Showing posts with label Lolth. Show all posts
Showing posts with label Lolth. Show all posts

Tuesday, 16 September 2014

Starter Set Sandbox 12 - Phandalin & Wave Echo Cave (Updated 26Feb2017)

Realmslore

Until Lost Mine of Phandelver was published, all we basically has by way of information about Phandalin and Wave Echo Cave was this:
Phandalin was an important farming center located northeast of Leilon, where the Triboar Cutoff East fades into a trail. The road was abandoned after years of orc attacks obliterated every caravan that passed down the road, conquering Phandalin in the process. When the orcs were driven out, the village was left largely in ruins, and it remains so today.

Under the leadership of a chieftain called Uruth, the orcs expanded steadily, building a realm called Uruth Ukrypt (Home of Uruth). Its name echoes today in Kryptgarden Forest. Too lazy to support themselves by farming, the orcs devastated the game in their realm and subsequently took to raiding human holdings for food. Some 400 years have passed since then, during which time concerted human attacks decimated the orc kingdom and nearly drove the creatures from the area entirely.

No one lives here now but monsters, though passing hunters and rangers often camp in one of the more secure buildings. It still has three usable deep wells, one of which is considered to be heavily tainted with an undetectable poison that kills the imbiber three days after ingestion. Orcs and half-orcs are supposedly immune to the toxin.

The orc attacks forced gnomes and dwarves to abandon a mountain delve near Phandalin where they mined mithral in a union they called the Phandelver's Pact. This lost lode was called Wavecho Cave because the roll of waves beating on the shore could be heard in the natural cavern. Shortly before the
mine was abandoned, a lode of platinum was discovered. The size is unknown, but a very old dwarf who worked the mine remembers that the vein "held great promise".

Phandalin is the best preserved of the many ruined keeps and villages scattered along the Sword Coast, most of which are little more than heaped stones, graves, and cellars hidden by reed grasses and creeping vines. Many of these areas shelter predatory beasts or passing adventurers.
And that's pretty much it. (I am quoting from The North boxed set.)

Adapting Other Adventures
 

Red Hand of Doom
 

If you've been reading my other posts and my rough ideas for the Cragmaw tribe to be orcs seeking to rebuilt their lost realm of Uruth Ukrypt, you can imagine that a place like Phandalin, once reduced to a monster-filled ruin by the orcs of Uruth Ukrypt, would seem to the orcs as a logical target for the modern day depredations.

One of the few genuinely good adventures published by WotC in the 3.xE era was, of course, Red Hand of Doom. (And, unfortunately, its success led to WotC thinking that Tiamat was the "go to" BBEG for the next two editions with the execrable pseudo-adventure path Scales of War for 4E and now the Tyranny of Dragons RSE for 5E.)

And while the hobgoblins of Red Hand are very different in play to an orc horde, I think the structure of that adventure can help inform a mini-campaign based on a rising orc threat with Phandalin one of the targets on the way to, say, laying siege to Neverwinter.

I will be starting another Neverwinter-based campaign shortly and I expect the orcs to play an even bigger role in that campaign and Red Hand of Doom is definitely going to inform some of the design choices I make.

Of course, some Lost Mine of Phandelver DMs are probably looking at my idea to turn the Cragmaw tribe into orcs rather than goblins as something they don't want to do. In that case, Red Hand of Doom might be much more useable "as is" other than stat block conversions.

With a bit of work it might also be possible to tie it into the Tyranny of the Dragon storyline if that's something that interests you.

Anyway, I'll stick with the orcs and maybe have a balor general driving the horde forwards....

Keep on the Borderlands
 

One of the really interesting things about B2 Keep on the Borderlands, and particularly the Caves of Chaos, is that it makes nearly no sense. Why are all these evil humanoids, many of whom are fundamentally opposed to each other, dwelling in close proximity without some sort of civil war taking place?

For me, that's not just a rhetorical question. I want to know what is uniting them and keeping them at relative peace with one another.

But before I post some ideas about the answer, let me throw out a suggestion: What if Phandalin replaced the titular keep? And related to that is this: What if Phandalin became the party's home base to scout out rumours of evil humanoids in the Sword Mountains which ultimately lead to the Caves of Chaos from Keep on the Borderlands?

So, what is uniting the evil humanoids? In the final section of the Caves of Chaos - marked with the letter K on the original map - there is a series of chambers that includes THE TEMPLE OF EVIL CHAOS (room number 58). I think whatever unites these disparate evil humanoids is the power represented in this temple.

And here are some FR-appropriate options:

Bane: The Black Lord is the deity of tyranny. Since the Spellplague, he's also been the official deity of Thay because of a deal struck between him and Szass Tam. Maybe this is a Thayan temple to Bane where they perform various arcane and necromantic experiments while also moulding these evil humanoids into an army of conquest. (This probably makes the most sense and also fits in well with the presence of Thayans in the Neverwinter region.)

Cyric: The Prince of Lies is a creature of chaos, murder, and strife. He is also the patron deity of most of the Zhentarim (this is in the 4E era rather than the 5E era where the Zhentarim are now almost player-friendly!). I do like the idea of Zhentarim recruiters training disparate humanoids to perform raids on various caravans and settlements only for the Zhentarim to then turn up and offer protection money to drive the humanoids away.

