Showing posts with label Phlan. Show all posts
Showing posts with label Phlan. Show all posts

Wednesday, 11 July 2012

Knights of the North - Adventure Two

Option One:
The Iron Circle
Adventure Two

Brainstorming

What if I took Reavers of Harkenwold and set it around Phlan?

What if the Iron Circle wasn't a new power group but, rather, a front for the Zhentarim?

What if the job of the Iron Circle was to, as it were, surround Phlan with strife and provide the conditions for Phlan to accept Zhent protection?

What if this was also to show Phlan that the Banites were too weak to protect the city and its outlying farms?

And that would also mean I could run a published adventure with minimal preparation on my own part. Cool.

Is there a link between the Iron Circle and the pirates of the Moonsea?

How does this tie into my plans for a portal network centred on Bane's Eye beneath the Ruins of Zhentil Keep?

Option Two:
The Red Claw Siege

Adventure Two

Brainstorming

What if I combined Red Hand of Doom with The Speaker in Dreams and added some flavour from the Shadows of the Abyss trilogy?
 
Essentially, Banites from Mulmaster have manipulated the Banite Red Claw goblins of Thar into laying siege to Phlan. While the goblins are at the gate, so to speak, there is a fifth column within: traitorous clerics of Bane within the Lyceum of the Black Lord. Their presence is undermining the effectiveness of the Black Watch.

The Lord Protector is of little use as he has been possessed by Tyranthraxus.

The goals of the PCs are as follows:

1. Free the Lord Protector from Tyranthraxus.
2. Uncover and defeat the Banite traitors within the Lyceum of the Black Lord.
3. Break through the siege lines and defeat the Red Claw commanders and their Banite advisors from Mulmaster.
 
It may be that the harbour is also blocked by pirate ships. The PCs could potentially capture one of the ships and use it to sail out of Phlan so they can circle around and attack the Red Claw goblins from the rear.
 
In Monster Vault: Threats of the Nentir Vale there is a picture of a siege tower that looks like a dragon. Perhaps the Red Claw are using such a tower as a mobile headquarters?


Friday, 29 June 2012

Knights of the North - Adventure One


The Blade of Lathander
 A 1st-Level Adventure for the Knights of the North Campaign

Introduction

Background


Hooks


Précis

Location: Valhingen Graveyard

After arriving in Phlan, the PCs seek out information on the location of their parents' remains. This leads to Valhingen Graveyard where the party frees the doomguide of Kelemvor they need to speak to from the clutches of a mad Cyricist and his graverobber followers.

Location: Ruins of Twilight Keep

They follow the doomguide's advice to the Twilight Marsh where they find an abandoned fort once belonging to the Zhents and the site of their parents' last stand. It is now the lair of a Cult of the Dragon cell with their two black dragon wyrmlings.

After defeating the Cultists, the party find their parents' burial site only to be confronted by a vindictive Zhentarim spirit. Its defeat allows one or more of the parents' ghosts to speak to the PCs. It seems there is a new quest: to find and recover the legendary Blade of Lathander from deeper in the swamp.

Location: Lost Temple of Bhaal

The PCs ultimately find a black dragon's lair - the mother of the two wyrmling they presumably slew - which is a cave-like opening in a large mound. The Blade of Lathander is part of the dragon's hoard. Beneath the mound is an ancient temple - more than 1,000 years old - devoted to the dead power, Bhaal.

The temple is now seeing some activity. There are lizardfolk guards and a presiding cleric - a fallen doomguide of Kelemvor who now thinks he is a cleric of Bhaal but is actually a cleric of Cyric. His name is Varak Redshield. Perhaps even more dangerous is the hezrou that the cleric commands - its name is Toadface and the lizardfolk and bullywugs of the Twilight Marsh see it as some sort of avatar of the powers that they respectively reverence. Zhent emissaries are also present.

While lizardfolk are guarding the temple and serving the cleric (and Toadface), there are also lizardfolk prisoners. If rescued they open up an optional expansion of this adventure.

Location: The Tomb of the Lizard King

The lizardfolk prisoners solicit the party's aid in freeing their fellows from their task of uncovering the lost Tomb of the Lizard King. It seems that if the tomb is uncovered and the lizard king freed a great evil will be unleashed within the Twilight Marsh. If the PCs act with haste they can ensure that the tomb is not opened otherwise they will need to enter and put an end to the threat posed by the lizard king, Sakatha, who is now a lizard king vampire.

(Toadface wants the lizard king to be awakened.)

Conclusion

Third level has been reached (possibly 4th but I will play with the XP awards and try and restrict it to 3rd) and the party has completed the major quest to recover the Blade of Lathander.

They have clashed with the Cult of the Dragon and with Zhents and are aware that the Zhents are becoming more active again in the Moonsea. A cleric of Kelemvor may have been slain as a cleric of Bhaal/Cyric or rescued from evil. Lizardfolk have been freed from a very evil influence (they may also wish for a new treaty with Phlan which the Lord Protector will welcome).

And the party has slain their first dragon (the two wyrmlings don't count).

All in all, I think if that is the way the adventure works out then it's a pretty good start to the new campaign.

