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Fendrikor
Learned Scribe

Australia
189 Posts

Posted - 04 Jan 2015 :  18:41:21  Show Profile Send Fendrikor a Private Message  Reply with Quote  Delete Topic
Hey all, I figured i would post some of my 5th edition campaign here for the persual of other DM's and loremasters.

YEAR: 1367 DR, year of the shield.
DATE: 20th of Mirtul, the Melting.

I am primarily using Mysteries of the Moonsea, Moonsea (2nd ed), Sons of Gruumsh (3rd) and Ruins of Adventure (2nd) to cobble together not just a campaign... but a living Faerun for my local games club.

At current, with the assistance of 2 other casual dungeon masters i have been running 3 adventuring parties... and a 4th just signed up.

we are using 5th edition... here are some of the results.

--------

So Far:

Group 1 (current)
- Captain Dirk Ramundo (Half Turami/Half Sembian Fighter Pirate)
- Cotillion Greycastle (Tethyrian Bhaal-touched Assasin)
- Thorok who was raised by Worgs in the Galena Mountains (Half Orc wolf totem barbarian)
- Watson 'Witty' Starwicket (Rock Gnome Street Urchin Wildmage)

* Dealt with a gang of slavers beneath the Devil's fire tavern in Melvaunt while chasing up a bounty.

* Caught the notice of the Ironcouncil after doggedly pursueing rights of ownership over the liberated slaves. The motion was defeated, the slaves were gifted to house Bruil.

* Entered the employ of House Nanther in investigating a spate of disapearings among the children of the nobility, the noble scions having all vanished at once from several major houses. A reward of 1000 platinum is offered. They intend to buy a ship with it.

* Launch a series of investigations, interveiwing the nobility on lords hill and slumming it in smoke town. They get the increased suspicion the children all fled their horrible parents to become adventurers following the famous orcslayer Dorn Crownshield out on the Thar.

* Watson convinces the Dwarven community, on an outrageous bluff, he is a blood relation to Dorn Crownshield - the result of a trist with a gnome house maid. Somehow this correlates with actual coincidental facts, confirming local rumors Watson was entirely unaware of. He is lauded as the 'Heir to the Orcslayer'. They are drunk at the time, so they are not particularly critical.

* They survive an ambush launched by a large group of Thugs lead by an evil hedge wizard sent by one of the other major less cooperative noble houses - house leiyrahgon, possibly hopeing to throw a spanner in the works for lord Nanther. However the assasination ploy is counterfoiled by the arrival of the minions of ANOTHER noble house, house Natalli, who have no love for the leiyrahgons.

* Furthur investigations lead them to find out the young adventurers had ended up in the posession of a dodgy map. With the help of the temple of Oghma, they discovered the scions were heading out to the middle of no where near an old ruined orc township named 'Xulchoor'.

* they head out on the Thar, enduring the cold weather, rodents and trecherous terrain for two days before encountering an Owlbear just outside Xulchoor. Now they are pokeing around the ruins hunting for the lost scions.

Group 2 (current)

- Benedict Amblecrown the III (Chondathan Cleric of Tyr)
- Aether (Damaran Criminal two Katana Fighter)
- Dane Ironfist, Knight of the North (Dwarven Fighter)
- Kung Pinh of the Long Death (Shou Half Orc Monk)
- Norgoth (Illuskan Bard)

* Escorted a box of potions from Melvaunt to Glister.

* Plundered the Tomb of an Ogre Tharkul along the way.

* Got Quarentined in Glister by plague.

* Negotiated a trade agreement between the people of Glister and a tribe of silver mining kobolds (which subsiquently fell through).

* Confronted and slew a vengeful cleric of Yurtrus in the bottom of the silver mine, saving Glister from its supernatural plague.

* Became the heroes of Glister, and were rewarded by its various temples.

The Dead:
- Zafras (Bard - Eaten by a Grick)
- Azrael (Paladin - died of plague, and a lack of faith)
- Shump (Barbarian/Paladin - Aged 75 years in 6 seconds after attacking the altar of Yurtrus).

Group 3:
- ________ Human woodsman Ranger From Phlan or possibly Hulburg.

- Roxas (Forest gnome druid from Cormanthor forest)

- Hadarai 'Harry' Xiloscient, Sylvan elf Druid from the quivering wood outside Phlan (he is called harry as no one can pronounce his elven name).

- Fulignis, Apprentice to the Archmage of Glister (Damaran Wizardess)

- Sir Rosewater (Chondathan Paladin of Ilmater)

* Thus far they have been recruited by Lord Meldondar Nuiren, Master of the Waves for the Iron council of Melvaunt to investigate the dissapeared trade ships from Thentia. with unseasonal weather iceing up the bay, he wants a team to travel cross country to a remote light house fortress owned by a reclusive hermit known as 'The Kojar', given the title of 'Lord of the Lonely Coast', and a harem of slave girls to keep him company while he keeps the beacon lit to help steer Tradeships from Thentia clear of a dangerous reef. Meldondar suspects that their trade rival Mulmaster may be to blaim.

