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 Gond, guns, and the Iron Throne
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nblanton
Seeker

USA
31 Posts

Posted - 14 Mar 2018 :  18:55:53  Show Profile Send nblanton a Private Message  Reply with Quote  Delete Topic
I've got a few questions to help develop where my campaign goes from here.

Currently, my PCs are about to arrive in Tilverton on orders from Randal Morn to establish contact with an Iron Throne agent to secure a shipment of weapons for the Freedom Riders to assist in the upcoming conflict that is brewing between the Freedom Riders and the occupying Zhents.

A little context is in order to establish where and why these events are occurring.

First, my PC's backstories include a former Purple Dragon officer originally from Daggerdale, but joined the Cormyrian military and took part in the Horde campaign. She was technically retired but asked to look for the missing princess and got zapped by "something" and knocked her back to a 40 year old level 1 fighter. That something will be Gothyl from SotD trilogy. Another is a transmuter from Baldur's Gate who's foster father was an (unknown to him) Iron Throne agent, a third is a bard from Scardale Town who's son was supposedly murdered by members of the Zhent occupying force, and the forth is a young fighter from Daggerdale who just found out that he is actually a bastard son of Lashan Aumersair hidden away by El in Daggerdale (not that his character has any idea who Lashan is, he just found a note in his "father's" things after he was killed).

Anyway, due to heavy losses that the Zhent's were taking shipping weapons down the Tethyamar Trail, the primary source of weapons for the rebels has dried up. The surrounding dales and Cormyr while sympathetic to Morn were not willing to openly arm the rebels hence the need to involve the Iron Throne.

So, my backstory complete here is what the characters have ran into now that they have arrived in Tilverton. Basically, I've set the city up for the events in Curse of the Azure Bonds adventure, but instead of the characters being the ones to get the bonds, another just introduced group has the bonds. I'm going to play out the events in Tilverton basically as the adventure is written, with the only change being that the Zhent portion of the bonds will be Fzoul trying to rid himself of Xeno Mirrormane, not whatever the effect was in the original adventure. I think this works out pretty well, as I'm setting the current date to late summer of 1367 which aligns with Manshoon leaving the Keep.

So, the questions I mentioned. First, my Iron Throne goes completely against canon, especially the stuff from Lords of Darkness but is it believable? My IT was formed around the same time as Lashan tried his attempt at conquest and in my head they are not "ebil merchants", but just rather amoral ones. They started as a way to sell contraband materials to Lashan and his army from Sembia without doing things out in the open. Currently, the biggest secret the IT has going on is that it is the supplier of smoke powder to the Gondsmen. I know that in many peoples' minds the Gondsmen make the smoke powder themselves, but re-reading the Firearms section of Forgotten Realms Adventures the exact wording is:
quote:
...Gond the Wondermaker, were
taught how to make reasonably safe and
accurate smoke powder weapons.

Which makes me think that the Gondsmen are not making magic items, but just the devices to use them (perhaps I'm reading that quote like Sammaster would). Eventually, I might have the IT be in contact with off-world merchants and be bringing the stuff in via spelljammers.

Second, has anyone used a published adventure like I'm doing? Have the PCs not be the center of the action, but beside it? If so, are there any pitfalls to look out for? I want the PCs to run through this portion with them somehow having a falling out with the IT and not getting the weapons delivered, as I want the PCs to have to negotiate with the Brightblade dwarves that were introduced while the PCs ran through Doom of Daggerdale. Currently, the none of the characters have taken any of my hints about trying to set that up. I was hoping the thought would have came to them, but it hasn't. So, I guess that is a third question as well. Granted, I also trying to prevent railroading, so that is another problem.

I'm not sure if this a focused set of questions or just a ramble. This is my first time DM'ing since 1999 and I'm wanting to provide a reason for my group to keep coming back.

Edited by - nblanton on 14 Mar 2018 18:58:00

LordofBones
Senior Scribe

654 Posts

Posted - 15 Mar 2018 :  00:37:12  Show Profile Send LordofBones a Private Message  Reply with Quote
You can try importing the firearms and gunslinger over from pathfinder to the realms, if you'd like toe xpand your campaign a bit.
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nblanton
Seeker

USA
31 Posts

Posted - 15 Mar 2018 :  00:59:35  Show Profile Send nblanton a Private Message  Reply with Quote
To be honest, I wasn't really wanting to bring firearms into the campaign. I was just using smoke powder as a MacGuffin. I was reading some older threads about Gond and that part of the plot was introduced .

This one http://forum.candlekeep.com/topic.asp?TOPIC_ID=19994 specifically and it got me thinking more about how the Gondsmen actually feel about magic.

Those folks are doing lots of stuff in my world behind the scenes, the biggest one is the production of so-called "dead" items made with materials taken from dead magic zones that prevent spells from disrupting the mechanisms. The only one that has been introduced is the dead lock which is a mechanical lock that can be picked as any other but is impervious to spells like knock.
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Cyrinishad
Learned Scribe

279 Posts

Posted - 28 Mar 2018 :  19:05:18  Show Profile Send Cyrinishad a Private Message  Reply with Quote
quote:
Originally posted by nblanton

...it got me thinking more about how the Gondsmen actually feel about magic.

Those folks are doing lots of stuff in my world behind the scenes, the biggest one is the production of so-called "dead" items made with materials taken from dead magic zones that prevent spells from disrupting the mechanisms. The only one that has been introduced is the dead lock which is a mechanical lock that can be picked as any other but is impervious to spells like knock.