Monster List

Named NPCs and Monsters
  • Dalmanu: solo controller 1 (male human wizard)
  • Graverobber 1: lurker 1
  • Graverobber 2: skirmisher 1
  • Thelzar, Zhentarim spirit: solo controller 2 (former male human wizard)
  • Toadface: elite or solo brute 4 (hezrou fiend of blasphemy)
  • Varak Redshield: elite soldier 3 (male human cleric of Cyric)
  • Zzygarn: solo lurker 3 (female young black dragon) - can return as a dracolich

Generic NPCs and Monsters

  • black dragon wyrmling
  • Black Watch city guard, minion soldier 3
  • Black Watch guard captain, soldier [leader] 3
  • bullywug
  • Cult of the Dragon sellsword, minion soldier 2
  • Cult of the Dragon wizard's apprentice, minion artillery 2
  • darktentacles, elite controller 4 (check Neverwinter Campaign Setting)
  • lizardfolk, lurker 2
  • lizard king, brute 8 = elite brute 3 or 4
  • lizard king vampire, elite brute 8 = solo brute 3 or 4
  • Zhent sword fodder (minion soldier 1)
Brainstorming the Adventure

While this is written up like a railroad, the PCs will be free to make other choices. Just as a line is the shortest distance between two points, I want to keep this synopsis as brief as possible.

This is also a first cut. Right now it really doesn't have enough encounters. It also needs a few more encounters that are actually interesting.

I should also include a conflict between the unaligned lizardfolk and the chaotic evil bullywugs. A conflict like this - with the potential for the party to take sides - also offers the opportunity to gain allies, something I am normally hopeless at including in my games.

Phlan
  • The PCs arrive in Phlan and are surprised by the paranoia and heightened alertness of the Black Watch.
  • Need information on the site of their parents' last stand. Parents were never given a proper burial.
  • Library is a smouldering ruin. Librarians helpfully point them in the direction of the doomguide of Kelemvor in Valhingen Graveyard.
  • Doomguide is not there. Kidnapped by grave robbers working for a strifeleader of Cyric who is also a Zhent agent (some freelance stirring up of strife). Report to Black Watch - hired to find him. Black Watch is busy watching for Zhents.
  • Explore graveyard. Find graverobbers (skirmisher or lurker 1; level >1 encounter). Use Eye on the Realms article for names and picture.
  • Evil tomb complex - the tomb of a traitor? Cadorna? Maybe use ideas from the low-level delve in Open Grave. Doomguide to be sacrificed to Cyric. This is a three-encounter Delve: skeleton guards (minion soldier 1; level 1 encounter), zombies (brute 1; level 1 encounter), strifeleader or eye of fear and flame/flameharrow (solo controller 1; level 1 encounter). Recover some old, rare books that can be given to Mantor's Library for when they rebuild (worth a minor quest reward => add to graverobber encounter to give level 1 encounter XP).
  • Doomguide is able to use Kelemvorite magic to locate the remains of the PCs' parents.
  • Doomguide provides some consumable items.
From Phlan to the Twilight Marsh

The route is the along the Phlan path across the Trank River before turning south into the Twilight Marsh.
  • (Phlan Path) Red Claw goblin bandits (skirmisher 1 and minion skirmisher 1) with a hobgoblin commander (soldier [leader] 2).
  • (Phlan Path) Knight of the Black Gauntlet patrol (all soldiers).
  • (Bridge across the Trank River) Lizardfolk (lurker 2).
  • (Twilight Marsh) Darktentacles (elite controller [?] 4).
  • (Twilight Marsh) Cult of the Dragon mercenaries led by a mage.

The Twilight Keep

This uses the map of the Moathouse from Village of Hommlet, either the 1E or 4E version.
  • Giant frogs. It wouldn't be the moathouse without giant frogs.
  • Zhent patrol spying on the Cultists in Twilight Keep. At least one will attempt to escape.
  • Basic encounters: Cultist mercenary (soldier 1; sellsword - minion soldier 1), Cultist mage (artillery 1; apprentice mage - minion artillery 1), Cultist scout (skirmisher 1). NPCs: cleric of Beshaba (elite soldier or controller 2), swordcaptain (elite soldier 2), wizard wearer of the purple (elite controller 2; wears ring of dragons and has a lesser tome of the dragon). Combine into two level 1 encounters, one level 2 encounter and one level 3 encounter.
  • Two wyrmling black dragons (elite lurker 2 or 3).
  • The PCs should be 2nd-level before they enter the dungeon level.
  • Ghast NPC (elite something 4) - use the named ghast from Dungeon 53 - Steelheart for inspiration.
  • Zhentarim spirit (solo controller 2).
  • Major quest: bury their parents. Actually, they are buried but there are stones there that can be used for a more appropriate memorial.
  • A ghost of one of their parents directs them to find Zzygarn's lair in order to recover the Blade of Lathander.
Zzygarn's Mound

A skill challenge might be in order at this point.
  • Lizardfolk can be parleyed with so that they will point the way to the dragon's lair (are there any low-level divination rituals the PCs could use?);
  • Zzygarn (solo lurker 3) has her lair in a great mound (use 1E's Tomb of the Lizard King for inspiration) that may be the tomb of an ancient lizardfolk, orc or human king from before the fall of Northkeep (treat as a three-encounter delve and include at least one trap as part of the three encounters). The encounter with the dragon will provide the PCs with enough XP to reach 3rd-level.
Return to Phlan
  • Zhent ambush (level 3 encounter) with a demand for the ring of dragons. This encounter should involve a lot of minions (including archers that are minion artillery so that they are launching a cavalcade of ranged attacks) so that the PCs when they first see the map and the miniatures feel like it's a serious ambush. Of course, at this point they're 3rd-level so it's time for them to show what badasses they've become!
The next adventure begins when they reach Phlan and deals with Zhent infiltration of the city via a portal beneath a haunted former tavern (the Red Spyglass) and leads to Zhent pirates and slavers  (although the party may first deal with a Tyranthraxus-possessed cleric of Bane who is planning to betray his city). The Blade of Lathander will be a key BBEG magnet. Maybe I will call it Yellow Sword & Yellow Sails or just Yellow Sails. It will be followed by Bane's Eye then The Stonecrown(ed?) King and concluding with Ruins of the Raven.