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

additionally, a 4th group has just signed up... but their group contents are yet to be revealed to me.

'Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup'

Edited by - Fendrikor on 04 Jan 2015 18:55:19

Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 04 Jan 2015 :  20:21:55  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Nice.

Glad to see Sons of Gruumsh being used. That's one adventure I wish I had access to when I DM'd my first 3E campaign.

Look for me and my content at EN World (user name: sanishiver).
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Fendrikor
Learned Scribe

Australia
189 Posts

Posted - 05 Jan 2015 :  12:02:35  Show Profile Send Fendrikor a Private Message  Reply with Quote
5th edition doesnt balance encounters as well as id hope. This is makeing converting the rest of Sons of Gruumsh tedious.

Conversion notes:

A DARK AND STORMY KNIGHT
- Replaced Vargoyle with a Grick (Added 3 levels of exhaustion to represent it coming out of a state of Torpor and tone down the CR to 1)
- Replaced Giant rats at the start with 4 Ratswarms.
- Kept the Giant spider the same.
- Replaced hobgoblins with Orcs to fit the 'Tharran' theme.
- Replaced the Dark Knight with a Zombie Ogre.

End results?
- Felt very second ed, encounters were very unforgiving.
- Grick killed a player, but was later Solo'd by the barbarian.
- Two Orcs nearly killed the entire party.
- Zombie Ogre was almost impossible to kill.
* Everyone had fun. Said it was hard but exciting.

THE BURNING PLAGUE
- Changed the Mayors name to 'Lord Beldoranson', a homage to Beldoran the founder of Glister.
- Used 'Sewer plague' as the Burning plague.
- Ran the same number of Kobolds.
- Larder fight was intense.
- Replaced Dire Weasle with 3 Giant Weasles.
- Replaced Barrel rats with a Swarm.
- Replaced M'Dok with the 'Evil Mage' from the starter box, with the size, physical statistics (Str,Con,Dex) and Flight ability of a winged kobold.
- Kept same number of Zombies, but made the 'plague chamber' at the bottom of a mine shaft, and had the zombies filter in d2 of each sort (kobold / miner) a turn.
- Used the 'Cleric' as Jakk Tornclaw. Reskinned some of his abilities and swapped out some spells with the 'Death Cleric' Domain spells.
- added a deadly trap to Jakks cave in the form of an Altar to Yurtus. Attacking or looting it would age a character d100 years as a curse, DC 15 con save for half. Elves would instead age d100 years a minute until dust.
- propper way to destroy the altar involves channeling divinity by a cleric, setting fire to it, or otherwise blowing it appart with spells.

End Results?
- Kobold hoards using massed sling fire can be very dangerous, but not deadly as players get death saves.
- ruled that each additional hit after the first that struck a character counted as a failed deathsave.
- The only thing that gave them pause was the Barbarian Rage offering a 50% damage reduction is very powerful in 5th.
- The Sleep spell is very powerful on hoards of creatures. I am convinced Hoards cannot be fought without sleep.
- Avoided the M'Dok fight entirely through negotiation.
- Jakk Tornclaw fight went brutally and memorably. Barbarian was killed attacking the Altar and ageing 75 years (he was a halforc, so max life expectancy of 65)
- Everyone had fun. Even the guy who died.

THE DEVILS FIRE TAVERN
- Ran the Bar Thugs as Ruffians from the Starter box.
- Ran Corwyn as a Bandit lord from the MM.
- Rats in the basement replaced with Swarms.
- Lair pirates replaced with Ruffians.
- Half Orc Dog keeper replaced with a Reskinned Scout from the MM, given two handaxes
- Dogs replaced with Mastiffs.

Results?
- Bar fight went smoothly , only the Barbarian and Wild Mage did any fighting and it seemed to balance.
- Only two players, Fighter and Wild Mage went into the pirate lair and single handedly took on the whole lair.
- Wild mage nearly killed by a Mastiff, while the fighter killed everything that approached him.
- Paizo critical hit deck was being used, Corwyn was cornered and forced to fight - two crits later and he was suffocating and takeing bleed damage.
- Everyone had fun.

SONS OF GRUUMSH (so far)
- Replaced Leiyrahgon Bravo's with 5 Thugs from the MM and the evil mage from the Starter box.
- Replaced Natalli Mercinarys with 2 Guards from the MM
- Only one potion may remain in effect at a time (without triggering... dangerous variables), chose to augment strength for advantage on strength ability checks.
- Kept the Owlbear at the Ambush site the same.

Results?
- Thug encounter ran well with a very cinematic roof top mage-duel between the Wild mage and the Evil Mage.
- One Thug prooved too much for the rogue to handle alone, and i had to bring in the Natalli mercs to help him.
- Barbarian and fighter were unstoppable, even when surrounded.
- Fight netted the party 700 exp and left them all battered and bruised, but pleased with themselves.
- Owlbear encounter was also worth 700 exp but was over in two rounds.
- Most of the group had fun. Main complaints centred upon the experiance rewards for two very different challenge rating fights.
- Second complaint was over the Paizo critical hit deck (the player had drawn two normal damage, stat drain cards and felt cheated he didnt get more damage dice to roll)

WRECK-A-SHORE
- converted and ready to run.