Garagos: The Reaver the chaotic evil version of Tempus, and possibly Tempus's predecessor as the deity of war. And Garagos is not happy about being supplanted. What if he and his bloodreavers (his clerics) decided to mount a campaign to increase his influence once more? Gathering war-like humanoids could be part of that. I also note that Menzoberranzan: City of Intrigue referred to the tanarukka (tanar'ri-blooded orcs) of the Scourged Legion and that their leader was now a bloodreaver of Garagos. That's another option beyond the ideas I have previously posted about the Cragmaw orcs being directed by clerics of Luthic.
The Scourged Legion


Ghaunadaur: I admit, I like drow. I like really evil drow. I like the traditional Gygax-created pre-Drizzt drow. And as much as I like spider-flavoured drow, I also like the insane servitors of Ghaunadaur. (On that note, one of the best combats I ever ran in 3.5E involved a drider cleric of Ghaunadaur. It took five hours to run 15 rounds and, at the end, we all thought it had only been an hour-and-a-half. It was brilliant.) What about an outcast drider cleric of Ghaunadaur with his (or her) fellow drow heretics gradually building their strength to raid a drow outpost somewhere beneath the Sword Mountains?

Lolth: Ahhh, drow again. Some of you may be familiar with the idea of the Demon Weave (just click on the link for more information otherwise) so maybe these humanoids are being used by the Lolthite drow to gather various items and sacrifices as part of the preparation for the creation of the Demon Weave. It also ties in with the drow BBEG at the end of Lost Mine.

Shar: Shar used to be my favourite evil deity but the whole return of Netherese city of Shade and its Shadovar caused me to lost interest in her. However, it would make sense for a band of Netherese as part of an experiment to determine if these various humanoid tribes can be turned into effective troops.

Tiamat: Again I admit I don't like Tiamat but, if you want to use her, look at Red Hand of Doom for inspiration and make this one of her temples. Frankly, this could potentially tie in really well with the Hoard of the Dragon Queen and the whole Tyranny of the Dragons story. Unfortunately, it's not something I can get excited about....

Summing Up
 

Let's face it, for all of its faults, Keep on the Borderlands is a great starter adventure. Maybe you could use it as part of a Lost Mine of Phandelver-inspired campaign with multiple delves in between completing chapters of the adventure proper?

I must admit, I already have an introductory adventure planned for my next Neverwinter campaign but I am sorely tempted to move the action to Phandalin and kick off the campaign with an updated version of the Caves of Chaos....

Oh, and I have nothing to offer regarding Wave Echo Cave so I simply made it part of this post. Sorry.

26Feb17: About Wave Echo Cave...

When I first did this post, I must confess I didn't actually bother to read the Wave Echo Cave section of Lost Mine of Phandelver. Actually, I may have but clearly I paid no attention to it. That was a mistake because it clearly has potential for expansion and adaptation consistent with some of the other ideas I've posted in this series.

So, thanks, to +Ibskib and +Ben Green for prompting me to take a proper look at it.


The Forge of Spells


The key feature of this location is, of course, the Forge of Spells. While it is implied that it was once a rather potent feature, it has been emasculated to be more suitable for a level 1-5 adventure. I run 4E and use the 4E version of the Forgotten Realms in my games so let me throw around a few ideas from that perspective.

One thing I have failed to do in my 4E games, as my players keep avoiding rituals, is to include magical locations which could conceivably replace the component cost of using certain ritual magic. (3.xE's Midnight Campaign Setting has these sorts of locations and WotC experimented with a similar idea of planar touchstones - go to a place, get a special power - during the course of 3.5E and particularly in the Planar Handbook.)

If I was going to use the Forge of Spells I would have it be, for the purpose of the Enchant Magic Item ritual, the equivalent of the gp value of a level 5 item each day (arbitrary number) but its entire power could be exhausted to produce a level 10 item (another arbitrary number), even for an item crafter of a lower level. That gives the players to choose between a renewing resource or a single major item (and maybe it needs to be level 15 or higher to make it really tempting.) I'm not sure what the equivalent is with respect to magic item creation in 5E but perhaps a 5E fan can comment on that below.

Beyond its usefulness in item crafting, what if it is the remains of an older, purer form of magic?

During the 3E era, Dragon published an article about the computer game Neverwinter Nights and the writer created his take on the reptilian creator race (this has subsequently been replaced by the sarrukh introduced in 3.5E's Serpent Kingdoms). That article postulated that there was a type of magic that predated the Weave which I think it referred to as "old magic" (or "whole" magic) and that the creator races had access to this "old magic" which combined the Weave, the Shadow Weave, and some unknown power. What if the Forge of Spells is, similarly, a legacy of this "old magic"?


Also, <this post> about the Old Owl Well mentions the spell-storing gemstones known as chardalyns. What if the presence of the Forge of Spells has the side effect of seeding chardalyns through the Lost Mine and, indeed, the "stars" - the glittering minerals - in the ceiling of 13. Starry Cavern. What if the presence of the Forge of Spells has the side effect of seeding chardalyns through the Lost Mine and, indeed, the "stars" - the glittering minerals - in the ceiling of 13. Starry Cavern are actually chardalyns that the PCs can recover.

Antagonists

Obviously, Wave Echo Cave is completely useful as is but, if you think about expanding the importance of the Forge of Spells, you may also want to think about how that could change the inhabitants of the 'Cave.

Aboleth

As mentioned by +Ben Green in the comments below, the presence of a dark lake linked to the Underdark (area 16) immediately suggests that an aboleth is present.

So, what would an aboleth want with the Forge of Spells?

SPOILERS FOR NIGHT BELOW. A rough synopsis of the classic 2E boxed set adventure Night Below goes like this: Aboleth-controlled orcs are raiding the countryside and capturing spellcasters. Those spellcasters are being sent into the Underdark where they become the raw material (I forget how - I will need to read it again) for the creation of mind-controlling obelisks which the aboleth will raise around the region to bring the region under the thrall of the aboleth in their city below.

Oh yeah.

Imagine that. With a few changes to LMoP, including making orcs more important and having them capturing spellcasters, you're now looking into a much larger and longer campaign that ends up in the Underdark.