Further Adventures in the Twilight Marsh

I've been rather enamoured with the idea of running an adventure in a swamp since I first read the Mere of Dead Men series in Dungeon magazine the late 1990s. However, to the best of my knowledge, I have never actually run swamp or marsh adventures but I would like to change that.

Source Material

These ideas draw inspiration from Dungeon 71's Dreadful Vestiges - this is from the Mere of Dead Men series, arguably the first adventure path to appear in Dungeon magazine - as well as  1E's U2 Danger at Dunwater and I1 Tomb of the Lizard King, Swamp Stomp from Dungeon 93 and Fiend's Embrace from Dungeon 121. I may also use elements from The Muster of Morach Tor from Dungeon 144.

Introduction & Background
The old saying is that a picture says a thousand words. This picture from the Dreadful Vestiges adventure - of a fallen Helmite cleric, Varak Redshield, summoning a hezrou - really illustrates the root of the problem in the Twilight Marsh.

Varak Redshield is an adventuring cleric, or doomguide, of Kelemvor. After travelling to Phlan he learnt more of the history of humanity in the Moonsea North including the rise of the Dark Three - Bane, Bhaal and Myrkul - and the existence of an early temple "of death" in the area now covered by the Twilight Marsh.

Believing that this was a temple of Myrkul, Kelemvor's predecessor (forgetting Cyric's interregnum), Redshield travelled into the Twilight Marsh to try and learn more about the foundations of his own beliefs.

While it was indeed a temple "of death", this was a temple of Bhaal rather than Myrkul. A most unholy place, it has attracted the attention of one or more revilers, incorporeal undead creatures (cf the Dreadful Vestiges adventure) that are now under Cyric's sway. One of the revilers corrupted Redshield and now he thinks he is a cleric of Bhaal although, in fact, it is Cyric whom he serves. (Besides the revilers, in something inspired both by a Fourthcore adventure and also the original Caverns of Thracia, a dying character that revives attracts the attention of a minor aspect of Bhaal. I am thinking of the flying skull I once statted up in 3.5E which wept tears of blood that caused what would now be ongoing damage. However, I am also thinking it needs to be a minion and insubtantial [being a minion this basically means that, if it takes damage and thus would be destroyed, it is instead able to remain on 1 hit point with a successful saving throw].)

The revilers have been whispering to him about the need to find an awaken the lizard king to unite the lizardfolk tribes of the Twilight Marsh so that they can bring death to the surrounding lands in Bhaal's name. The Tomb of the Lizard King is located at the bottom of a swampy lake. Redshield uses magic whispered to him by the revilers to summon a hezrou to cow the lizardfolk into obeying him and forces them build a dam around the tomb. Once the dam walls are finished, the water will be pumped out allowing easy access to the tomb.

(The lizardfolk of the Twilight Marsh typically live in large lodges similar to those built by beavers so this is something they possess the expertise to accomplish.)

If Redshield succeeds, the lizard king will be awakened and all the lizardfolk of the Twilight Marsh will be brought under his sway... with Redshield and his revilers controlling the lizard king. (At this stage, the lizard king will be a vampire in a shameless rip-off - or flattering homage - to the original I1 Tomb of the Lizard King.)

Complicating matters further, the temple of death that is now Redshield's lair is also the home of Zzygarn, the black dragon that the PCs will be seeking in order to recover the Blade of Lathander. (In a sense, this idea is also stolen from I1 Tomb of the Lizard King where the tomb had a guardian black dragon.) Added to that, Redshield is now receiving overtures from Zhent emissaries whose Cyricist leader was guided here by whispers from same mad deity - the same whispers that Redshield is hearing. For the Zhents, control of the lizardfolk provides them with a ready-made and expendable army. For the Cyricists, an unleashed army of bestial lizardfolk led by a lizard king vampire is the perfect way to bring chaos and strife to Phlan.

For the PCs, there is an opportunity to free Redshield from the evil influence of the revilers and Cyric. Essentially, Redshield is possessed by a reviler and the Blade of Lathander has the power to end that possession and destroy the possessing reviler even while Redshield remains possessed. This is also foreshadowing the power of the Blade of Lathander to drive out and harm Tyranthraxus should that possessing spirit make an appearance later in the campaign.

The Unopenable Doors

Drawing inspiration from 1E's WG5 Mordenkainen's Fantastic Adventure, there will be a party of Zhent mercenaries in the Twilight Marsh looking for the Unopenable Doors. They've found them but they are truly unopenable.

I want to make sure that the campaign has a few mysteries and this will be one of them. Of course, if I'm ever stuck with a need for a dungeon adventure later, I can make it this - the party will simply have to find the key.

The Fane of Kerzit has a nice ring to it....

Key Monsters & NPCs

Toadface the Hezrou

While most hezrous are utterly bereft of anything resembling subtlety, Toadface has learnt from its true master - Graz'zt - how to suppress its more bestial urges from time to time in order to accomplish greater evil.

Due to an alliance between the Dark Prince and the Prince of Lies, Toadface finds itself aiding Cyric and compelled to obey a cleric of Cyric, Varak Redshield, whom he originally corrupted.

Design Considerations

The name is a placeholder but I rather like it. It seems like a nickname that the Zhents would bestow on a summoned demon.

The 4E version of the hezrou is a 22nd-level brute. That's too high for this campaign - obviously - but, more importantly, my monster level philosophy is now very much about reducing them to the level equal to the number of hit dice the monster had in 1E, more or less.

In the case of the hezrou, or the type II demon as it was then, it should be a 9th-level brute to match its 9 hit dice in the 1E Monster Manual. The 1E version is quite boring: it's got cause fear, darkness 15' radius, detect invisible objects (a spell that never actually existed), a chance to gate another hezrou (but only a 20% chance) and telekinesis. None of those are signature abilities.