RUINS OF ADVENTURE, THE SOKOL KEEP
- converted and ready to run.

THE FORGE OF FURY
- in conversion

RUINS OF ADVENTURE, SORCERERS ISLAND
- in conversion

HEROES OF BATTLE - ORCS ON THE WIRE
- converted and ready to run

'Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup'

Edited by - Fendrikor on 05 Jan 2015 12:09:19
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Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 05 Jan 2015 :  19:16:05  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
That was a fun read.

The most experienced player in the last campaign I ran just about mutinied when I pulled out the critical hit deck.

Look for me and my content at EN World (user name: sanishiver).
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idilippy
Senior Scribe

USA
417 Posts

Posted - 06 Jan 2015 :  14:55:37  Show Profile Send idilippy a Private Message  Reply with Quote
Sounds like a great campaign so far, if you don't mind I have a couple of system related questions for you now that you've run 5e and had some success with it.

Compared to Pathfinder (or 4e) do you find fights take more time, less time, or about the same amount of time to play out?
Related to this, do individual rounds tend to go faster, slower, or about the same compared to other systems you've run?
How easy or difficult has it been to run noncombat obstacles (traps, skill challenges, chases, contests of strength or skill) and have you and your players enjoyed them?
You mentioned converting the adventures wasn't that easy for you. Is it harder converting a 2e/1e adventure like Ruins of Adventure to 5e than it would be to convert to 4e/3.5e/pathfinder, and do you think that system unfamiliarity contributes to this difficulty or is it entirely that the system is harder to convert to?

Thanks in advance for any answers you can give. 5e is a system I am looking at running once a digital option for purchasing it becomes available, in the hope that it will be a good fit for a "moderately complex" gaming system, as opposed to Pathfinder which I run now but which is quite (even overwhelmingly at times) complex. I would especially be interested in it for converting old adventures (Slavers, Giants/Drow, ToEE, that sort of thing) for my players who wouldn't touch 1e or a clone of it with a 10ft pole, so ease or difficulty of conversion definitely interests me.
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Fendrikor
Learned Scribe

Australia
189 Posts

Posted - 06 Jan 2015 :  23:03:18  Show Profile Send Fendrikor a Private Message  Reply with Quote
The most experienced player in the last campaign I ran just about mutinied when I pulled out the critical hit deck.

Nothing wrong with the Crit deck, i feel it adds abit of excitement to critical hits. Also, it helps the DM take the game less seriously - if the players draw the 'Decapitate' card when fighting the big bad evil guy... why not? an visa versa - what if the big bad evil guy draws Decapitate against a player?

I dont use the Crit deck for un-named cannon fodder. Only solitary monsters and anything that has a given name.

Compared to Pathfinder (or 4e) do you find fights take more time, less time, or about the same amount of time to play out?

Less time, because there's less stopping to add up every hidden bonus your players can find. Other than that, its the same system - roll to hit - roll damage - deduct hit points - next monster/player. Saves takes the same time, grapple and all that are now just contests. So generally the same with less maths.


Related to this, do individual rounds tend to go faster, slower, or about the same compared to other systems you've run?

Again, as above, its about the same with less maths... the best part is you dont have to track so many active spell effects as you can only have one concentration spell going at a time! I use the variant potion rules aswell, but otherwise i alow my players to have one potion and one concentration spell up at the same time... two potions if they take the risk. So as i said, abit quicker.

How easy or difficult has it been to run noncombat obstacles (traps, skill challenges, chases, contests of strength or skill) and have you and your players enjoyed them?

Traps have been ok. so far i have run a short fall pit (with a giant rat down the bottom), box of brown mold, collapsing plank bridge, rigged-to-drop thunderstone, complex hail of darts, spider webbing and deadly altar of yurtus as my traps... admittedly i have had to evolve my method along the way... damage has changed from d6's to d10s depending on if the trap is intended to slow down, discourage or kill trespassers (as per the books recommended damages). As yet im yet to run Yellow mold or green slime.. Im expecting Greenslime will kill though.

my group have all agreed the 4th edition skill challenge system is not for us, so instead i like to think out a puzzle or something physical to give them and figure out. they can make insight rolls for hints.

As for skill checks in general no problem so far... I have put in the auto-sucess rule for ability checks if your Ability score is 5 higher than the check. Same thing goes for skills you have proficiency in. If your ability plus proficiency is 5 higher than the DC you auto succede (as if you took 10 in the older eds). This has sped the game up.

You mentioned converting the adventures wasn't that easy for you. Is it harder converting a 2e/1e adventure like Ruins of Adventure to 5e than it would be to convert to 4e/3.5e/pathfinder, and do you think that system unfamiliarity contributes to this difficulty or is it entirely that the system is harder to convert to?