So what purpose does the Forge of Spells serve? In such a scenario, the enslaved spellcasters are brought to Wave Echo Cave and rituals are performed using the Forge of Spells in order to create the mind-controlling obelisks. And once the threat is ended in Wave Echo Cave, the PCs are tasked with exploring the dark lake and travelling further underground to seek out and destroy the real threats.

And you get to run Night Below. Ask Matt Colville; that's a good thing!

Beholders

I admit, I have beholders on the brain. My favourite bad guys in FR are the Zhentarim and the Zhentarim are not the same without beholders behind the scenes. I think I have already mentioned a few times in this series how I used the Zhentarim when I ran my own version of this adventure.

But the main reason the Forge of Spells makes me think of beholders is because the beholder section of 3.5E's excellent Lords of Madness suggests that beholders derive nourishment by exposing magic items to their central eye's anti-magic gaze. I can only imagine how satisfying something like the Forge of Spells might be by comparison!

So, if your version of LMoP Expanded has the Zhentarim playing a key role, perhaps their beholder masters have them searching for this location because it would increase the potency of the beholder hive to the point where they could produce more beholders.

Drow

In the 4E era, WotC made a half-assed attempt with the Rise of the Underdark metaplot/megaplot to tell a big story about how Lolth was going to create her own version of the Weave called the Demon Weave. (I actually like the idea but its execution was, unsurprisingly, botched.) If you look for the Demon Weave tag on this blog, you will be able to find out more about the whole scheme or you can read a short version in the excellent Menzoberranzan: City of Intrigue.

If you go this route, the subsequent investigations of the drow plot could lead the PCs into a slightly different version of Out of the Abyss allowing the campaign to continue to level 20 or so with only a few changes to the story.

That's Enough For Now...

This has been very much a first draft based on a 15-minute reading of part of a product I haven't looked at for 2+ years. But even with no real research, it's plain that this can easily be expanded into a much larger campaign and even segue into either Night Below or Out of the Abyss. Of course, committing to such a choice also means making a few changes to LMoP to help tie everything together but, if you've run LMoP before, you're probably ready for a few small changes to keep things fresh and interesting for you as the DM.

Sunday, 24 August 2014

Icewind Dale: Legacy of the Crystal Shard 0 - Introduction

I have been preparing a second 4E heroic tier campaign based in Neverwinter but, aside from the opening adventure which I am really happy with, it just wasn't feeling like the sort of campaign I could use to introduce new players to tabletop RPGs, D&D4E, and the Realms.

One of the great things about a game set in Neverwinter is that the MMO that was released last year seems to be really well-supported and that means there are lots of screenshots and YouTube videos I can use to show the players what their characters are experiencing.

Old school DMs are probably wondering why I don't just describe things but, the simple fact is, I use English and that these prospective players' second language. If a picture is worth a thousand words normally, I think when you are cutting across language and cultural barriers then you can safely add one or more digits to that number.

However, something else occurred to me today: I bought The Crystal Shard as a graphic novel. 

But, before I talk about that, I thought I might address the question...

... Does the 4E Version of the Forgotten Realms Really Suck?

Mike Mearls recently announced in his patented damn-I-really-shouldn't-be-allow-to-make-public-statements-about-D&D-style that first came to our attention during the 5E playtest period (with Rodney Thompson riding to the rescue in almost every instance to actually explain what was really happening) that there were no plans for a 5E version of a campaign setting for the Forgotten Realms.

He then tried to clarify that statement by suggesting that the information might trickle out in other ways and also that maybe something might be coming but they all need a holiday first. Whatever the message was meant to be, it was garbled in a particularly Mearlsian way.

So, without a 5E version of the Realms beyond what is hinted at in the PHB and the adventures, what is a 5E DM who likes the Realms supposed to do? 

As someone who actively likes the 4E Realms I would suggest that the first question to ask is this: Does the 4E version of the Forgotten Realms really suck?

For Candlekeepers whose D&D-playing days are in the halcyon past, I can accept that it does. For RAS fans who think the Salvatorean vision of the Realms is pure and correct, I can accept that. But for DMs who are actually running games and want a familiar world to set those games in, I think the 4E version of FR is worth another look.

This probably deserves a post of its own but I just want to point to three games set in the 4E version of FR and posted on the RPG.net forums involving a mini-campaign set in Icewind Dale:
I think reading those threads and looking at how the DM Acrozatarim mixed old and new Realmslore together should convince a lot of DMs that maybe the 4E version of FR is worth a second look.

Oh, and that's all a very long way of saying: this campaign is going to draw on a number of ideas that appear in Acrozatarim's games. And it's not plagiarism is you credit your source material. :)

The Crystal Shard

I have noted before on this blog and elsewhere that I am not a fan of R A Salvatore's books... except for The Crystal Shard.

There's a lot to love about The Crystal Shard, particularly the titular artefact itself. Crenshinibon itself is one of those artefacts that simply makes a DM's job easier. Forget how powerful it is: an artefact that drains power from the sun and creates a network of towers linked by portals is the sort of thing that inspires a campaign arc that almost writes itself. I must admit, running a campaign involving Crenshinibon - forget whether or not RAS's canon has destroyed it - remains on my gaming bucket list.

I must also admit, I like the basic set-up of Icewind Dale. It's remote. It's cold. It has an economy that largely makes sense. It's got a nice mix of normal creatures (crag cats, wolves), normal monsters (ogres, yeti), and plenty of room for dragons, remorhazes and similar magical beasts.


Sure, it has the horrible Salvatorean names but they are far less worse than those that appear in his later novels.


Legacy of the Crystal Shard

While I have no interest in 5E or the 5E Realms, per se, I am always interested in anything Realms-related that I can steal for my games. When WotC announced that The Sundering RSE was going to be played out in a series of five adventures (subsequently reduced to four), I was not confident that they were going to be anything but complete and utter duds.