The 3.5E and Pathfinder versions include the fairly potent blasphemy as well as, inter alia,  chaos hammer and unholy blight. The Pathfinder version also has a stench aura which seems to be its signature ability (I think 3.5E also had this but I have the Pathfinder Bestiary open on my laptop right now). The 4E version is really boring: all it has is a noxious stench aura which now inflicts poison damage in an aura 2 (albeit only to enemies and only if they attack). Another 4E version from one of the HPE series adventures inflicts an attack roll penalty of -2 unless the hezrou is bloodied in which case an enemy is weakened while in the aura.

I particularly like the Pathfinder flavour text:

... The hezrou dwells in the vast Abyssal swamps, mires, and waterways, equally at home on land and in the water. The presence of a hezrou has an obvious effect on the nearby flora and water, causing plant life to twist and knurl and infusing water with a foul odour and brackish taste — signs much easier to spot on the Material Plane than the Abyss. Long exposure to this corruption can cause vile transformations and hideous deformities. Often, entire backwater communities of deformed mutants owe their twisted countenances not as much to ... poor breeding as they do to a hezrou’s proximity....
Putting this all together, I think these are the points to include in my version of the hezrou:
  • it will be a 9th-level brute;
  • a 9th-level brute is worth 400 XP which means I can also stat this up as a 4th-level elite brute which is also worth 400 XP;
  • the noxious stench aura is retained and it causes poison damage;
  • the hezrou is immune to poison and disease, possesses necrotic resistance but is vulnerable to radiant damage;
  • as per the 4E version, its normal attack will be via its claws while it will have high damage  recharge attack via its bite; and
  • it possesses an encounter power that produces something akin to a blasphemy spell from 3.5E, only effects non-evil creatures and probably inflicts poison damage (possibly in combation with either psychic or necrotic - the former because I am thinking of the phrase, "psychic miasma"). 
As for Toadface, I will start with a 4th-level elite brute and then:
  • possibly make it a solo brute to reflect a new template I need to create based on the 3.5E prestige class, fiend of blasphemy, from that edition's Fiend Folio;
  • if Toadface is a fiend of blasphemy then perhaps I will not need the revilers - at the very least, they will not be responsible for Redshield's fall - because it will be Toadface's doing (the revilers will be 4th-level controllers or lurkers);
  • with a name like Toadface, I think of this hezrou as something of a cane toad in appearance so that also means poison sacs on its back (immediate interrupt of melee attacks particularly involving flanking - poison spray in retaliation that may even have a blinding effect);
  • Toadface is a thrall of Graz'zt and also an agent of Cyric so I may include some powers to reflect an unusual ability to deceive and manipulate (the themes for Graz'zt in Demonimicon are a good place to start); and
  • of course, I may also go with Toadface as the simple brute that the current version of the stat block I have created would indicate.

Questions I need to answer:
  • Is there a link between Toadface and Dagon or Umberlee? (And, if so, what does this mean for the possibility of 1. sahuagin appearing in the Twilight Marsh and 2. a redoing of the plot of 1E's Saltmarsh series?)
  • What do the bullywugs of the Twilight Marsh think of the appearance of Toadface in this place?
  • Does Toadface have any goals?
  • How was Toadface summoned and how is he controlled? A statue or idol? (I rather like the idea of an animated idol as a monster - call it the idol of blasphemy. What if this idol can also summon a stream of minions? I am thinking of swarms of Tiny hezrous....)
The Blade of Lathander

The Blade of Lathander is a flametongue sword (the type of sword will be determined once we determine which PC is going to be the heir of the last wielder). Despite doing fire damage, it is able to harm Tyranthraxus even while he is possessing a creature and notwithstanding his immunity to fire.


Monday, 25 June 2012

The Return of Manshoon - Brainstorming


I've had a few ideas - following my Fimbulwinter - The Return of Manshoon post - for making the return of a clone of Manshoon to lead the Zhentarim as the basis for a campaign set in the Moonsea North.

While it means I will have less use for the other factions I like - the Banites of Mulmaster, the Cult of the Dragon and the Warlock Knights of Vaasa - it has the advantage of a much tighter focus both in terms of story and even in the geographic area involved.

Once this Heroic Tier campaign plays out, I could easily use my Fimbulwinter ideas to take this into the Paragon Tier. In the meantime, I rather like the way this Heroic Tier campaign arc looks:

The Return of Manshoon

Tyranny & Strife in the Moonsea North

Introduction


Manshoon is Dead! Long Live Manshoon!

The Night King of the Zhentarim is dead, slain in battle with his long-time nemesis, Elminster. The Zhentarim is in chaos as the Cyricists seek to assert primacy over the other factions but they haven’t reckoned on the sheer power of one of the major Black Cloak factions, for these Black Cloaks are not simply human wizards as they generally appear but beholder mages.


It is the beholder mages who have held the Zhentarim together since the destruction of Zhentil Keep. Their goal: to use the Zhentarim as something akin to farmers, subjugating various populations so that the beholders may feed at leisure. And for the beholder mages the network of the Zhentarim allows them access to greater magical power.


The beholder mages do not wish to be unmasked and they trust only one human - Manshoon - and now he is dead. However, the beholders know of Manshoon’s predilection for creating clones - indeed the Night King was one such clone - so all they need to do is find another Manshoon clone and awaken him (it?).


Unfortunately, Manshoon entrusted the location of his clones to no-one and normally they were hidden by powerful magic. However, the ghostly Lady Saharel of the Sceptre Tower of Spellgard has divinatory abilities able to pierce the most powerful wards and she could locate one or more of Manshoon’s clones.


