Currency?

Consulting Lost empires of Faerun i found a wealth of vague references to netherese loot items such as Arkyres (Ensorcled crowns), Attuned spell gems, Shatter-rings, books on long lost netherese spell lore, etc.

The only problem is, in a ruin that such as this, how common should all this loot ACTUALLY be?

Thus far i have included one Arkyres (Crown) in the Watermephit room. Given Water Mephits do not exist at the moment in 5th ed, I used a Water Wierd (which was, thankfully, CR 3).

'this' Arkyras grants the wearer the a ability to speak, read and write in the Loross script. Which has become necessary for passing the riddle room in Alekkra's tomb (as Loross is a dead language).

Spell gems i am hesitant about... according to attune gem i could put 'anything' in the gemstone really. Anyone know an example of how the netherese used these?

Shatter rings i cant seem to find anything about. I am assumeing they function like a wand, and when they run out of charge the set jewel shatters leaving the ring unmagical and worthless.

tonights progress in converting

I have converted up to room 35 now. The Goblin areas have been significantly easier as the CR is exactly the same (thus i am simply re-writing the DC's for tasks, again just reducing them by 2).

for Yusdrayal the Kobold queen i made her an Urd with 3rd level sorcerer spells. Her Honorguard were a 50/50 mix of Urd and Kobolds wearing Rat-skull helmets and elaborate plumes of coarse bristle rat hair to mark them out as elite.

Yusdrayal herself has an elaborate rat-fur mantle with a shock of sharpened bones frameing forming a neck-dress around her collar. She holds herself like a dragon, and does not intimidate easily (she is ice cold in her belief, that she is REALLY a dragon... or will wield the power of one... through Calcryx ofcourse).

I adapted her loot items to contain Netherese spell gems instead of scrolls (so a spell gem of spider climb, spell gem of comprehend languages).

As i think i noted before i changed the Water Mephit for a Waterwierd (CR was the same).

Changed the 8 cave rats in the 'Dragon Chow' encounter for a Rat swarm.

Changed the dragon bust on the Sanctuary door to a big impassive effigy of Jergal and the description from 'Channel good, open the way' to 'Channel your faith, and be judged by Jergal'

Changed the Azun-Ghund transparent metal whistle for a flute (anyone know of a popular netherese instroment?). Also replaced the potion of protection from fire next to it (which should realistically have dried out long ago) with a Shatter-ring of protection from fire with 3 personal charges left and the command word 'Conflagro!'.

I am considering giving Guthash lair actions (to summon more rats).

I am also considering revisiting Alekkra and giving her legendary actions (either cast a spell or move 10 feet).

Utterly removed Erky Timbers. You might say, he 'Erked' me... *Cough*

I was writing up a really badass Redplume cleric of tempus to put there in his stead, sent by Malthir of hillsfar on a mission to get a pale apple for his own purposes. Having missed his chance last winter (on account of being captured) he see's an opportunity to redeem himself, get another pale apple - and stab a bunch of demi humans in the back in the process.

But i decided instead i would leave the spot open for new character write ins, or an NPC that would compliment the party, rather than work against it (but i still hate Erky Timbers. Oh god)













Markustay Posted - 29 Oct 2014 : 00:46:51
Never really gave Daggerdale much thought until now. I owned the three modules, but never got to run them (I heard they were rife with continuity problems).

According to Eric Boyd, the 'Undead castle' was an Easter egg. Just a 'free site' for DMs to do what they wanted with. So I guess the Northern Journey guys did the right thing with it.

And during that discussion I discovered a 4th village within the confines of Shadowdale (beyond Shadowdale-proper). Earlier I stated there was three. Never noticed that one at the very bottom of the Moonsea map. I really do need to finish a comprehensive map of the Dales/Cormanthor region.

Which, of course, is why I started a Daggerdale map. Its actually just the corner of a much larger map.
Fendrikor Posted - 28 Oct 2014 : 23:19:57
I like the idea of trading bloodstones with smaller kingdoms in the region, it gives me an idea that perhaps Alokkair gave his daughter Alekkra a bloodstone dagger to kill Hlonagh with in their marital bed. Failing this, she was entombed alive with the dagger.

I tend to just nothing the details on the map i dont really need. Most of the villages on there are hamlets, or ruins. Which is good for plotting overland journeys (and safe stop spots).

