Candlekeep Forum
Candlekeep Forum
Home | Profile | Register | Active Topics | Active Polls | Members | Private Messages | Search | FAQ
Username:
Password:
Save Password
Forgot your Password?

 All Forums
 Forgotten Realms Journals
 Adventuring
 Shields of the North

Note: You must be registered in order to post a reply.
To register, click here. Registration is FREE!

Screensize:
UserName:
Password:
Format Mode:
Format: BoldItalicizedUnderlineStrikethrough Align LeftCenteredAlign Right Horizontal Rule Insert HyperlinkInsert Email Insert CodeInsert QuoteInsert List
   
Message:

* HTML is OFF
* Forum Code is ON
Smilies
Smile [:)] Big Smile [:D] Cool [8D] Blush [:I]
Tongue [:P] Evil [):] Wink [;)] Clown [:o)]
Black Eye [B)] Eight Ball [8] Frown [:(] Shy [8)]
Shocked [:0] Angry [:(!] Dead [xx(] Sleepy [|)]
Kisses [:X] Approve [^] Disapprove [V] Question [?]
Rolling Eyes [8|] Confused [?!:] Help [?:] King [3|:]
Laughing [:OD] What [W] Oooohh [:H] Down [:E]

  Check here to include your profile signature.
Check here to subscribe to this topic.
    

T O P I C    R E V I E W
Dalor Darden Posted - 19 Feb 2018 : 19:32:22
So I'm starting a new group with my kids. I played a long running campaign with friends for nearly two decades called The Shields of the North...and now my kids and some of their friends are wanting to play too.

We are starting in Phlan in the Ruins of Adventure; with the following things "in the future" for them:

Against the Slavers: will be "in the area" by having Darkshelf Quarry actually be one of the early adventures. Replacing the Village of Darkshelf with the city of Phlan who will be using the Quarry to bring stone for rebuilding. I'm pushing the other segments of the module to the Pirate Isles though. Slavers come into the Moonsea to buy slaves and to take them as well. Details are sketchy right now; but the essence is there.

Against the Giants: After the city of Phlan is "saved" giants will start raiding outlying settlements. Hill Giant Chief will be in the foothills of the Dragonspines...then the others in the Dragonspine Mountains.

Temple of Elemental Evil: will be in Sullaspryn. No village of Hommlet. Going to convert Sullaspryn to a pirate haven (a version of Nulb).

I have several smaller adventures planned too; but for the most part I'm only going to place things "in their way" and let them go from there.

Current party is:

Oynstein: LG human male Paladin of the Triad.

Din of the Dragonspine Mts.: CG dwarf male Barbarian (Battlerager).

Caelcormac: CN elf male Fighter/Magic-User

Krage: N human male Druid

Ahleena: N elf female Magic-user/Thief

?: NG elf female Cleric/Magic-User (daughter hasn't decided a name)

More to come...
6   L A T E S T    R E P L I E S    (Newest First)
Dalor Darden Posted - 16 Feb 2019 : 03:20:06
quote:
Originally posted by TheIriaeban

Why not include Ravenloft (the module). We had a blast running through that one. You could actually get your kids to respect vampires again. Just be sure to stress that Strahd will do a lot more than just sparkle if they catch him in sunlight.



I thought about this module...I could possibly work it in somewhere on the eastern shore of the Moonsea.

I'll give it some more thought and see if there might be a way to get the party there.
Dalor Darden Posted - 14 Feb 2019 : 17:13:15
We did use the Pool of Radiance as per the Ruins of Adventure Module.

The campaign is a slow crawl right now and so the party is still in the midst of "clearing out" Phlan.

They have already went to Darkshelf Quarry and triumphed there; but it was a hard fight and a character (the Paladin) was killed. He was Raised when taken back to the Temple of Tyr however.

The group has had several "random" encounters in the city outside the civilized area and the humanoids have gained a healthy respect for the amount of firepower the party can rain down in the form of Sleep spells from 3 magic-users as well as a powerful front line in the form of the Paladin, Battlerager, and the Druid's Call Lightning spell...a city is a big ol' outdoor dungeon where Krage is thriving.

The roles adopted by the players have been:

Oynstein: Heavy Armor wearing Tank. He draws enemies in and with his shiny suit of Plate Armor +1 and magical Shield +2 (along with a dex of 16) makes him AC: -3 which is hard for the regular humanoids to hit. His sword swings true most of the time and his casualty count is nearly as large as the dwarf. Oynstein is a LG human male Paladin level 4 of the Triad.

Din the Battlerager is a front line fighter who wears plate armor too; but does not use a shield. He fights with a Battle-Axe in his primary hand and a Hand-Axe +1 in his off hand and creates a bloody mess wherever he goes with his exceptional strength (18/77) allowing him to slay outright most humanoids. It doesn't hurt that this dwarf also has a high dexterity (16) and an outrageous constitution (19) allowing him as many as 22 Hit Points per level! Din "the Barbaric" is a CG dwarf male Barbarian level 3. I nixed the rule that said Barbarians can't adventure with magic-users because TECHNICALLY Din is a Battlerager.

Caelcormac the elf is a rather sullen fellow who has taken to the role of party archer and enemy spell caster slayer. He always has his bow at the ready and focuses on spells that enemy spell casters can be hurt most by. He wears only leather armor (so he can use his elven surprise ability if alone); but does carry a shield +1 in case he has to get into a melee. His longbow is non-magical; but he does have an assortment of magical arrows alongside his normal arrows...he never hesitates to use magical arrows on enemy spell casters...especially in surprise segments. He fancies himself an elven "assassin" I think. He is a CN elf male Fighter 3 / Magic-User 3 and usually memorizes: Sleep, Magic Missile and Mirror Image.