While a campaign set in Loudwater and the Fallen Lands might involve stopping a Zhentarim invasion of Spellgard to seek such information, this campaign will be set in the Moonsea North and the Zhentarim operation in Spellgard is taking place “off-screen”, as it were. (However, it would be interesting to run two more-or-less concurrent campaigns in the Fallen Lands and the Moonsea North where the Fallen Lands group fails to stop the Zhentarim getting the information that they want.)


Lady Saharel reveals that there is a clone located in an extra-dimensional space within the ruins of the Citadel of the Raven in Manshoon’s former private tower and now the beholder mages manipulate the Zhent organisation to find him....


Background


The Moonsea North is about to become a battleground between two groups: the combined forces of the Banites of Mulmaster and the Banite faction of the Warlock Knights of Vaasa against the the Zhentarim and their allies. It’s tyranny versus strife, another chapter in the more than a century old clash between Bane and Cyric through the various pawns they move across the lanceboard which is Faerûn.


The consequences of the fall of Manshoon reverberate around the Realms. The Dread Imperceptor of Bane in Mulmaster - the highest ranking cleric in the church of Bane in Faerûn - sees this as an opportunity to bring the Zhentarim under Banite control - more specifically, Mulmaster Banite control - as it should have been more than a century ago but for the heresies of the traitorous Fzoul Chembryl (an opinion that the Dread Imperceptor must be careful in disclosing due to Chembryl’s recent ascension to the status of exarch).


Banite agents within the Zhentarim report to Mulmaster that the Zhentarim is not as headless as it appears. A particularly strong faction of Black Cloaks has stepped into the void caused by the loss of Manshoon and seem to be making plans to replace him. The Dread Imperceptor knows that Manshoon was renowned for having perfected cloning spells and rituals and suspects that there is at least one clone secreted away that these Black Cloaks are seeking to awaken. 


The renewed presence of Zhentarim agents in the Moonsea North - particularly in Phlan and combing the ruins of the Citadel of the Raven - cannot be a coincidence. Furthermore, their presence in the Moonsea North potentially threatens the Banite plans for conquest. The Dread Imperceptor has forged an alliance with the Banite faction of the Warlock Knights of Vaasa to bring the city-states of the Moonsea North under the dominion of the Black Lord. What threat does the presence of the Zhentarim pose to these plans? This is a question both the Dread Imperceptor and the Banite fellthanes of the Warlock Knights are asking, and which their respective spies and agents are tasked with answering.


Organisations & Factions


The Banites of Mulmaster


The Banites of Mulmaster have natural allies in the Moonsea: the Red Claw goblins of Thar and also a certain faction within the otherwise heretical Lyceum of the Black Lord in Phlan. While the Warlock Knights focus on their plan to bring the frost giants of the Great Glacier into an alliance with the Banite forces, the Mulmaster Banites will focus on organising the Red Claw goblins - supported by a fifth column of loyal Banites from the Lyceum of the Black Lord - to attack Phlan. The Banites believe Phlan should be a possession of Mulmaster and the Black Lord particularly considering its history but also because it could be a stronghold of opposition to Zhent influence in the Moonsea North. 


The Dread Imperceptor is very keen to formalise an alliance with the Warlock Knights as he sees the Vaasans eventually becoming a natural extension of the Mulmaster church of Bane. The Voice of Telos will personally ensure that the Dread Imperceptor never realises this particular ambition.

The Cult of the Dragon


The ways of the Cult of the Dragon are mysterious: their seeming worship of undead dragons means that their goals are difficult to fathom, beyond their need to find and “convert” dragons. However, they are a powerful force both because of the magic they control and because any dragon - living or undead - is an engine of destruction.


Encounters with the Cult in the Moonsea region are relatively common as the Moonsea is also known as the Sea of Dragons. Dragons range across the Moonsea North; various chromatic breeds - black, green, red and white being the most common - and so Dragon Cultists can be found seeking them out and doing the other things that the Cult of the Dragon does.


In addition, several cells of the Cult of Dragon in the Moonsea North include clerics of Shar and/or shadar-kai and some of these are actually agents of the Netherese. While Netheril doesn’t have any current plans for the Moonsea North, they do like to keep a close eye on the activities of other power groups such as the Banites of Mulmaster, the Warlock Knights of Vaasa and the Zhentarim, all of which are now active in the Moonsea North.


The Warlock Knights of Vaasa


The Banite faction within the Warlock Knights is growing increasingly more powerful and influential but it needs allies if it is going to bring the other Warlock Knights under its control. Thus the alliance with the Banites of Mulmaster has been formed. However, the alliance is a temporary thing; each party needs to demonstrate its worth to the other before jockeying for supremacy can begin. 


So far they have agreed to combine forces to bring the cities of the Moonsea North under the Black Lord’s banner. The Warlock Knights are happy to let the Banites focus on the goblins of Thar - vile creatures that they consider beneath themselves - while they focus on an alliance with the frost giants of the Great Glacier.


At least that is what the Warlock Knights want the Banites to think. In actuality, the Vaasans are searching for an artefact of the Zhengyi, the legendary witch-king of Vaasa. It seems that this shard of eternal ice - just the thing to bind the frost giants into an alliance - is a most puissant relic of Evil. By claiming to be doing whatever is necessary to bring the frost giants into the fold, the Mulmaster Banites are distracted from seeking out this legendary item for themselves.


The Zhentarim


Much of what is driving the Zhentarim in the Moonsea North has already been covered in the Introduction. 


While locating the ruins of the Citadel of the Raven is quite simple, finding the specific portal that links to the extra-dimensional space storing the clone of Manshoon is no mean feat, and then there is the need for a portal key to activate the portal.


While some Zhentarim remain based in the ruins, small teams have been despatched to the ruins of Zhentil Keep, Phlan and even Mulmaster to try and uncover clues buried in various tomes that might aid the uncovering of the specific location of the portal and the nature of the portal key required to open same.