And as much as it is homebrew, i have found it very useful for lack of a more complete history of the dale (as i ran city of the spider queen, i LOVE that in converting sunless citidel i have found out even more about the dale! finding out that Hlontar existed in the Teshar valley before hand answered so many questions for me).

but i am open to all intepretations of the dale (i enjoyed Cyril Lockner's work on this, havent seen him on the forum much lately though). If yourself or Dazzlerdal have a take on it, i would also be keen to see :)

Todays thoughts

Kobolds in 3.0 were cr 1/4 , where as in 5th they are 1/8. This dramatically increases the number of kobolds per encounter... which in some cases will be overkill.

Thus. I am considering adding 1-2 Urds (winged kobolds 1/4) to a fight. The only trouble would be mobility. Luckily the Sunless citidel rooms are described as being rather large, so i could have the Urds fly through the rafters throwing down debris to make the fights somewhat interesting.

the other thing is the Kobold queen, found later in. I am considering makeing her an Urd (or even, the only urd) and keeping whatever spell casting abilities she had (i think she was magical.. not at my computer so i cant check).

The other idea is to have the normal encounter worth of kobolds, and have the 'extra CR difference' in kobolds arrive on the second and third turns to join the fighting.
Markustay Posted - 28 Oct 2014 : 22:24:38
The Undead Castle itself is canon - its in the Forgotten Realms Interactive Atlas (there is even a map of it). That means it had to be in a product somewhere. What I am trying to determine is whether the name 'bloodstone' is also official, or was that just an affectation of the Daggerdale (homebrew) project.

I'd consider Castle Dunbarton canon, though, since it was created by Eric Boyd. The rest on that map, though - its a bit 'busy' for my tastes - the dales are supposed to be very 'rural'. All have several smaller settlements (even Shadowdale - I know of 3), but that map shows an awful lot.

EDIT: Okay, I've checked all the pertinent sources (seems Daggerdale is the 'Darkmoon Vale' of the Realms - a lot of adventures were set there), and I can't seem to find it (unless I missed it). So I guess I'll have to prod someone...
Fendrikor Posted - 28 Oct 2014 : 22:04:05
http://forgotten-realms.wandering-dwarf.com/daggerdale/nj.php not truly official but I like their work :) bloodstone/highstone exists here
Markustay Posted - 28 Oct 2014 : 15:47:26
Okay, now I am confused. When you said 'Bloodstone' I thought you meant THE Bloodstone, over in Vassa/Damara (although Bloodstone itself is mined throughout the Galena Mountains, and we could therefor theorize a connection via the small kingdoms that popped-up around the same time Alokkair was active - perhaps he had dealings with that other lich from the Hulburg region). Now I see on one map that the 'Undead Castle' is called Bloodstone. Is that official? Where is that from?

So now I better comprehend where you were coming from when you said, "The old road used to run up to highstone, but fell into disuse when Highstone fell and was renamed Bloodstone". Where is this Highstone/Bloodstone lore from?
Fendrikor Posted - 28 Oct 2014 : 15:24:15
:) Glad to be of service Markustay!

I looked through lost empires of Faerun, and discovered 'Shatter Rings' of netheril, which function as alternative wands. Thus, on the Hlontaran skeletons i replaced the 'chambered' magic missile wands (mounted in the ransuers) to instead be Lesser Shatter Rings, the skeletons simply clench their fist - point and shoot (for full magic missily effect... only d4+1 charges remain however).

I also removed the Statue of Hlonagh, and replaced it with a 'carven likeness' (statues would have fallen over when the citidel fell).

Changed the quasit's name (room 11) from Jot to Ghozer... i find it more amusing (and it is a ghost busters reference).

Loross script has become a problem in the Riddle room, some how i dont think any of the party members would have a clue how to understand a riddle in fluent Loross. Especially when it is this..

'Some try to hide, some try to cheat, but time will show, we always will meet, Try as you might, to guess my name, I promise you'll know, when you I do claim'

To this end i have also just put in the secret door and made it 'forceable' with some sledge hammers, or a crowbar and some gumpton. However at the same time i have made the riddle statue into a Caryatid collumn in disguise (Animating and attacking should they try to force the secret door instead of answering the riddle)


And as for tonight - here is my work on Alekkra's tomb...

12 – Alekkra's Tomb

'Violet-hued marble tiles cover the floor and walls, though all are cracked or broken, revealing rough hewn stone beneath. Wall sconces are attached to the walls at each corner, but only one still bears a torch, and it burns with a tiny, greenish light. A stone sepulchur, covered in gorgeous, shining copper leaf stands in the middle of the chamber, and time worn copper clasps securely fasten the lid to the rest of the coffin. The lid is carved to resemble a human beautiful woman. The room is otherwise bare'

The Flame – Is an ever burning torch which looks like normal flame bar for its green colour.