Krage the Druid (now known as "Lightning Lord" jokingly by the party and "Sky Doom" not so jokingly by the humanoids of Phlan's ruins) is a force to be reckoned with. While he is no giant in a melee (wearing Leather armor and shield only; but wielding a scimitar +1, +2 vs magic using and enchanted creatures); it is his higher level spells that make him deadly to enemies. It takes him a while to Call Lighting to be sure; but if the party scouts out a camp/lair of humanoids (see Ahleena next) then he has plenty of time. He has a pair of wolves that guard him who were initially charmed, but his magic allowed him to train them well and they are now "civilized" enough to enter Phlan. Krage is a N human male Druid 5 and has a Wand of Ice Storms he uses sparingly and his usual spells seem to be: Animal Friendship, Detect Magic, Detect Poison, Detect Snares and Pits, Entangle, Speak with Animals; Charm Person or Mammal, Cure Light Wounds, Fire Trap, Heat Metal, Produce Flame; Call Lightning, Cure Disease, Neutralize Poison.

Ahleena the "Dark Eye" is a nasty surprise for others. She is the party "executioner" once the Paladin has Judged an evil to be put to death...all wrapped in pretty clothes. She is the party scout and does a wonderful job at it. She has a Ring of Feather Falling that she uses constantly to jump from building to building in the ruins of Phlan without hurting herself and landing as light as a feather. Coupled with her Invisibility spell, it makes her a very effective spy and scout. She avoids melee most of the time and doesn't even like using her shortbow unless she has to; but she doesn't mind using her magic. She also has a Ring of Free Action she purloined right off the finger of an enemy fighter (Zhent) she subdued with a Sleep Spell in the civilized section of Phlan. He hasn't returned from Zhentil Keep since she dove off the ship leaving the harbor. Ahleena is a N elf female Magic-User 3 / Thief 4 who memorizes (usually): Charm Person, Sleep, Invisibility.

Ree the "Kind" is the party good will. She is also a spell battery of attacks. Standing strong in her Plate armor and shield, she is also very hard for enemies to hit with missile or melee attack. She (along with Krage) has actually advocated burning the ruins to the ground to flush out the "vermin" inside though. Only with "good races" is she full of weal. She carries a Wand of Magic Missiles (nearly spent) that she uses on enemy casters in every fight. Ree is a NG elf female Cleric 4 / Magic-User 3 who memorizes spell such as: Command, Cure Light Wounds, Light, Protection from Evil, Sanctuary; Find Traps, Hold Person, Silence 15' Radius, Spiritual Hammer; Burning Hands, Sleep, Flaming Sphere.

The Masked Mage Posted - 31 Jul 2018 : 11:31:00
Are you using the pool of radiance / Tyranthraxus story? If so do you intend to tie Bane and the Zhentarim to the Slavers and then to Temple of Elemental Evil? Could make an interesting through-line. You could even work the Citadel of the Raven into against the giants.
Thraskir Skimper Posted - 31 Jul 2018 : 03:14:30
What levels are these characters? Are you running this as a city adventure or a failed dystopia city adventure? Ie The city has fallen and is over run with 'monsters' or The City officials are hiring you or you live in the city and are part of the militia and are taking back the city block by block.
TheIriaeban Posted - 27 Jul 2018 : 01:24:28
quote:
Originally posted by Dalor Darden

So I'm starting a new group with my kids. I played a long running campaign with friends for nearly two decades called The Shields of the North...and now my kids and some of their friends are wanting to play too.

We are starting in Phlan in the Ruins of Adventure; with the following things "in the future" for them:

Against the Slavers: will be "in the area" by having Darkshelf Quarry actually be one of the early adventures. Replacing the Village of Darkshelf with the city of Phlan who will be using the Quarry to bring stone for rebuilding. I'm pushing the other segments of the module to the Pirate Isles though. Slavers come into the Moonsea to buy slaves and to take them as well. Details are sketchy right now; but the essence is there.

Against the Giants: After the city of Phlan is "saved" giants will start raiding outlying settlements. Hill Giant Chief will be in the foothills of the Dragonspines...then the others in the Dragonspine Mountains.

Temple of Elemental Evil: will be in Sullaspryn. No village of Hommlet. Going to convert Sullaspryn to a pirate haven (a version of Nulb).

I have several smaller adventures planned too; but for the most part I'm only going to place things "in their way" and let them go from there.

Current party is:

Oynstein: LG human male Paladin of the Triad.

Din of the Dragonspine Mts.: CG dwarf male Barbarian (Battlerager).

Caelcormac: CN elf male Fighter/Magic-User

Krage: N human male Druid

Ahleena: N elf female Magic-user/Thief

?: NG elf female Cleric/Magic-User (daughter hasn't decided a name)

More to come...



Why not include Ravenloft (the module). We had a blast running through that one. You could actually get your kids to respect vampires again. Just be sure to stress that Strahd will do a lot more than just sparkle if they catch him in sunlight.
Thraskir Skimper Posted - 27 Jul 2018 : 00:56:09
Why would you oppose the slavers? Just sell them your prisoners and any family members who keep pestering you about letting their thieving family go. Solves all sorts of problems. You might have to go behind the backs of various do gooders or the like. Slaves are not coming back and if you supply them they will leave you alone. Slavers are harassing Phlan and you kill three birds with one stone. Keep the Paladin and Dwarf out of the loop lead off by your daughter to route out an undead problem while the Thief, Druid and Fighter Magic User solve the Prison over crowding problem.

Candlekeep Forum © 1999-2019 Candlekeep.com Go To Top Of Page
Snitz Forums 2000