WotC has rightly had a reputation for producing some of the worst adventures in the RPG world, in large part because 4E was launched with the edition-killing Keep on the Shadowfell and the even worse Pyramid of Shadow.

Further, the last time a major FR RSE was directly played out in the form of adventures was the Time of Troubles when the trilogy of Shadowdale, Tantras, and Waterdeep were published to show that PCs could play the part of bystanders and, um, enjoy it.

Fortunately, WotC did not screw the proverbial pooch with The Sundering adventures. In the first instance, you could almost say that they have nothing to do with The Sundering other than the logo appearing on their covers. Actually, that really is about it. 

Secondly, they're all quite good adventures but, IMO, Legacy of the Crystal Shard is the pick of the bunch.

My plan with this campaign is to use much of Legacy as the basic framework but also to include a few more direct nods to The Crystal Shard - primarily in the form of the presence of the balor Errtu - as well as chunks stolen from Acrozatarim's excellent session reports that I have linked to above. And then I plan to segue into the Demon Weave storyline from the Rise of the Underdark event. It just seems a shame to be so close to Menzoberranzan and then simply ignore the drow....

Some Background Thoughts

The Good Guys


Here Comes the Sun

I am thinking that the primary protagonist among the PCs is a cleric (or invoker) of Amaunator. While this idea is shamelessly inspired by a PC in Ice Station Zhentarim, it makes a lot of sense in the context of the campaign.

I had a lot of success a dozen or so years ago running a Netherese-era ruined monastery of Amaunator as a dungeon adventure in the mountains of the Silver Marches. It was one of the best dungeons I have ever run with a near-perfect mix of interaction, combat, and exploration and I still have my notes. It would work perfectly in Icewind Dale and I also love the basic idea of a cleric of the deity of the sun coming to a place that is so cold and trying to spread warmth.

Hopefully one of the players will jump at a chance to play such a character.


On the Run


Various source material makes reference to the fact that Icewind Dale is the sort of place that people who are running away from their past are likely to go: it's far enough away that their pasts are unlikely to catch up with them there.

And, as I am beginning the campaign in that wretched hive of scum and villainy called Luskan, I have a likely and logical origin point for such characters.

I have a few race and class combinations in mind already: half-orc slayer, changeling rogue, halfling thief, and even a pixie enchanter that is held prisoner in a cold iron birdcage by some crime lord who likes the light the tiny fey produces. (The pixie is also on the run from his royal obligations in the Feywild. It's a bit of an odd character idea for my games but it's the sort of thing that might appeal to my new players.)


The Bad Guys

In view of the banner I have created for this campaign, I am basically required to have this Chosen of Auril from Legacy of the Crystal Shard as a fairly important BBEG. And, to begin with at least, the Chosen of Auril has control, more or less, of the balor Errtu.

Beyond her, I definitely want to have orcs as the most common humanoid foe, as well as frost giants. One of the major set-piece adventures I want to run in this campaign is a 4E version of G2 Glacial Rift of the Frost Giant Jarl, probably as the capstone of the Heroic Tier. (I have noted elsewhere before on this blog that I reduce the levels of monsters in my 4E games to match their 1E hit dice. As a result, my frost giants are level 10 brutes so they are eminently suitable for an end of Heroic Tier adventure.)

And, finally, the drow are going to be involved.

A Very Rough Synopsis

Luskan

The Accursed Tower is one of my favourite 2E adventures for the clever way it turns a castle into a dungeon and also for the wilderness adventure - the journey between Luskan and Icewind Dale - that precedes the dungeon crawl (and see the next section for the wilderness adventure).

Rather than simply handwaving away the start of the journey in Luskan, I thought I would use the time the PCs spend in Luskan as an opportunity to run three or so encounters so that the players can learn how combat, skills, and other facets of the game work... and maybe to emphasis to some of the players why their characters who have Luskan in their background are so desperate to leave.

I suppose it's more typical to introduce new players to D&D with a dungeon but, frankly, I prefer non-dungeon adventures in the main. That said, Luskan includes a lot of ruins, old sewers, and decrepit cemeteries so there are still opportunities to put together some small dungeon-like adventures.

I imagine I will probably begin with a press gang encounter so that the PCs can fight a group that is fairly normal and I am not yet sure where to proceed from there. I will cover that in a later post.

Into the North

Starting in Luskan is really just an excuse to justify this next part of the campaign. I have already noted that this is inspired by the journey in the The Accursed Tower adventure and I suspect I will steal several of the encounters directly from there.

One of the other things I like about running this journey as an adventure is that it allows the players to experience the mechanical changes that go along with the increasingly colder weather which is going to be good experience for the balance of the campaign in Icewind Dale when the mechnical impact of weather is going to be an important part of the game.

I have also done a little bit of research about the locations en route. FR1 Waterdeep & The North reveals this about the Iceflow River:



This, chilling, fast-rushing river thunders down out of the icy interior of the northern arm of the Sword Coast. It is not navigable by any normal means. Its waters are just above freezing, and travel at terrifying speed down through a great ice gorge.



In spring and high summer, great slabs of ice break off the gorge walls and fall into the waters, shattering with the force of a triple-strength ice storm as they spray the vicinity with boulders of broken ice. These chunks of ice are then swept down the gorge and out to sea, to drift south amid the great icebergs from the Sea of Moving Ice.

Remorhaz are known to lair in the vicinity, and great horrors known as “ice spiders” or snow spiders have also been encountered here. Human prospectors who made it back found no rich ores in what they could reach of the walls, but there are persistent rumours of ancient ruins and buried riches in secret places in the gorge.
I really want to do this description justice and make sure that whatever happens during the course of crossing of the Iceflow River is a major set-piece battle ideally including combat on fast-moving floating slabs of ice.