The Latches - Six copper latches hold down the sarcophagus lid. Each one is stubbornly stuck, requiring a strength check (DC 19) to undo.

When all six are undone, the lid can be pushed off.

What lays inside – Inside the sarcophagus amidst Alekkra's crumbling bones rests a ceremonial electrum masterworked dagger with a bloodstone pomel Gemstone, a ring (worth 5), an amulet (worth 10), and two bracelets (15 gp each). Scattered across the bottom of the sarcophagus are 44 electrum pieces and 5 platinum. In addition two arcane spell scrolls written on crumbling papyrus (1st level spell Comprehend Languages, and the 3rd level spell Protection from Energy)

Alekkra – (CR 3)
When Alekkra is freed from her tomb she hovers up out of the sarcophagus with an intense, burbling wail. She appears as a hovering skull wreathed in green flames which resemble hair, her eyes glow green aswell, and a spectral barely perceptable body can be seen below her – though her skull is the only tangible part of her. She then begins to scream in Loross script that 'Hlonagh! I will have revenge for what you did to me' 'Hlontar will fall! My father Alokirr will unmake everything you have built' 'I hate you for this! I have always hated you!'

Alekkra cannot cast fireball.

Tactics – Alekkra will begin by attacking with her eye rays, she will split them over seperate targets (unless no other target presents itself). On her second round she casts blur, casting shield when struck with magic missiles. She is insane and has no method to her attacks, simply attacking the nearest or most threatening creatures.

When destroyed her skull crumbles into fragments and dust. But a dim green light still lingers in the sockets (until holy water is poured upon her).
Markustay Posted - 28 Oct 2014 : 15:15:22
Looks good.... makes me want to run this. Too bad I am already in the middle of the Lost Mine of Phandelver.

Now you've guys piqued my interest and got me working on a map of Daggerdale.
Fendrikor Posted - 28 Oct 2014 : 09:19:14
Renamed Shadowfall Chasm, Shadowfall Gulch. History (obscure, DC 20) will note the Gulch was created by Alokkair during the destruction of Hlontar.

Also replacing the Snowstorm encounter with an ACTUAL calander of the weather from the 22nd of Hammer or the 22nd of Alturiek (taken from Forgotten realms helps Dandillo's weather thingo)

I will replace this instead with something else, perhaps a little beholder (like a spectator). The daggerhills 'do' have beholders. even little ones.

The Citidel

1 - Dropped all the climb DC's down the cliff by 2 (to DC 12), Kept the knotted rope at DC 0. Graffiti is still written in goblin.

2 - Original 3 Dire rats replaced with 8 Giant Rats. Decided they would be far too powerful attacking all at once, so the players get 1 round notice to 'hear' the rats coming (if they make noise they ring the dinnerbell). The rats come in 3 waves, seperated by a turn (3,2,3). I figured staggering the encounter is the only way to make it fair.

3 - No change to the stair, except reducing the balance check by 2.

4- Pit contains 1 rat still, but when the trap is sprung - 2 more rats emerge from the rubble and attack those above the trap 1 round later.

5 - No change, changed Ashardalon inscription (Draconic). Also made the goblin pinned to the base of a big marble statue of a wizard in an Alcove of Hlonagh himself. It will read 'Hlonagh, Lord of Hlontar'.

6 - The hidden neich. Changed the Skeletons to 'Hlontarran Skeletons', clad in ruined scraps of breastplate, wielding Ransuers. 1 in 6 have a Ransuer chambered Wand of magic missile (2 charges, D4+1 damage. d4+2 remaining charges). Upped the number from 3 to 4. Changed the gold and silver on the skeletons to Electrum and platinum (same values). I figure these made more sense as netherese currency.

7 - Changed the number of rats from 2 to 6. Again, the party may spot '1' hiding in the rubble. if they try to attack it, all 6 flood out instead. Changed the Dragon priests tomb to the Tomb of Alekkra, daughter of Alokkair, bride of Hlonagh - 1st queen of Hlontar. Changed the 'Bust' of the rearing dragon on the tomb door, to instead to an alien depiction of Jergal, the Lord of the end of everything (Netherese god of death). It cannot be bashed down, no matter what they do. It will 'shatter' any sledge hammer brought to bare upon it. Only the Tomb Key can open it.