The key is getting encounter balance just right.. in Ruins of adventure, Reclaiming the Sokol keep for instance, there is one scene where the party are attacked by a raiding party of 35 Orcs and 15 hobgoblins! When 10 of the attackers are killed they do a fighting retreat... but in 5th ed, have you seen the orcs!? they can move 60 feet and smack you for up to 15 damage on a good roll.

The other challenge in converting encounters over is the undue complexity of the 'encounter multiplier' table.. In one instance a hard encounter with an evil wizard (200xp) and 5 thugs (100xp each) counted as a 1400 exp encounter for difficulty purposes (Hard for a 4th level party of 4), but despite the modifiers the encounter still only awarded 700 exp. The same EXP was given later in a 'Challenging' encounter with an owlbear, which as a solo monster had no difficulty offset for numbers. while i understand the purpose of encounter experiance offset, when i try to explain it to DM's moving from other systems to 5th it seems to put them off. HOWEVER i am not deterred, and will continue working at it.

Otherwise - on the topic of converting 2nd ed modules - it comes down to numbers. I havent tried converting a 4th ed module. 3.5 and pathfinder modules convert the easiest... right now im thinking about just running the 3.5 modules as they are with their 5th ed counter parts included and seeing how it goes (so i can get a good idea of if the fights are more or less difficult).

Thanks in advance for any answers you can give. 5e is a system I am looking at running once a digital option for purchasing it becomes available, in the hope that it will be a good fit for a "moderately complex" gaming system, as opposed to Pathfinder which I run now but which is quite (even overwhelmingly at times) complex.

Totally agree! The Starter box for 5th is cheap, give it a read - i think you will find it the solution to your problems... there is less obsession with numbers, more mechanics that drive story.

I would especially be interested in it for converting old adventures (Slavers, Giants/Drow, ToEE, that sort of thing) for my players who wouldn't touch 1e or a clone of it with a 10ft pole, so ease or difficulty of conversion definitely interests me.

Im happy to give you my two cents in this thread if you want to do any conversions. As thats what i am primarily doing aswell! City of the Spiderqueen is a fun one to convert - I hope at some point to convert 'Against the Giants'.

'Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup'

Edited by - Fendrikor on 06 Jan 2015 23:20:18
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idilippy
Senior Scribe

USA
417 Posts

Posted - 07 Jan 2015 :  17:34:11  Show Profile Send idilippy a Private Message  Reply with Quote
Thanks for all your answers! If I do pick up 5e (no FLGS near me to read through the books ahead of time and I only game online, two reasons I'm wanting to wait for an actual electronic option) I will be sure to ask about any of my converting ideas. The Slavers series, ToEE, Against the Giants, and maybe following through with the classic drow/underdark modules are all conversions I'm interested in doing if I pick 5e up.
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Fendrikor
Learned Scribe

Australia
189 Posts

Posted - 12 Jan 2015 :  15:53:24  Show Profile Send Fendrikor a Private Message  Reply with Quote
Campaign update:

Group 3 is takeing shape and are headed for the Sokol Keep on Thorn Island outside Phlan.

- Sir Gabriel Rosewater, Human Paladin of Ilmater. (The Child of a refugee family who fled Phlan in 1317 when it fell).
- Retribution, Tiefling Paladin of Tyr. (A Street Urchin from Melvaunt, turned holy warrior - he fought at the Citidel of the Raven and joined the Knights of the North afterwards)
- Hadarai Xiloscient, Sylvan Elf Druid. (From the Quivering Wood near Phlan, he wishes to purge the blight from the river Stojanow but needs help)
- 'Bor', Human Ranger. (Thay ranger from Glister, who spends much of his time out ranging on the Thar)
- Roxas Nackle, Forest Gnome Druid. (From a small community in Cormanthor forest, out to see the world)
- Matayas Uskevren, Human Warlock. (A Sembian Warlock with a Fey patron)

They are due to hit up Thorn Island this thursday.

Group 2 are going to be traveling the dangerous road from Glister to Melvaunt, escorting a caravan on Wednesday in a short session run by one of my DM assistants. Oh and Fulignis transfered to this group as it made more sense - being the apprentice of the Archmage of Glister and all.

Group 1 are out in the middle of Thar, having progressed along the Sons of Gruumsh adventure track - completing the 'Crossing the Thar' component.

During this time they:
- Fought an Orc Patrol
- Raided and destroyed an Orc camp
- Got attacked by Direwolves during the night
- Met with Haravak, a half orc thay ranger and his pet dire wolf Grunhawr, gaining his assistance
- Lost Haravak during a Manticore attack, and Killed Grunhawr after she attempted to stop them looting her masters body.
- Oh and fought off the Manticore!
- The Rogue, Cotillion (who is a Bhaalspawn) encountered a strange being (an avatar of Cyric) who tried to have him killed by raising a skeletal minotaur and Zombie ogre from the surrounding swamps.
- Reached Xul'Jarak and had the rogue Scout out the best ways in... at this stage they are going to try and infiltrate the castle to find the Scions.



'Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup'

Edited by - Fendrikor on 12 Jan 2015 15:54:33
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Fendrikor
Learned Scribe

Australia
189 Posts

Posted - 07 Feb 2015 :  15:25:36  Show Profile Send Fendrikor a Private Message  Reply with Quote
Time for an update:

Current Dungeonmasters working together to run the moonsea area - 5. (2 Active, 3 Starting over the next few weeks).

Current characters in the game world (and a brief description)

'Bad Luck Benny' (Justicar Benedict Amblecrown III: Human Cleric 4) - Hailed from a temple in Harrowdale, but was cast out for questioning the dogma. Keeps regular records in his Tyric book of lawgiving.

Retributuion (Tiefling Paladin of Tyr 3) - Originally a street urchin from Melvaunt. Trained to be a paladin at the Citidel of the Raven. Knew Galauntar Hawkhelm personally. later joined the knights of the north.

Sir Gabriel Rosewater (Human Paladin of Ilmater 2) - A Knight of the Order of the Lambent rose. He is currently battling to retake Phlan from the monsters the infest it.

Hadarai Xiloscient (Green elf Druid 3) - A Hermit from the Quivering wood, Hadarai seeks friends to help him cleanse the blight poisoning the river Stojanow near Phlan.

Norgoth of Luskan (Human Bard 3) - A Sailor with salt in his veins, Norgoth hails from the sword coast. He lived day to day until he met a priestess of Sune who encouraged him to save for a ship, as it was his passion.

Aether (Human Fighter 2) - A hitman from the streets of melvaunt, he is obsessed with concealing his true identity lest it be stolen from him. He fights with 2 Kara-turan Katanas.

Adran Galanodel (Copper Elf Ranger 2) - A ranger from Elven Tree on the northern edge of Cormanthor. ** Update soon **

Naivarra, the shadow of border forest (Copper Elf Ranger 2) - A Scion of the long lost nobility of Mythdrannor, Naivarra made a new home in Tachepp in border forest. She is a member of the Eldreth Veluuthra.

Cotillion Greycastle (Bhaalspawn Rogue 5) - A Charlattan from Baldurs Gate, Cotillion is a Bhaalspawn, though he doesnt know it. Murder runs in his veins, he has a murderous Alter ego.

Watson 'Witty' Starwicket (Gnome Wildmage 5) - An Urchin from Melvaunt, Watson traveled in the Company of the barbarian, Thorok until he perished in battle at Xuljarak in Thar. He now makes his own way.

Captain Dirk Ramundo (Human Fighter 5) - His Father a Turami pirate, his Mother a sembian slave girl, Dirk Ramundo was a ruthless slaver until his ship was sank with all hands. Now he hunts for a new ship and crew.

Matayas Uskveren (Half elf Warlock 5) - A minor noble from sembia, whos family lost its fortune for colluding with pirate, Matayas is powerhungry and manipulative.

Lucius Darkhorn (Tiefling Sorcerer 5) - Lucius hails from Zhentilkeep where he served among the Naug-Adar before the Banedeath. He intends someday to return with enough power to join the skymages.


Fulingis (Human Wizard 3) - The adopted daughter of Hrusk Tharmuil, the archmage of glister, Fulingis is a budding tharran archaeologist with a penchant for playing with fire.

Kung of the Long Death (Half orc monk 3) - Kung is the last survivor of a small sect of monks of the long death who settled in the Galena mountains. He has a skull tatoo covering his entire head.

Balruss (Human Cleric 1) - An ambitious cleric of Cyric.

Valen (Sun Elf Wizard 2) - A sun elf wizard from Semberholm in Southern Cormanthor.

______ (Human Rogue 1) - Based off a character in an old book series (the name escapes me)

______ (Sun Elf Ranger 2) - The name also escapes me, but he is of an eldreth Veluuthra sect based out of Semberholm though he has travelled to Borderforest on the behest of Bladelord Saeval Calandra on assignment.

______ (Drow Rogue 1) - about to be written in, as yet un-named, Surface drow who spent his time as part ship's crew of misfits. fights with two hand crossbows.

______ (Human Barbarian 1) - about to be written in, as yet un-named, Fierce Beserker from the Ride beyond the Dragonspine mountains. Rides into battle on horseback only to leap from the saddle into the frey.

_______ (Human Fighter 2) - about to be written in, as yet un-named, a thickly accented Damaran sell sword from the city of Melvaunt.

________ (Human Warlock 1) - about to be written in, as yet un-named, a Shou expatriot with a criminal history and a dark patron.

________ (Human Warlock 3) - about to be written in, the ex librarian of Sulasspryn who suffered 3rd degree burns when the Mulmans burnt the city down in 1306. He ended up saving a book that, as it caught fire sent him to another dimension. When he was found later, a Hillsfaran trading galley on its way to melvaunt pulled him out of the icy waters after watching a 'space ship' crash into the moonsea. He was the sole survivor... other than that he is totally insane and bent on finding his 'missing spelljammer'.