Also, in the course of passing through the Spine of the World and entering Icewind Dale itself, I am thinking that an encounter with a level-appropriate white dragon would be ideal. Story-wise, this dragon will have been menacing trade and so, if the PCs turn up in Brym Shander with evidence of slaying the dragon, they may begin their time in Icewind Dale as heroes and celebrated dragon-slayers!
 
Into the Sandbox

I really want Icewind Dale itself to feel very much like a sandbox.

The basic plot will revolve around black ice (this is the magical residue of the collapsed towers created by Crenshinibon mixed with normal ice and forms a key part of the published Legacy of the Crystal Shard adventure) and how it can be used to power certain rituals.

My initial thoughts are that the Chosen of Auril is behind this but the ritual itself is being performed by the frost giants. Because of its connection to the Crystal Shard, black ice has a powerful effect on the balor Errtu and the Chosen of Auril (she has no name yet as I am still mulling over some backstory for her) has used black ice to fuel the summoning and binding of the balor.

She has forced the balor to unite bands of orc renegades from the Kingdom of Many-Arrows to gather black ice and generally make a nuisance of themselves across the Dale. They also deliver the black ice to the frost giants (probably on Reghed Glacier) where they perform a grand ritual to unleash a Fimbulwinter firstly across Icewind Dale and then across all of Faerûn.

Unfortunately for the Chosen of Auril, her bindings don't negate the control that Lolth has over the balor and Errtu has been corrupting the Fimbulwinter ritual so that it actually serves to help create the Demon Weave. And that becomes the logical segue into the presence of the drow and a possible Paragon Tier mini-campaign that concludes in Menzoberranzan.

TL;DR: Black ice is being used to fuel a ritual to create eternal winter. Uncover the plot. Stop the ritual. Slay the giants in the glacial rift. Defeat the Chosen of Auril. Oh no, what are the drow doing here?

Saturday, 22 March 2014

Silver Marches: Queen of Air & Darkness 0 - A Slightly Different Take on The Winter Horde

More than two weeks ago I posted a rough campaign synopsis for a Heroic Tier campaign I called Silver Marches: The Winter Horde which grew out of an earlier attempt to try and create a sandbox campaign set in the Silver Marches. Unfortunately, it seems I am utterly incapable of creating a sandbox campaign: I need a plot or, at the very least, a metaplot but I digress....

On top of that, I also posted some ideas about my plans to create a capstone campaign, Menzoberranzan: The Demon Weave, that would provide a metaplot and a capstone for several of the campaigns I am currently preparing or playing.

As I have mashed these two campaign ideas together, I find that The Winter Horde is probably not the best name for what I have in mind; Queen of Air & Darkness is. I believe it was in the DDi Dragon 367 article Halls of the Frostmaiden (this is a legally-free download) that it was first revealed that Auril was the FR holder of the archfey title Queen of Air & Darkness. And I further believe that this title was first revealed in the 2E book Monster Mythology.

The Queen of Air and Darkness is the fey deity of magic (especially illusions), darkness, and murder. Her long-lost true name is never spoken among the fey. Her unholy symbol is a black diamond. The Queen of Air and Darkness is a bodiless, invisible being, but she can be perceived magically as a faerie with pale, angular features, blood-black eyes, and a mane of black hair. She is beautiful, but hers is a terrible, eldritch beauty that chills the bone. The Queen is cold and utterly emotionless.
Of course, the 4E version of Lolth also has fey origins as she was once an elf or, at the very least, an elven deity or perhaps an archfey. That means that Lolth would be very aware of the Queen of Air & Darkness and, in the course of seeking additional arcane might to fuel her creation of the Demon Weave, I could easily imagine Lolth's grand scheme also including a plot to steal this title from Auril.

So, what does this mean for my plans for a campaign set in the Silver Marches?

It means at least two things. Firstly, Auril and her drive to accumulate more power - much like what is implied in the published Legacy of the Crystal Shard adventure - is going to appear to be the primary plot point of the campaign.... until, secondly, it is revealed that Lolth is actually manipulating Auril, causing her to overreach in her campaign to steal all of the storm portfolio and more from Gruumsh-who-was-Talos so that, after she is weakened by Gruumsh, Lolth can step in and steal the mantle of Queen of Air & Darkness from the Frostmaiden. With this mantle in place, Lolth will be even better placed to create the Demon Weave fuelled, in part, by the natural arcane power of the Feywild.

My original plan for Silver Marches: The Winter Horde was for an adventure path of five adventures but now I think I can cover the same levels with three adventures with Menzoberranzan: The Demon Weave to serve as the Paragon Tier capstone of the campaign.

Here's my rough synopsis for Silver Marches: Queen of Air & Darkness:

Adventure One: The Darkening of the Glimmerwood
Levels 1-4
I suppose this adventure is about the darkness part of the Queen of Air & Darkness title. The other inspiration for this adventure - other than this terrific piece of art by Ralph Horsley - is The One Ring adventure The Darkening of the Mirkwood which I finally read last week.

Of course, Lord of the Rings is very different from D&D, something that the outstanding The One Ring game system models very well. But I want this first adventure - which is also meant to serve as an introductory adventure for new players! - to have something of the same feeling as The Darkening of the Mirkwood in at least two ways:

1. The PCs need to feel like they really are responsible for holding back darkness. Of course, in the case of this Rise of the Underdark-inspired metaplot, this will involve literal darkness because the goal of this first adventure is to end the pall of magical darkness that has fallen over the Glimmerwood.
2. I want to keep the monster roster fairly simple. The Darkening of the Mirkwood has goblins, orcs, spiders, trolls, werewolves (more accurately, a werewolf), worgs, and wraiths (the Nazgûl) and, with a few exceptions, I don't want to add too much to that (the exceptions, of course, being the drow that are a key part of the plot, appropriate drow minions, and creatures of magical cold that I will need to tie it into the wider Queen of Air & Darkness plot).