8 - The Chamber of Forlorn Notes. Instead of 'Making people panic and run' The notes instead cause confusion. Dropped the DC's by 2. The confusion effect ends if a player flees beyond 20 feet of an open entry way (Recovering 1 round later).

9 - Arrow trap replaced with an eldritch blast trap (Reason being, it still rolls to hit. It deals d10 damage, so its dangerous enough to be taken seriously). Any step on the floor in the chamber triggers the blasts. On either side of the door will be a statue of a wizard with their hands open and outstretched towards the entry. The shots will fire from each randomly. Disabling the statues could involve either destroying the statues, or reaching them and disaling the statues up close (a switch behind each).

10 - The Riddle chamber. A Statue of Alekkra herself. This riddle was initially intended to be a sentimental thing for Hlonagh when he came to the tomb to visit her sarcophagus (he did love her, he just felt betrayed). Insert sentimental riddle here (Any ideas??). It will be spoken in Loross. this may be hard to get past, so ill also include the secret door. But if they force, it the statue comes to life (a Caryatid Collumn) and attacks (A precaution against tomb robbers). IF the riddle is answered, the door opens by itself.

11 - The Tomb Approach. Upped Jots hitpoints from 7 to 18. Jot still will make a single attacks and flee. Tracks will be 'centipede tracks'.

12 - Tomb of Alekkra, her body will have long since rotted to dust. I am thinking she may either be a Deathlock, A Flameskull or Wraith of some kind. Either way, opening her Sarcophagus unleashes the vengeful insane spirit of Alokkair's daughter. I 'Was' considering a ghost. but it may be too strong for this adventure. so something far more wretched is required.


Fendrikor Posted - 27 Oct 2014 : 18:09:25
Overland encounters in daggerdale

I was not happy with the 'twigblights' only approach Sunless citidel takes to random encounters, but at the same time im a stickler for themed overland encounters.

Takeing inspiration from the 'Doom of Daggerdale' Random encounter chart, i have come up with these to represent what the players may find on the roads of daggerdale while traveling too and from the dungeon.

ENCOUNTERS: (Roll a d10)
During the day: 1-2
Night: 1-4
Off the beaten track: roll twice. 

Roll a d20 

1 – 2 : The Hills have Eyes (1 Spectator)
While trecking up a particularily steep hill slope a shadow falls across you, as against the sun appears a floating orb-like monster with several sinyewous eye stalks. It gives a shrill-cackle as it pivots down towards you – its spherical body entirely dominated by a puckering tooth filled mouth and a single cyclopean eye.

3 – Plummeting Birds (2 Bloodhawks)
These birds have decided to attack some likely prey in the party: A dog, gnome, halfling or familiar. They dive to strike from the sky, strike once and then try to make off with their chosen prey. If they cannot take it immediately, they take to the air again.

4-6 – Mercinary Patrol (Red Plumes)
(2d8+2 Guards with shields and Splint Mail AC 19) 
This rough looking group of mercinarys are dressed in splint mail with high red plumed helms. They are keeping the roads clear of bandits', but are not above abit of highway robbery and extortion themselves - especially if they encounter and harass groups of demihumans. They are a foot patrol, but will seek to stop and question the party. If the party contain any demi humans they will attempt to invent a case or set of accusations and suspicions of banditys (utter tripe ofcourse) unless ofcourse the party pay a bribe (about 1gp per red plume, per player). If so the Mercinarys go on their way. If fighting breaks out, the PC's best bet may be to outrun the plumes (who are slow in heavy armor). 

Each guard is carrying a bag of plunder containing : Silverware, crokery, iron goods and toold worth from 2-40 sp. NOTE: The splint mail reduces their speed to 20 feet. 

7 – 10 – Goblin Raiders
A goblin raiding party after food and plunder. They can be bought off with a bribe of 50 gold if the party looks strong and unwounded. If the PC's are wounded and outnumbered the goblins always attack. (2+d6 Goblins)

11 – Night Hunter
This attack only happens at night. Counts as no encounter during the day. A huge bat flys rapidly and silenty through the PC camp, snatching at leftovers, small animals (such as familiars) or other food. If attacked, it Screeches once and then flees with whatever it can carry. (1 Giant Bat)




12-13 – Twigblights 
This attack also only happens at night. Counts as no encounter during the day. A a bunch of twigblights jump the party from the undergrowth. They sound like rustling leaves in the wind. If killed they resemble a loose pile of twigs. (D6+2 Twig Blights)

14 – The Ogre from the hills (1 Ogre)
An ogre has come down from the Daggerhills to find rich pickings. He has little of real value though he thinks he has done really well. His enormous sack contains: 2 Venison Haunches, a set of burnt wild boar ribs, a skinned but uncooked rabbit on a stick, a dented dwarven helmet, a wheel from a cart, 38 bones that havent yet been cracked for marrow (deer, boar and dwarf), and a slightly bloodied set of bejeweled bronze beard clasps of dwarven make worth 250gp, or 500gp to an dwarven buyer. 