This particular clone of Manshoon was one of the first that Manshoon created. It was created using the clone ritual rather than the more powerful stasis clone ritual. As such, this clone is lesser in power than most of those awakened during the Manshoon Wars that began in 1369 DR; he also is missing over 100 years of history!


Nevertheless, the beholder mages simply want Manshoon to rule the Zhentarim again, not least because even a weak clone is able to bypass certain wards that Manshoon put in place to protect certain locations and/or items. They also see a weaker version as perfect for their needs - they can train and manipulate him before he becomes too powerful for them to control. 


The information that the Zhentarim need is indeed located with Phlan, specifically hidden within an otherwise unremarkable tome within Mantol’s Library. Dalmanu is the Zhent mage tasked with recovering the information in Phlan.


Adventure Synopses


Right now (1:01am, Mon 25Jun12), I feel that this campaign outline is better off being focussed on a smaller geographic area and with a conclusion to the Heroic Tier that involves a grand melee against the Zhentarim with the final “boss” fight being against the awakened clone of Manshoon.


If I keep the focus tighter - it doesn’t prevent me from using the Banites of Mulmaster, the Cult of the Dragon or the Warlock Knights of Vaasa - I think I can include more sandbox elements while also driving the party toward the final confrontation with Manshoon and the Zhent forces. It also lets me use this wonderful piece of art for the final adventure:




Furthermore, by making the Zhentarim the ultimate enemy, the sense that the party is comprised of the true heirs of the Knights of the North is heightened.


Adventure One: The Knights of the North
Levels 1-3


Dalmanu


The Graveyard


The Moathouse


The Lyceum of Lies?


What if the information the Zhents need is hidden beneath the Lyceum?


Adventure Two: The Sons of Gruumsh
Levels 3-5


This is basically the adventure as written, except for the part about starting in Melvaunt. It’s the first mission for the new Knights of the North in their efforts to rid the Moonsea North of the Zhentarim once again.


Adventure Three: The Siege of Castle Vathar
Levels 5-7


The Hammer of Vorbyx can be used to force the orcs and ogres to leave the field of battle but it may require combat against an orc or ogre champion.


No matter what, there will be combat against some hill giant mercenaries (I can change them from brute 8 to elite brute 4).


Adventure Four: The Steading of the Hill Giant Chieftain
Levels 7-9


The party must end the Zhent alliance with the hill giants of the Dragonspine Mountains before it becomes something too large and dangerous to stop.


Adventure Five: The Ruins of the Citadel of the Raven
Levels 9-11


The conclusion of the Heroic Tier involves a grand melee against the Zhentarim, including an awakened clone of Manshoon after an encounter involving beholders.

Tuesday, 15 May 2012

Fimbulwinter - Backdrop: Phlan


The City of Phlan
Introduction & History



Early Phlan was a trading outpost, established to facilitate commerce between the elves of Myth Drannor, the dwarves of the Dragonspine Mountains, and the primitive human tribes of Thar and the Ride. It was at this time that the fey planted the Quivering Forest north of the city; the copse enchanted to grow the great wood in the span of a human generation.



The city of Phlan stands as a testament to the stubbornness of the humans who populate the Moonsea Reaches. Despite the city’s current prosperity, the people of Phlan know all too well how quickly Beshaba can turn her fickle gaze upon the fortunate. The city has been ruined countless times over the centuries by war, invasions, and dragon strikes, only to be rebuilt each time. One need only dig in one’s own cellar to unearth artifacts of a prior age, mundane or otherwise.


Today the city is thriving. With almost 20,000 permanent residents, Phlan is by far the largest and most prosperous settlement on the northern shore of the Moonsea. It is a pivotal crossroads for trade in and out of the Moonsea North. Gems, rare ore, and other precious treasures flow into the city daily from vassal mining communities in the north. Until very recently, even the thick-bearded nomads of the frigid plains — the so-called Barbarians of the Ride — traded freely in the markets of Phlan, leading caravans burdened with silky furs, heavy wools, and precious ivories of beasts long forgotten in lands further south.


The city’s oldest neighborhoods are built on Valjevo Isle, a large shoal swaddled by the Stojanow River delta. Fabled Valjevo Castle dominates the skyline and serves as a strong reminder of the city’s resilience in the face of adversity. On the mainland, the burgeoning community has spread beyond the high walls of the Old City.


At a Glance


Phlan is an ancient city-state situated at the mouth of the Stojanow River along the northern shore of the Moonsea. The city is famous for having been constantly rebuilt in the face of repeated attacks. Today, the city is enjoying a period of growth and prosperity, fuelling bards to dub the port city “the jewel of the Moonsea.” 


Population: 20,000, plus an additional 3,000 or so who work farms or live in small homesteads in the surrounding region. Most are humans and dwarves, although sizable populations of halflings also reside here.


Government: Anivar Daoran is monarch and Lord Protector of Phlan as well as governor of the vassal communities of Whitehorn, Verdigris, and Ilinvur. Anivar is a weak sovereign, however, leaving much of the daily governance of the city to a confederation of merchant families, including houses Sokol, Jannarsk, Cadorna, and Bivaunt.


Defences: The Black Watch, a militia of 900 trained fighters, is the city’s primary police force. The Watch is one branch of a greater organization, the Knights of the Black Fist. The Knights report directly to the Lord Protector and deal primarily with external threats to the city. Phlan’s harbor shelters a small flotilla of warships to discourage pirate activity in the region.


Inns and Taverns: Laughing Goblin (inn), Cracked Crown (inn), Bitter Blade (inn), Nat Wyler’s Bell (tavern). The Velvet Doublet (festhall) caters to wealthy patrons
with exotic appetites.