I must admit, this adventure started smaller with a similar goal but instead set in the Silverwood, however it seems that it would make more sense geographically in terms of where I want the campaign to go to actually set it in the Glimmerwood and to combine it with some ideas I had planned for that forest.

Some of the other sources of inspiration for this adventure are:
  • 1E's Forest of Doom from Dragon 73;
  • 1E's The Black Heart of Ulom from Dungeon 11;
  • 2E's The Shattered Circle;
  • 3E's The Crucible of Freya; and
  • 3E's The Twilight Tomb.
The centrepiece is a hollow tree-fortress - taken from the aforementioned Forest of Doom - built over an ancient temple of Moander. 

Adventure Two: The Corruption of Beorunna's Well
Levels 4-7
While the former adventure was more about darkness, this adventure is more about winter. Here the PCs discover that Spring has been banished from the Silver Marches and the unnatural winter is a result of the corruption of Beorunna's Well by the nalfeshnee Zukothoth who was, according to 1E's FR5 The Savage Frontier, once slain in this exact location.

So, while I know I want this adventure to end with a clash between the PCs and Zukothoth beneath Beorunna's Well, for the moment I am a bit unsure as to how to fill in the rest of this adventure. I know I want the corruption of this ancestor mound to result in the freeing of various elemental creatures and I suppose one of those will be an aspect of Cryonax. In fact, as per my original ideas in my first draft of a synopsis for Silver Marches: The Winter Horde, perhaps what gets this adventure started is Cyronax coming to the village of Quaervarr and causing the village to freeze over. However, I'm not sure if I want to see an aspect of Cryonax as only a level 4 or 5 solo monster....

I mentioned in the previous adventure idea that it might draw on ideas from 1E's The Black Heart of Ulom - an adventure in Dungeon 11 where a forest is awakened by evil - but perhaps that better suits this adventure with the titular Black Heart being the corrupted Uthgardt ancestor mound. But what is also really important from the point-of-view of the story/plot is that it becomes apparent that a faction of the orcs of Many-Arrows have broken away from King Obould and that a horde - The Winter Horde in fact - is being whelmed in Auril's name to attack Silverymoon and the cities of the Silver Marches.

Beyond the final clash with Zukothoth, the adventure also needs to end with the revelation that something else has been freed from the corrupted ancestor mound: the ancient frost titan, Gurt...

Adventure Three: Lord of the Pale Giants
Levels 7-10
While I am struggling for ideas for the previous adventure, with this final adventure I know exactly what I want, beyond what is suggested in this marvellous piece of art by Jesper Ejsing.

Just as my plans for Menzoberranzan: The Demon Weave are meant to be my homage to D1 Descent into the Depths of the Earth, D2 Shrine of the Kuo-Toa, and D3 Vault of the Drow, Lord of the Pale Giants is meant to be my homage to two of the original Against the Giants trilogy, G1 Steading of the Hill Giant Chief and G2 The Glacial Rift of the Frost Giant Jarl.

Plotwise, it involved the PCs acting as emissaries to Kong Obould to ask for his aid in stopping The Winter Horde only to discover he's essentially a king without a kingdom. Restoring his rule requires, inter alia, the recovery of his flaming greatsword which is now in the possession of the hill giant chief (G1 Steading of the Hill Giant Chief, here we come). This is followed by an assault on the rift-fortress of Gurt, Lord of the Pale Giants (G2 The Glacial Rift of the Frost Giant Jarl) and the discovery, a la the discovery at the end of G3 Halls of the Fire Giant King, that the drow are responsible for the chaos afflicting the Silver Marches.

And, just like in G3 Halls of the Fire Giant King, there is a passage beneath the Glacial Rift leading into the Underdark....

Conclusion
While I want that final adventure to conclude with a super-obvious link to Menzoberranzan: The Demon Weave, I also want the campaign to feel like it has been successfully concluded and for the players to feel like their characters have won a really significant victory.

After all, it may be that we stop the campaign at that point and end our experiment with D&D/RPGs or start a fresh campaign or simply take a long break because, as rewarding as D&D/RPGs can be, they also require a fair bit of effort unlike most forms of entertainment which are far more passive in nature.

Hopefully, though, we will push on so that I can finally cross D1 Descent into the Depths of the Earth, D2 Shrine of the Kuo-Toa, and D3 Vault of the Drow off my gaming bucket list....

Sunday, 16 March 2014

(My FR Metaplots 1) Menzoberranzan: The Demon Weave 0 - A Brief Introduction

The week that 3.5E was released I began two different FR campaigns set in two different parts of FR - the Silver Marches and the Dalelands - for two groups of players with the members of each group never having met any members of the other group.

In both cases, the machinations of Shar involving her Shadow Weave formed the metaplot of both campaigns although, in both cases, that became known much later.

Sadly, due to my need to move countries for business reasons, I was not able to bring either campaign to a completely satisfactory conclusion and so I was never able to run my idea for a capstone game: I was going to bring the two groups together, have them meet in the Demonweb Pits, and have to co-operate to find and defeat the campaign's BBEG: a drider daughter of Lolth who was going to slay Lolth during her Silence and bring the drow under Shar's dark dominion.

I still rather like this basic idea and it's probably behind a lot of my metaplot thinking for the campaign I am currently running and the ones that I am in the process of planning.