Current Campaigns in effect:

The Reclaimation of Phlan -

A struggle to retake the ruins of Phlan from the monsterous hordes that infest it. Just recently the current party retook the Sokol keep from its undead defenders, and fought off a counter attack by a small army of orcs! Ironically none of them fell to Skeleton nor Orcish blade - but rather - deadly slimes! Roondar the Gnome druid was devoured by an Ochre jelly whilst attempting to hide inside a kitchen. Bor Drowsbane, the Human ranger, was taken by surprise by a Gelatinous cube within the Sokol keep itself. And Retribution very nearly died during an encounter in the stables with Green slime. Currently the party are advancing as the vanguard for the Armies of Phlan in the 'West-end push', a dramatic retake of the western part of the city. Fighting through Ogres, Orcs, Goblins and Kobolds they have now teamed up with a Knight of the Ruby rose to slay a creature known as 'Norak the Defacer' who is said to have his lair somewhere near Kuto's well...

Sons of Gruumsh
The adventures of the most evil party at the group so far on a greed driven quest to find and retrive the erstwhile Heir of house Nanther of melvaunt. Thus far they have found out the Scion was kidnapped by Orcs and along with a handful of other noble children are due to be sacrificed to Gruumsh in a matter of hours. Having failed at attempting to sneak into the Orc Fortress they fought the entire garrison, though the mighty Thorok the barbarian perished and fell from the parapets towards the end of the fighting. Sneaking deeper into the fortress infighting threatens to tear the party appart. Little do they know that their actions will shape the face of the northern moonsea. Should they fail, a new orc power in thar will rise and lay waste to all in its path.

Return to Sulasspryn -
Intrepid adventurers are hired by Nuirien Meldondar, master of the waves in melvaunt to investigate a shipping disturbance along the Coast of Cold Claws. Their adventures so far have taken them down the seasonally flooded 'Sword path' to Thentia, only to then cut over land through an barren cold mire. Already one of their number has fallen to a deadly encounter with a Willowisp. Very nearly losing another to Ghouls. Little do they know their adventures will take them away from Melvaunt, to Thentia and the bowels of lost Sulasspryn and its Sunless citidel...

Skype Campaign

Shadow over border forest

A team of Eldreth Veluuthra agents work to gain influence, defeat the Zhents in Snowmantle and heal a rift between the elves and the Fey of the wood in an adventure path that will take them all the way to the quivering woods outside Phlan...

Campaigns just begining:

Gnolls of the Grass Sea -
A campaign that will involve growing instability within the Grass sea region between Zhentilkeep and Phlan. The DM will begin within two weeks.

The Giants of Galena -
A conversion of against the giants , Keep on the border lands and another interum adventure connecting the two set out of Ilinvur west of Vassa in the northern ride.

The Endless Night - ]
An underdark adventure set beneath the moonsea west of Sulasspryn in the labrynthine caverns beneath the Thar. Though it will not start for a month. It is up to the players if the group will be native to the underdark, or surface adventurers.

Notes:

- Incorporated the rotating death system. When a player dies in one adventure, they go into a reserve pool. Their character is put upon the wall of the glorious dead. when a spot opens (through death) in any other group they then make a character and join in that adventure. In this way, we are all playing in the same world - but every dungeonmaster / player gets to experiance a different part of the living world as told through a different DM / different players (rather than the formation of clique groups).

'Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup'

Edited by - Fendrikor on 07 Feb 2015 17:53:32
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Fendrikor
Learned Scribe

Australia
189 Posts

Posted - 15 Feb 2015 :  02:39:43  Show Profile Send Fendrikor a Private Message  Reply with Quote
IN PHLAN!

Hadarai dead in Kutos well during an Orc and Goblin Ambush!

Bree-yark! Bree-yark! - Tensions run high as the final goblin is killed surrendering, promising information for its life. Aether, who spent much of the ambush in hiding, executes it before Retribution and Benny can ask it questions about the city. Enraged, Ret turns his sword upon Aether and the two duel - with Aether quickly getting the upperhand on the paladin. Benedict intervenes throwing Aether into a wall, unconcious and dieing, after wracking him with four bolts of holy white lightening.

They stabalise him, and with Benedict being the only ranking cleric of Tyr in the city, sentences him to be trialed as a craven. The punishment for which is death or exile into monster infested phlan (so essentially death). Aether wishes for Trial by combat... it looks likely that Retribution will be carrying out the sentance.

Meanwhile NPC and beloved Knight of the ruby rose, Prince Arlethrin Delinor is cut down in battle fighting back to back with retribution against his nemesis - the defacer. With Ret finishing what Delinor started, he vows to bring the body of Sir Delinor back to the Rosegarden, a temple of Sune. Norgoth the bard, who has an eye for the high priestess, Heartwarder Alanna, was also friends with the Knight and challenges Retribution to an Honor duel over the rights to bring the body into the temple - as both wish not the other to be present. This is to be resolved formally back in civilised phlan!

In addition Sir Gabriel Rosewater nears his third level and is set to take an Oath of Vengence. However the sky rumbles with thunder as Triad considers his worthyness. He will have to walk the unwavering path... and be judged worthy of his oath in doing so.