15-16 – Freedom Riders
A large patrol of freedom riders are closing in on the location of Midnight market, seeking to stop it before it happens (on the 31st of Hammer). Scout captain Reiner Trall has tracked the goblins to a rocky outcrop not far from Sunstone. Now riding back with a squad of freedom riders, he intends to strike quickly. Extra blades are always appreciated.
(10 Mounted Guards, 1 Mounted Scout ) 


17-18 – Lurkers in the Woods (d4+4 Wolves)
These wolves have fed well lately, and are uninterested in the party unless they are fed scraps or the party appears wounded and weak. Regardless of when they are encountered, the wolves will not attack until nightfall, prefering to remain just out of sight in the shadows of the forest undergrowth until after sunset. 

19 – Highwaymen (d12+4 bandits on Light warhorses in Ringmail (AC 14))
Cowards to a man, these shiftless warriors don't want to risk real battles as mercinaries, so they prey on the weak and the helpless. 

If they outnumber a group by 2 to one or more they will demand a toll. If not they will be seen watching from a safe distance (like a hill top or a farmstead camp). If they are refused, they attack and will take everything they can. If two or more of them are killed, the others flee. The bandits have not robbed anyone yet and have no treasure. 

20 – Leucrotta (1)
A cry of distress from the scrubland nearby rings out... a moment later it crys again, more distressed than before. It sounds like a horse in distress. Upon running into the underbrush they find a glade with a number of deer tracks padded around and the bones of a wildhorse, probably dead for weeks. While they are puzzling over this, the Leucrotta attacks from ambush. If it feels it is losing, it kicks someone and flees into the wilderness. 
Fendrikor Posted - 27 Oct 2014 : 17:55:57
Rumor mill in daggerfalls

RUMOR MILL
DC 10 Gather information

1 - 'The high road' ran past 'Shadowfall Chasm' on its way through the daggerhills, but fell into disuse generations ago. No one knows for sure what the ruins at the bottom once were, but old legends hint that they are centuries old.

2 – 'Shadowfall Chasm' is said to be unaturally dark, even on a clear day. Many avoid it for fear of the monsters that live within.

3 – 'The cattle herders dont graze their stock too far afield these days. Theyre frightened by stories of strange new monsters that maraud by night. No one has seen these creatures, nor do they leave a discernible trail. However cattle and people who have been caught out alone have been found dead the next day, pierced by dozens of needle like claws.

4 – The missing adventurers included a Fighter (talgen), a Wizard (sharywn), a Ranger (Karakas) and a Knight of the Aster (Sir Braford). Sir Braford was said to have wielded a blade he called 'Shatterspike'.

5 – It is whispered that Sometimes the goblins offered another Apple at midwinter. This apple is corpse-white and utterly poisonous, even to the mere touch of the skin. The midnight market is said to be held at a secret location in the wilderness known only to those with the right contacts... It is thought that Lord Randal is seeking to find and stop this mid-winter market.

6 – Dinter, the half ogre barkeep at the Broken Dagger Tavern, remembers a time about thirteen years ago when a grim man in dark robes named Belak stopped by asking about the Sunless citidel. He assumed he was just another Blackrobe from Zhentil keep, as he had a very large pet Toad as a familiar.
Fendrikor Posted - 27 Oct 2014 : 17:41:39
Progress for this evening

So here is Randal's Intro Spiel and my own custom hooked (I borrowed inspiration for the structure from Randal's hook in city of the spiderqueen)

'You arrive at the Hall of Lord Randal Morn, Ruler of Daggerdale. Randal morn has governed the war-torn dale for scant longer than a year now. Under his wise guidance, much of the damage done by the decades-long Zhent occupation is beginning to be repaired, and the folk of Daggerdale look with hope towards a prosperous future. The heroic story of Randal Morn's resisance against the Zhents and the Restoration of his throne are widely known throughout the dalelands'

'The Lord of Daggerdale does not stand on ceremony, personally greeting you at the doors. Leading you into a comfortable study lined with bookshelves, he calls for refreshments'

'Thankyou all for coming so quickly' he begins 'I have heard you have a reputation as courageous problem solvers. Well, i have a problem that needs solving'.