If you have been reading this blog you will probably have noticed that I target everything toward the Heroic Tier. All versions of D&D - including 4E - seem to work best mechanically at these levels plus living in a different country to my players (although that will soon change as it seems I have made some converts here) means I want the campaign they are in to come to a logical and satisfactory conclusion after a reasonable length of time in the hope that it might tempt them to commit to either a new campaign or an extension of the existing campaign.

Like a lot of DMs, I have a soft spot for the drow that is completely unrelated to Drizzt and R A Salvatore's neverending series of Drizzt schlock. I can remember reading the 1E Monster Manual for the first time and being entranced by the hint of an underground race of mysterious and evil dark elves and then discovering a year or so later that they had actually been detailed in three adventures - D1 Descent into the Depths of the Earth, D2 Shrine of the Kuo-Toa, and D3 Vault of the Drow - as well as 1E's Fiend Folio.

Sadly, I never had a chance to run the original trilogy of drow adventures and it remains on my gaming bucket list. However, the ideas from WotC's Rise of the Underdark storyline - as half-hearted and poorly-executed as it was - particularly in relation to the Demon Weave seem to provide a FR-specific way for me to finally run D1 Descent into the Depths of the Earth, D2 Shrine of the Kuo-Toa, and D3 Vault of the Drow albeit with Menzoberranzan replacing Greyhawk's Erelhei-Cinlu.

Essentially, I see Menzoberranzan: The Demon Weave serving as a low- to mid-Paragon Tier capstone mini-campaign that can be played as the conclusion to pretty much any of the Heroic Tier campaigns I have been posting about and/or preparing. And all I would need to do is convert sections of D1 Descent into the Depths of the Earth and D2 Shrine of the Kuo-Toa to serve as the journey through the Underdark to Menzoberranzan and then draw on 2E's Menzoberranzan boxed set, 4E's Menzoberranzan: City of Intrigue and D3 Vault of the Drow and I will have a suitable framework on which to build the final part of the adventure. The only question remaining: how do I depict the Demon Weave and make it into an obstacle which the PCs can overcome?

More on that in another post.

Wednesday, 5 March 2014

Silver Marches: The Winter Horde 0 - Introduction

So far, I have made 22 or so posts to this blog outlining some ideas about a sandbox campaign set in the Silver Marches but, as I think I have already noted elsewhere, I don't do sandboxes.

I try but they don't "take" with me and I end up working on plot/metaplot ideas particularly once I start working out what NPCs to include. And the simply process of looking at the goals and motivations of an NPC then suggests further plot points... et voila, it's no longer a sandbox.

And that's what has happened with my plans for a Silver Marches sandbox campaign: it now has a plot and metaplot but it still has (hopefully) plenty of room for player agency.

My Gaming Bucket List

D&D has been a big part of my life for 33 years, a creative outlet that I have turned to when the left side of my brain has threatened to completely overwhelm the right side of my brain and turn me into a high-functioning automaton. And I need that creative outlet even if I certainly haven't mastered any of the elements that make a good DM (but I'm good enough :) ).

However, the realities of real life make me realise that, at the age of 45, there are only a finite number of times I will play D&D or any other RPG for the rest of my life. As I look at this issue of "gaming mortality" I cannot help but think of applying the concept of the bucket list to this particular hobby, and my plot/metaplot ideas for what I am now calling the Silver Marches: The Winter Horde campaign draws from ideas taken from items on my gaming bucket list.

The cover of Dragon 429 included this marvellous piece of art by one of my favourite D&D artists, Jesper Ejsing, depicting King Obould of Dark Arrow Keep in combat with a frost titan. I love this even if I cannot explain why (beyond simply loving Jesper's work). Looking at it made me think of the classic G1-3 Against the Giants series - G1 Steading of the Hill Giant Chief, G2 Glacial Rift of the Frost Giant Jarl, and G3 Hall of the Fire Giant King - which I have never run properly as part of a campaign. (I did run the first two as standalone adventures in 2E but they really showed how crappy AD&D was when you were no longer filled with child-like glee.)

So, reading the accompanying article, History Check: Dark Arrow Keep, and reminding myself how perfect the Silver Marches is as a setting for the classic G1-3 Against the Giants series, I decided to make them a key part of this campaign. However, there are a couple of changes I should note:

1. I have lots of hill giant and frost giant miniatures, but only a single fire titan miniature. I'll ditch the third adventure purely for that reason... plus I think three fairly similar adventures in a row is just a bit too much.
2. Giants in 4E are Paragon Tier monsters. I will run them instead as having the same number of levels as their 1E hit dice. This will reduce the hill giants to level 8 brutes and the frost giants to level 10 brutes. If I include stone giants, they will be level 9 artillery and fire giants will be level 11 soldiers. 

So that's a fairly major item crossed off my gaming bucket list. And when I get around to writing an introduction for the second part of this campaign, Silver Marches: The Demon Weave, I'll be crossing off another major item.

A Rough Campaign Synopsis

Before I get to the synopsis, I should mention that this campaign is going to be run for my wife and family who have no experience with tabletop RPGs or even boardgames. They have played the Warcraft III clone DotA and they have played cards: that's it.

As a result, I feel the inclusion of a plot is fairly necessary and it's pretty simple. It's also more about the illusion of choice rather than a true sandbox: anyone who has played D&D before will spot the railroad before they sit down! And it also involves fairly simple monsters: orcs, ogres, and giants, with a dragon or two simply to invoke the name of the game.

With those comments out of the way, here's my rough synopsis for the campaign:

The Death Knight's Tomb
Levels 1-3
This adventure is not only going to be the first adventure of this campaign, it's going to be the first tabletop RPG adventure - and the first genuine tabletop game- that these players will have ever played.