MEANWHILE AT XULJARAK

A new player joins the campaign, unexpectedly, in the form of Desh, A cleric of Garagos from Thay.

Desh and Captain Dirk Ramundo quickly form a relationship of respect for eachother as Dirk effortlessly hacks and slaughters his way through room after room of Orcs renting blood archs of gore through the hoards with his twin cutlasses. Laughing all the while.

Cotillions coi behavior, on account of having both cursed items in the dungeon on his person, finally becomes an issue for the party when he throws his short bow (his prized weapon) into a pit and picks up a great axe. He then throws caution to the wind running down a fleeing mountain orc in a staircase, nearly dieing in the ensueing scrum. When he is dragged back they tie him up and frisk him, finding a ring of elvish make on one finger (cannot be removed on account of its curse), and a blood ruby in his jacket pocket. gingerly both the partys arcanists remove the Jacket and hurl it into an orcish forge for destruction, only for the cursed ruby to reappear in the bound rogues pocket (unbeknownst to them). Upon reviving him and interrogating him they find he is not Cotillion at all, but has been posessed by the spirit of Graak, Warcheif of the Iron Hoard, on a quest for vengence against the one who bound him - Skalagar fire tamer (seemingly oblivious to the fact Skalagar has been dead for centuries). While the party argue over what to do, Captain Dirk ends things with a bang - drawing his flint lock pistol and spattering cotillions brains all over the flagstone. He then kicks the body into a seemingly bottomless pit saying 'he wanted to be set free'.


On the topic of Smokepowder related deaths, Kung has fallen! While scouting through the sea side hills on the northern coast of the moonsea a party of adventurers in the employ of the council of melvaunt discover pirates have been running trade ships into a reef with a false lighthouse. Tracking them to their camp and planning an ambush, they are inturn ambushed as the pirates emerge over a hilltop armed to the teeth with crossbows and arquebi! The party, frightened by the devastating power of this rare and unheard of weapon mill about in the open responding with their own ranged attacks, hiding in the grass and scarce cover of the dip between two hills. Kung, monk of the long death, grows impatient with their meanderings and charges the hill alone. Riddled with crossbolts and Iron bullets, he manages to kill two pirates before a rifle but to the jaw sends him to ground, where he bleeds out. The moonsea pirates advancing over his body to run off his companions.

IN THENTIA

Fulignis and Valin ponder becomes diciples of Flummuldinath the Pyromancer of Thentia, the beginings of a new themed adventuring party begin to take shape as the pair look to recruit more diciples for their rhumey eyed mentor to teach. Meanwhile he has tasked them with hunting down two of his previous, now missing, apprenti who decended into the ruined city of Sulasspryn.




'Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup'
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Fendrikor
Learned Scribe

Australia
189 Posts

Posted - 25 Feb 2015 :  13:48:51  Show Profile Send Fendrikor a Private Message  Reply with Quote
CURRENT WORLD EVENTS:

- Orc attacks intensify along the Glister road! Caravans driven to a Standstill in the name of a rising orc warlord. Melvaunt hires the Red Ravens Mercinary Company to Hold the Road to Glister with Council Speaker Pueter Marsk saying, I quote 'The Streets will run hot with Liquid Iron so long as I can help it'.

- Trade with Hillsfar Booms, as Cormanthor Timber beams and Cotton Garments for the coming summer season fill Melvinian Warehouses across the docks. Late season trade with Thentia is also restablished after the Navy of Melvaunt drive off pirates at Point Moonsea.

- Word from Thentia, City of the Arts, has declared itself the most lawful city on the northern coasts - after the destruction of a major theives guild lurking in its ultra-modern 'Tremor Cube' Sewer system.

- Progress in Phlan! With the reclamation of the Sokol keep, supply ships and mercinarys from the City of Swords have flocked to reinforce its sister city, with the Iron council pledging its support in the hopes it will 'remember its allies'. Word has it already, Redplumes from Hillsfar have made their presence known in the city as a gift from Maalthir of Hillsfar. In response, Melvaunt has vowed to send a double strength contingent of Hammercloaks in support - once the Orc crisis on the glister road has been resolved.

- News from the West coast! Zhentil keep rebuilds its navy with timber logged from distant border forest! While rumor has it monsterous tribes mass on its northern doorstep. The Increased activity among the Gnoll tribes also threatens to envelope Phlan. A Mercinary Army, called the Red Exterminators, have been deployed to protect Phlans Borders. Word from the front says, they are currently courting allies in the form of the Nomadic Damaran tribesmen on the Grass sea.

- Word from Ilinvur! As Heavily armed Traders arrive in Melvaunt escorted by the Knights of Torm. They bring word that the Cult of Cyric has spread even to the northern Ride, after a cult is exposed and destroyed at a border keep. The Iron Council Maintains that neither Cyric , nor his predecessor Bane, have any place in the City of Swords. In response, A full scale purge of the Slums district is launched, leading many to question if the purge actually acheived anything other than 200 hundred arrests and 33 deaths, and a pittance in looted revenues for the city council.


'Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup'
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Misereor
Learned Scribe

164 Posts

Posted - 25 Feb 2015 :  18:22:32  Show Profile Send Misereor a Private Message  Reply with Quote
quote:
Originally posted by Fendrikor
- Word from Thentia, City of the Arts, has declared itself the most lawful city on the northern coasts - after the destruction of a major theives guild lurking in its ultra-modern 'Tremor Cube' Sewer system.



"Tremor Cube sewer system"

House rule or official? Got any details?



What is dead may never die, but rises again, harder, stronger, in a later edition.
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Fendrikor
Learned Scribe

Australia
189 Posts

Posted - 26 Feb 2015 :  13:02:34  Show Profile Send Fendrikor a Private Message  Reply with Quote
hah... well..

The dungeonmaster was looking to run an adventure in Thentia, when he figured out it had 4 Archmages he decided 'how would wizards innovate the city'.

In a previous game we decided that slimes navigate by vibrations in the earth, but were averse to sunlight.

He took this, and used it in his own game - creating 'Runes of Thaumaturgy' (5th ed) to create slight tremors periodically.

A system of these were set in a programmed loop throughout the sewer to 'bait' a Gelatinous cube around the circuit, cleaning up the cities poop literally and unclogging blockages.

I dont know if he gave much thought to how it would handle a storm surge though...

Still.. the party ended up facing a literal 'Wall' of Living Poo...

'Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup'
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Jeremy Grenemyer
Great Reader

USA
2717 Posts

Posted - 27 Feb 2015 :  10:01:52  Show Profile Send Jeremy Grenemyer a Private Message  Reply with Quote
Awesome. :)

Look for me and my content at EN World (user name: sanishiver).
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Fendrikor
Learned Scribe

Australia
189 Posts

Posted - 05 Mar 2015 :  14:15:32  Show Profile Send Fendrikor a Private Message  Reply with Quote
Some Updates:

- RETAKING PHLAN

* Having retaken the Kutos well district of the city, and brought the body of Hadarai the druid (a player) to the shrine of Sylvanus at the heart of a forest of ever shifting trees, Eternity Bastion decide to put the sword to Valhingen Graveyard. Grouping up with the Ilmatari they deal with the ethical dilema of grave robbers and grave robbing, something that leaves the party feeling very alone in the unjust politics of the moonsea region. They push into the outskirts of the necropolis district of Phlan to discover rumors of a 'pale city' at the heart of the grave yard, fight off hoards of skeletons, some mounted on skeletal steeds - and glimpse the ghost of a veiled woman - all whilst in search of a missing patrol of Ilmatari paladins..

- ON THE WILD PLAINS BEYOND PHLAN

Having courted the assistance of the Nomad clans the party fight off gnolls in the caravan rearguard, their numbers and tactics becoming more vicious, sending in Gnolls riding on the backs of giant hyenas, with each encounter as the party desperately struggle to reach an abandoned Zhentish fortress on the nodding heath.

- IN THE EAST GALENA FOOTHILLS

Another partys investigations lead them into conflict with drow raiders kidnapping people in the dead of night from a small village outside the ruins of Hulburg. They track the dark elves across the planes in the company of Thentian Rothe-Mounted outriders - discovering a secret tunnel shrouded with illusions in the foothills. Camping outside they are set upon in a ruthless ambush by a hoard of drow warriors and Quaggoths, seeing all the brave thentians cut down. Now, they prepare to treck into the earth... and discover the horrors of the underdark.

- TO ZHENTILKEEP

Another group, working in the employ of a dubious merchant head into the undead infested trade districts to retrieve lost artefacts of mysterious value...

- ON THE THAR

In the middle of the Thar, the Catastrophic formation of an Orcish superclan is dashed as brave and ruthless adventurers from Melvaunt, the city of swords, Slay the Orcish Warlord Thrull in mortal combat. Their motivatio? a 1000 platinum bounty on the head of the missing noble scion Oreal Nanther. Though three of his scion companions are incinerated by a fireball during the fighting, Oreal vows to bring the full wrath of Melvinian law down upon the wizard (secretly of the Naug'adar) - his counter threat? 'not if you dont make it back...'. Now conflict within the party reaches boiling point, as the not so empty threats of the wizard clash with the bounty to be had... and Oreal is the only one (being a ranger) who can get them back safely across the Thar...

- TO ILINVER AND THE RIDE

In the distant frontier north, where the horse mounted barbarians of the ride roam is the gleaming garden city of Ilinver, settled by the knights of Torm and Sune - a bastion of beauty and valor in the north. Here, noble adventurers venture forth to a keep on the borderlands of Thar. Banding together the brave group stormed a Bandit camp formed up of Zhentarim Deserters to put a sword through the black heart of the Bandit Lord. Still, feral lizardmen stir in the swampy moors, and Giants are roaming down out of the mountains. What enemys they slay appear to multiply for the keep... will they be enough to hold back the storm?


'Do not meddle in the affairs of dragons, for you are crunchy and taste good with ketchup'
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