Supplies: Brice Vang (armourer), Randolph Tzintin (leather clothier), Vondor Thond (carpenter), Alero the Smithy (weaponsmith). The Red Plumes mercenary company maintains a barracks and training hall in the city.


Temples: Lyceum of the Black Lord (temple of Bane). Smaller shrines venerate Umberlee, Auril, and Amaunator and a reasonably large shrine of Kelemvor watches over the Valhingen Graveyard. Worshippers of Shar are actively persecuted within the city.


The Knights of the Black Fist


Formed a century past, the Brothers of the Black Fist (as they were known at that time) were a tyrannical order of blackguards affiliated with the Church of Xvim.


In the Year of Risen Elfkin (1375 DR), Zhentilar forces under the command of Hatemaster Cvaal Daoran marched upon Phlan and seized the city. Thereafter the order became the de facto armed forces of the city. The citizens of Phlan warmed considerably toward the order after the “Knights” aided Phlan in repelling a Netherese invasion.


Today the order is only loosely affiliated with the Church of Bane. It pays a nominal tribute annually to church leadership in Mulmaster.


Keyed Locations



A Valjevo Castle



Citizens speak of Valjevo Castle with great civic pride. Standing several stories tall, with majestic marble and granite walls and awe-inspiring turrets soaring one hundred feet or more, Valjevo Castle is unquestionably the largest and most palatial edifice in all the Moonsea. Milsor the Valjevo commissioned the palace after re-establishing the city in the Year of the Lost Lance (712 DR). Construction on the palace was completed in the Year of the Jovial Mage (730 DR), during the final year of his reign. Despite many misfortunes befalling the city over the intervening centuries, Valjevo Castle has remained standing, an enduring symbol of Phlan’s resilience in the face of adversity. 


Today the palace is home to the city’s ruling dynasty, House Daoran. Anivar Daoran, Lord Protector of Phlan, rules from the Cinnabar Throne in the castle’s Great Hall.


B Stojanow Gate



Bard’s tales claim that fire giants constructed Stojanow Gate in tribute to the warrior kings of old. Older, less fanciful accounts point to ancient dwarven craftsmanship. Whatever the truth is behind the structure, its architecture is awesome to behold, with likenesses of civic heroes, dragons, and even deities adorning its walls.


The vaulted monument stands nearly 60 feet high, with 30-foot-thick walls stretching over 100 feet between the two channels of the Stojanow River. The vaulted arch is secured by two sets of massive, ironbound doors which seal the gate. Both are left open except in times of war.


C Lyceum of the Black Lord




The largest and most prominent temple in Phlan is the Lyceum of the Black Lord, which serves the faithful of Bane. Unlike the tyrannical and caustic dogma espoused by the mainstream Church of Bane headquartered in Mulmaster, the priests of Phlan preach a moderate doctrine of meticulous self-discipline and simple vassalage to the city’s lords.


The priests of the Lyceum of the Black Lord in Phlan subscribe to the heresy that Bane was utterly destroyed by Torm during the Time of Troubles. The being they worship as Bane today, the heretical priests say, is in fact none other than the son of Bane, Iyachtu Xvim, having adopted his father’s name to more quickly achieve the status and might of a greater power.


D Podol Plaza



This large, open-air market draws large crowds with its plentiful selection of goods from the length and breadth of Faerûn. Here young children sell broadsheets of thin parchment with the news of the day for a copper each.


E Cadorna Textiles (merchant compound)




F Mantor's Library


Mantor's Library is the most significant landmark in the area of Phlan known as Scholar's Square.


Besides the library, Scholar's Square boasts trade schools, wizard academies, sage houses,

and other structures of learning.




G Cracked Crown (inn)




H Kuto's Well



Kuto’s Well, as its name implies, is a nondescript well drawing water from an ancient cistern beneath the city. If someone climbs down the well, a successful passive Perception check (DC 29) reveals a secret wall about halfway down the shaft. This is one of many concealed entrances to the notorious catacombs of Phlan, peopled with cutthroats, drug addicts, and other dregs of society.




I Nat Wyler's Bell (inn)




J Denlor's Tower (mage tower)


The mage, Denlor, is the best known of the arcanists of Phlan.


K Laughing Goblin (tavern)




L Sokol Keep (merchant compound) & Thorn Island




M Kovel Mansion (noble estate)




N House Jannarsk (merchant compound)




O Red Plumes (mercenary headquarters)




P Brice Vang (armourer)




Q Randolph Tzintin (leather clothier)




R Vondor Thond (carpenter)




S Alero the Smithy (weaponsmith)




T The Velvet Doublet (festhall)




U Castle Atuke




Unkeyed Locations


Iron Route




Phlan Path




Quivering Forest



A warning provided by Knight Commander Ector Brahms, while taking a short rest just outside the Quivering Forest: "Smart folk don’t go into that wood. A century back, when the Netherese razed Zhentil Keep and threatened to do the same to Phlan, Lord Cvaal Daoran, grandfather of the current Lord Protector, made a pact with the dark fey of the Quivering Forest. In exchange for their aid, the wee folk demanded the forest remain off limits to travel and timber cutting. Our last Lord Protector learned the hard way that the agreement was still being enforced, when he sent loggers into the wood in 1456. Lord Talaric Daoran went missing from Valjevo Castle the following day, never to be seen again."


Valhingen Graveyard



This large cemetery stands outside of the city proper, along the western spur of the Stojanow River delta. 


Iron gates along the west and east walls permit entry to what appears at first glance to be a sprawling city park. Thick stands of blueleafs wave their brightly coloured branches above tangles of witchgrass that grow tall over gravestones. Violet bougainvillea and other thorny vines grow unimpeded over the handful of mausoleums interspersed here and there within the confines of Valhingen’s high walls.