To make this work, I've decided that I need to really heavily on visual and kinesthetic elements to bring the story side to life. Beyond the heavy use of miniatures, I'll also be using a Paizo flip-mat - the one depicting the dungeon in their introductory adventure Crypt of the Everflame - as part of the effort to try and bring the game to life for these players who only known fantasy games from MMORPGs.

Actually, that's also why I decided to go with 4E. I know a lot of the criticism of 4E is that it is too much like a MMORPG: I don't know if the criticism is true, but I am hoping there are enough parallels that these new players enjoy playing D&D! :)

I've also decided to make this first adventure stand largely separately from the campaign's plot... but to tie into the plot for the Paragon Tier conclusion I have planned if the players end up liking the game. In the first instance I am doing this to provide some variety but, if we do continue the campaign, I am rather hopeful that the players enjoy the "big reveal" when they realise their first adventure directly relates to what happens 10 or so character levels later.

The basic plot of this adventure is that this is a tomb of a Banite paladin slain in the Banedeath by Cyricists after the Time of Troubles. A group of Banite hobgoblins have been led by visions from the Black Lord to find this tomb and raise this paladin to unlife... only to find that he is already a death knight. Now, while that part doesn't tie into the second part of the campaign, there will be slavers present that are allied with the drow - a drow will also be present - and they will be particularly interested in spellcasters for reasons that will not be revealed unless and until the campaign is continued in Silver Marches: The Demon Weave....

Menace of the Icy Spire
Levels 3-5
And now we get to Silver Marches: The Winter Horde proper....

The previous adventure - and, indeed, the campaign itself - begins at the very beginning of spring. However, after some initial signs that spring had arrived, winter has returned with a vengeance.

Something the PCs have done in the previous adventure - one of the things I still have to work on but it could be as simple as rescuing someone important from the slavers - has brought them to the attention of Silverymoon's leadership. They are asked to investigate the ruins of Rauvinwatch Keep which have been subsumed by a mysterious spire of ice.

The reason for hiring the PCs is that the unnatural winter has caused Silverymoon to withdraw its standing army, the Knights in Silver aka the Argent Legion, closer to Silverymoon itself because of rumours of orcs, ogres, giants, and also trolls from the Evermoors.

Anyway, this is a fairly simply adventure involving a mad female eladrin cleric or invoker of Auril who is angry with Silverymoon and has decided to bring winter to the city's doorstep. However, when the PCs end the threat posed by the eladrin they soon realise that this is but part of a larger problem leading them to...

Quaervarr Under Ice
Levels 5-7
... the village of Quaervarr where the entire village is trapped under ice and, at the centre of the village, sits a creature of ancient elemental evil, an aspect of Cyronax. A cult of orcs serves his every whim.

In the process of (hopefully) freeing the village from its icy immurement, the PCs will discover that the aspect of Cryonax should rightly be imprisoned by the primal magic of the ancestor mounds of the Uthgardt barbarians.

Whether following that lead or a further quest or mission from Silverymoon, the PCs head deeper into the Glimmerwood to solve the mystery of the...


(Edit: When I was first looking at Quaervarr as a location for the sandbox version of this campaign, it was with a view to setting a revised/adapted version of Crucible of Freya there. I think I would still like to do this and make the Crucible of Freya into a relic of Chauntea or Mielikki that would have protected the village from the unnatural winter but was stolen by drow who plan to use it to fuel the Demon Weave. That basic idea could still work as laid out in that earlier post.)

The Corruption of Beorunna's Well
Levels 7-9
 ... which has been corrupted because of the return of the nalfeshnee Zukothoth who was revealed in FR5 The Savage Frontier to have met his end in this same location centuries ago in battle with an Uthgardt shaman.

The followers of Auril have used lore provided by the drow to summon Zukothoth and Zukothoth has used his connection with this location to perform abyssal rituals to corrupt the ancestor mounds and free the aspect of Cyronax and unleash an unnatural winter across the Silver Marches.

However, in the course of ending the threat posed by Zukothoth, the PCs discover that anothe created has been freed: Gurt...

Lord of the Pale Giants
Levels 9-11
.. who was one of the mightiest foes defeated by Uthgar but also the one that ended Uthgar's mortal life (I think: I better check that).

While the followers of Auril believe that Gurt is the Frostmaiden's champion - and, in many ways, he is - this is all part of Lolth's real plan. She wants to foment war between Auril and Gruumsh-who-was-Talos because it will weaken Auril greatly leaving her vulnerable to the plan of the Queen of Spiders to seize Auril's crown as the Queen of Air and Darkness of the Feywild.

Metaplot aside, Gurt has rallied the hill giants and frost giants of the North and has also appealed to the orcs of Dark Arrows Keep who had grown tired of how the unbroken line of Oboulds had forced civilisation on the orcs. But now the Winter Horde begins to form ready to march south and sweep all before it...

... unless, of course, the PCs can return Obould to his throne. The short version is this: Obould's flaming sword has been taken by the hill giants back to the steading of their most powerful chieftain (and that's my excuse for running my own version of G1 Steading of the Hill Giant Chief). While Obould and his forces take the fight to the traitor orcs and their giant masters, the PCs travel to my updated version of G2 Glacial Rift of the Frost Giant Jarl and there beard Gurt in his new lair and discover that there was something far sinister behind this entire plot than simply Auril seeking to gain power at the expense of Gruumsh...

And Then...
Levels 11+
... and that something is the drow.

But more about that when I post about Menzoberranzan: The Demon Weave.

Suffice to say, it's heavily inspired by the Rise of the Underdark storyline... but I want to draw on D1 Descent into the Depths of the Earth, D2 Shrine of the Kuo-Toa, and D3 Vault of the Drow (albeit set in Menzoberranzan) and another large chunk will be removed from my gaming bucket list.

Anyway, this is just a rough draft of the campaign to give me something to work with. Let's see if I can make it work....