'Two weeks ago, a party of young adventurers set off on an expedition into the daggerhills and have since not returned. Two of the adventurers in the group, Talgen and Sharwyn Hucrele, are the children of a dear friend of mine. Her name is Kerowyn, and she has asked me to see them found and returned home safely. This is why I have summoned you... and I am willing to pay you well.

My court wizard divined their last where abouts to be in the vicinity of a Shadow filled Chasm on the western edge of the Dagger hills. Rumor has it at the bottom of the chasm are ancient ruins from a time before the dales were young. Ruins known locally only as The Sunless Citidel'

'I will pay each of you 125 gold coin for the return of the Hucreles, Double if they are alive and sound of mind. Are you up to the task?'
Markustay Posted - 27 Oct 2014 : 17:14:32
Vampires & Werewolves, Liches & Zhents... must suck to live in Daggerdale.

EDIT: Malar is listed as one of the 'Dark Seldarine' that made war on the Seldarine at Lolth's bequest, in the Evermeet novel. That makes him VERY old (perhaps even a 'primal power of the hunt').
Gary Dallison Posted - 27 Oct 2014 : 16:46:35
Never made that connection before, but it does fit rather nicely. I will have to have a look at my notes on the arrival of the Dark Gods but i believe Malar was present prior to the arrival of Bane, Bhaal, and Myrkul from the south (around the fall of Myth Drannor) so Alokkair the Wizard King and a few Malarites is probably all that afflicted the humans living around the fledgling dales at that time (500-600 DR).
Fendrikor Posted - 27 Oct 2014 : 16:43:12
hrmm. Shraeyvn the weapons mage forged the sword of the dales (see the return of randal morn trilogy)

I dont know much about him per se either only that he made the sword at a time when the dales biggest threats were malarite lycanthropes in the daggerhills, and Wizard lords seeking to carve out... their own kingdoms... and then it clicked. Hlonagh probably existed around the same time as Shraeyvn.

I love the realms. it all makes sense now.
Markustay Posted - 27 Oct 2014 : 16:26:01
Suggestion?

Bloodstone seems way too far away. I would suggest having the 'Old Road' be the one that leads off to Tethyamer. Then you can have the Ravine & Sunless Citadel fall-out in the Giant's Craw valley to the SW.

EDIT: That would also put it in the vicinity of another ruin - Shraeven's Tomb. Its on the FRIA - does anyone know where that site is from? The FRIA even has a map of the tomb itself.
Gary Dallison Posted - 27 Oct 2014 : 16:16:58
It sounds like a good fit for an evil necromancer lich king.

The details i have of Alokkair are sparse. Just that he chose one of the minor warlords (Hlonagh) south of the River Tesh to support and helped him unite the land under his banner and found the kingdom of Hlontar in 536 DR.

Alokkair served Hlonagh as court wizard for a time but eventually betrayed his one time ally and became king himself.

In 569 DR, Alokkairs own daughters turned against him and turned his household guard and the people of Hlontar against the Wizard King. Alokkair destroyed two of his rebellious daughters but the youngest survived and overthrew him.

Alokkair fled to a secret lair and eventually became a lich.

Thats pretty much all we have. Plenty of ways to spin it though.
Fendrikor Posted - 27 Oct 2014 : 16:01:21
I have an idea -

Perhaps Alokair married one of his Daughters to Hlonagh to cement his position politically, but Hlonagh is not without his flaws - perhaps he figured out she was a spy for her father - and her had entombed alive (the dragon priests tomb area) for betraying the kingdom of Hlontar and perhaps securing their doom? Or something. This could also add another layer to Alokair's attack (not that he may care about her death really, but upon finding out she had been found out - perhaps he had to hasten his plans to attack Hlonagh's fortress before he could figure out how to prevent his coming doom.

or something.

Is there much on the nature of his betrayal?
Markustay Posted - 27 Oct 2014 : 15:52:43
Great! Thanks! (I would have never thought to look there).

I really need to keep better notes...
Gary Dallison Posted - 27 Oct 2014 : 15:47:54
Whoops, sorry. Ruins of Zhentil Keep i believe has the adventure; Felled Hopes, in it which details the Lost and Snowmantle.
Markustay Posted - 27 Oct 2014 : 15:46:17
Well, that was very informative... but you didn't answer my question.

Where is all that from? I could probably find it myself, but you seem to know precisly where to look, and could save me some time.

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