Despite rumors of past incidents with undead, no unholy pall hangs over Valhingen Graveyard today. Acolytes in service to Kelemvor tend the grounds and perform interment services for the dead.


One of the more prominent crypts serves as the eternal resting place for the legendary paladin Miltiades. Carved upon the granite doorway to the tomb are the scales of justice, the archaic symbol of Tyr.



The Surrounding Area


Castle Vathar




Citadel Ankhalus


Also known as Xul-Jarak in the Giant tongue. The Masked Wizards formerly laired here until they were defeated by the Zhentarim.


Dragonspine Mountains


dragon - white, red, green
dwarf
goliath


Glumpen Swamp


bullywug


The Grass Sea


deer are plentiful


Melvaunt


City of Swords


The Moonsea


Also known as the Sea of Dragons.


Moonwatch Hills


werewolves


Quivering Forest


The overwhelming majority of the trees that make up the Quivering Forest are aspens, actually a single grove of enormous size all of which are linked by a single root system.


The trees have tall trunks, up to 80 or so tall, with smooth pale bark, scarred with black. The glossy green leaves, dull beneath, become golden to yellow, rarely red, in autumn. The species often propagates through its roots to form large groves.

A tall, fast growing tree, usually 20–25 m (66–82 ft) at maturity, with a trunk 20–80 cm (0.66–2.6 ft) in diameter; records are 36.5 m (120 ft) in height and 1.37 m (4.5 ft) in diameter.

The bark is relatively smooth greenish-white to gray and is marked by thick black horizontal scars and prominent black knots. The leaves on mature trees are nearly round, 4–8 centimetres (1.6–3.1 in) in diameter with small rounded teeth, and a 3–7 centimetres (1.2–2.8 in) long, flattened petiole. 

Young trees (including root sprouts) have much larger—10–20 centimetres (3.9–7.9 in) long—nearly triangular leaves. The flowers are catkins 4–6 centimetres (1.6–2.4 in) long, produced in early spring before the leaves; it is dioecious, with male and female catkins on different trees. The fruit is a 10-centimetre (3.9 in) long pendulous string of 6-millimetre (0.24 in) capsules, each capsule containing about ten minute seeds embedded in cottony fluff, which aids wind dispersal of the seeds when they are mature in early summer.


A verdant prince (cf one of the 3.5E monster manuals) rules the Quivering Forest. He is a vassal of the Prince of Frost or a fomorian king. Most of his followers are satyrs. He has cyclops bodyguards. Dryads are also common. The verdant prince can see anywhere, and travel anywhere, in the Quivering Forest as it is essentially one giant tree made up of thousands of individual trunks. He can also cause sections of the forest to animate. (It should be noted that a seed of Moander could corrupt this forest and turn it into something like the Forest of Ulom [cf Dungeon 11] very easily.)


Stojanow River




Trank River




Stormy Bay


An unnatural storm is perpetually present. Followers of Gruumsh come here - they refer to it as the Eye of Gruumsh - so many an orc can be encountered here. Blue dragons are also common.


Thar


The land of orcs and ogres.


Umberlee's Talons


The Spellplague resulted in sea levels lowering across Faerun. These rocks were exposed. They look like great talons reaching out of the sea. Many a ship has come to grief here. Sahuagin lair here supposedly led by a covey of sea hags.


Toranth's March

It's a road, of sorts.


Vanishing Hills


There are many portals to the Feywild here. Gnomes are unusually common.


The Delves




A Smelly Surprise!

The PCs are welcomed to Phlan with this:


A maddened, rampaging otyugh bursts through the street from the sewers below possibly taking the party by surprise. It is a solo soldier 1. 

The stones of the street have rotted, or so it seems, because the lair of the otyugh was a former temple of Moander and some of its foulness still leeches into its surroundings. A pack of diseased wererats makes it lair there and the final encounter is with Belak the Outcast (shamelessly stolen from Sunless Citadel), a male human dread ghast (template from Green Ronin's Advanced Bestiary for 3.5E) druid (elite controller 1) accompanied by twig blights or similar creatures (again, shamelessly stolen from Sunless Citadel).

Essentially, this is a three encounter delve with the otyugh comprising the first of the three encounters. That said, the temple is larger than the number of encounters would indicate; there should be some mysteries to explore and possibly clues to obtain about the nature of the primordial threats that the party will later face.

The purpose of this mini-adventure is to throw the PCs immediately into action and also to provide a legitimate reason for them coming to the (positive) attention of Phlan's ruler, the Lord Protector.

Exploring Phlan

Basically I want to include some sort of hook for each site in case the players decide to have their characters explore Phlan. Of course, I also don't want it to get out of hand and become the focus of the campaign!

Lyceum of the Black Lord

Adaré, Adept of Bane (placeholder but use the stat block from the Compendium as a general basis for the NPC) is the leader of the Lyceum. She is far more fanatical than the other Banites in Phlan and has received secret messages from fanatical Banites in Mulmaster seeking to bring her into the fold. Furthermore, she is privy to the news that the Warlock Knights of Vaasa are seeking to conquer the Moonsea North.

When the time comes, she will betray Phlan unless her treachery can be uncovered first.


Mantor's Library

Erised Mantor wants a book.

Red Plume Mercenaries

Caravan guard duty - from Phlan to Melvaunt and back. What are their ties to Hillsfar where they are originally from?

The Red Spyglass Inn

A portal linking to the ruins of Zhentil Keep per the Perilous Gateways article?

Press gangs for pirates?


Valhingen Graveyard

The presiding cleric of Kelemvor simply wants an undead infestation rooted out of the graveyard. This is based on the delve from Open Grave.

The Wizard, Denlor

Borrowing from an early Dungeon adventure, Denlor wants various herbs and plants from the Twilight Marsh.