I like your idea of "dead magic" materials... it fits very well with the somewhat darker, portrayal of the Gondsmen in the book "Elminster's Forgotten Realms".
In that book, there is a Secret Creed of the Gondsmen that indicates they have 3 overall goals:

1. Influence and Control all the Rulers of Faerun.
2. Undermine and Subsume the deity Waukeen.
3. Eliminate all Spellcasters that denigrate, hate, fear, or oppose Gond, Inventions, or Mechanics.

Until I read that book, I hadn't realized quite how ruthless and imperalistic the Gondsmen could be as an organization.

To know, is to know that you know nothing. That is the meaning of true knowledge. -Socrates

Don't cry because it's over. Smile because it happened. -Dr. Seuss

Edited by - Cyrinishad on 28 Mar 2018 19:05:55
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sleyvas
Great Reader

USA
6915 Posts

Posted - 28 Mar 2018 :  23:04:32  Show Profile Send sleyvas a Private Message  Reply with Quote
Along those lines, I can see Gondsmen being interested in certain other materials from VGtatM. Granted, later editions made these metals simpler, but honestly I like the more interesting versions if the rules themselves could be made simpler.

Arandur: Once the exclusive secret of the gnomes, this legendary metal has since been worked by elven smiths of Evereska and Evermeet. Many gnomish locks and hooks, as well as some fabled elven warblades, have been forged of arandur, though new forgings #151;and folk who know how to work the ore #151;are both rarer than ever today.

Arandur is a rare natural metal found in igneous rock, usually as streaks of blue-green ore amid vitreous glass. So that it does not become as brittle as the glass it is found in, it must be tempered with the blood of a red or blue dragon in its forging. Because of this, working it is not a task for the roadside village smith. The finished forged metal is silver-blue with a green reflective shine.

Arandur bonds with other metals so well that Merald#146;s meld and crown meld spells are not necessary when enchanting an item made of it and other metals. It is famous for holding a sharp edge even when abused and was the favored material of old for making swords of sharpness and vorpal weapons. Items made primarily of arandur automatically succeed in all item saving throws vs. fall, normal fire, cold, and electricity. They receive a +3 bonus to all item saving throws vs. acid, crushing blow, disintegration, magical fire, and lightning. Arandur also partially absorbs magic missile energy pulses; folk who wield a sword or shield made of arandur or wear arandan armor take ld2 (to a minimum of 1) fewer points of damage per magic missile bolt directed at them.


Hizagkuur: This extremely rare white metal is named for its long-ago dwarf discoverer and is found only in scattered, but very rich, deposits deep in the Underdark as a soft, greenish-gray claylike ore or a flaky mud. Its preparation is complex, and it is a secret known only to a very few senior dwarven smiths and elders.

If even a single element of the process is wrong, the hizagkuur remains mud and not a usable metal. If successfully transformed into a metal, hizagkuur must be cast, worked, or forged into final form within a day and thereafter can never be worked again. (If an item made of hizagkuur is broken, only magical mendings accomplished by limited wish or wish spells can repair it.) If hizagkuur is left untouched for that 24 hours, it becomes inert and unworkable unless either a wish or limited wish is cast and properly worded to allow a second chance at working it.

Hizagkuur is unsuitable for use in the crafting of magical items or items that are to be worn because once it has cooled and hardened after being worked, it reflects all magic cast at it 100 percent back at the source and also deals 2d12 points of electrical damage per touch (or per round of continued contact) to all beings coming into contact with it. It sees most use as a sheathing for fortress gates, vault doors, and seals on coffers or hatches of crucial importance.

Items made primarily of hizagkuur automatically succeed in all item saving throws vs. normal fire, cold, and electricity. They receive a +6 bonus to all item saving throws vs. magical fire and lightning and a +1 bonus to all item saving throws vs. acid, crushing blow, fall, and disintegration.

Telstang: Originally a gnomish secret, this alloy of copper, mithral, platinum, and silver has been adopted by the halflings and by certain elven and orc peoples in the Sword Coast North. Its making remains known to few, and in many writings it is hidden behind the term #147;truesilver,#148; which has also been applied to mithral, or the phrase #147;the trusty metal,#148; often misunderstood by human sages to mean steel or perhaps bronze#151;the very mistake the writers hoped they would make.

Telstang is a dull silver in hue, rather like pewter, and is known as the singing metal because it gives off a clear bell-like tone when struck. It is nonferromagnetic but readily forgeable, though it tends to be brittle and easily snapped off or shattered in large pieces. It never oxidizes and so lasts forever if not struck or dropped. Telstang#146;s shortcomings make it unsuitable for use in weapons or armor, but it is often worn (by folk who know of and can get it) as bracers, buckles, brooches, pendants, and the like because of its most valuable property: Telstang and all organic material in contact with or encased in it cannot be altered in state; that is, a warrior wearing telstang and the telstang itself cannot be affected by paralyzation, polymorph spells, disintegrate, petrification, shape change, and similar attacks. However, such a being also cannot be aided by beneficial magical state-altering effects such as those conferred by such spells as spider climb and water breathing.

Except where the special property of telstang comes into play, items made primarily of this metal automatically succeed in all item saving throws vs. normal fire, cold, and electricity. They receive a +2 bonus to all item saving throws vs. acid, disintegration, magical fire, and lightning, and save normally vs. crushing blow and fall.


Alavairthae, may your skill prevail

Phillip aka Sleyvas
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