Showing posts with label Zhent. Show all posts
Showing posts with label Zhent. Show all posts

Thursday, 5 December 2013

My Realms - What's Next? Part Three

In the first of these "What's Next?" posts, I mentioned my desire to run what is to me the classic FR campaign: Zhents, drow, beholders and mass combat in Shadowdale. In other words, a complete rip-off of stuff written by Ed Greenwood... but with no nudity. ;)

I'm calling that campaign Land Under Shadow and, besides Ed's obvious influences, it also grew out of an earlier idea I had for a campaign called Blades for Daggerdale, inspired by the rather good LFR adventure of the same name. I had posted my ideas for Blades for Daggerdale, and even started a campaign-specific blog, but I deleted all of that some months ago as I wasn't expecting that I would be able to run that campaign.

As much as I love the ideas for Land Under Shadow, it's a fairly complicated campaign so I've been thinking about Blades for Daggerdale again because I think it would be an easier campaign to run and, more importantly, a campaign that new players would find easier to play. 

(I still have this idea of running a group of new players through a 4E campaign here in the Philippines. I may be crazy but I still have hope it can be done!)

The latest version of this idea is now called...

Reavers of Daggerdale

The name Reavers of Daggerdale alludes to the fact that his campaign, while drawing on the LFR adventure Blades for Daggerdale, is a complete rip-off of the 4E adventure Reavers of Harkenwold which came with the DM's Kit for 4E Essentials. Instead of the Iron Ring, though, the titular reavers will be the Zhentarim.

The backstory of Land Under Shadow applies here: Manshoon is back and is establishing control over the trade routes leading to the ruins of Zhentil Keep which is now in the process of being rebuilt.

Other than that, the new Lord of Daggerdale is a Zhentarim stooge and Daggerdale itself is afflicted by gnoll raiders, werewolves and, of course, the Zhentarim.

I'm tossing up whether to have the Zhentarim leader as a Black Cloak wizard in the Mines of Tethyamar (and this Black Cloak may even be a lesser clone of Manshoon - more on "lesser clones" in another post) or a beholder who operates out of the Temple in the Sky above the Burning Tower on the boundary of the Border Forest.

Parallel Campaigns

In 2003-4 I ran two FR campaigns over a 12-month period with two different groups with no overlap in the players. Each campaign was set in a different part of the Realms - the Silver Marches (aka Luruar) and the Dalelands - but both campaigns involved the same plot by Shar involving the Shadow Weave and some other very unimaginative ideas (I admit that I rarely ever have an original idea involving D&D so anything you read of mine is almost always based on someone else's work).

The two groups were approaching the same endpoint from slightly different perspectives and I was only two sessions away from being able to join the two groups together for one final session that would have involved both groups playing through the same conclusion to their respective campaigns.

Unfortunately, real life issues played havoc with both groups so I wasn't able to bring these campaigns to this planned joined conclusion but it remains on my gaming bucket list to run two (or more?) parallel campaigns with different groups and then conclude the campaigns by bringing both groups together to share the same conclusion.

I think Reavers of Daggerdale and Land Under Shadow have this sort of potential because of my idea for the...

The Many Clones of Manshoon

My plan for the backstory of both Land Under Shadow and Reavers of Daggerdale involves the Xraunrarr hive of beholders awakening an early clone of Manshoon from when he was younger, less powerful and yet to master the stasis clone spell (or ritual) that later became his signature magic.

My theory is that this Manshoon dates back to around 1355 DR when he was around level 15. I am thinking he used - or maybe a beholder mage - used a variation of the 1E spell simulacrum that products a lesser clone with only about 75% of the power of the "clonee" (if there is such a word). This means that the beholders have awakened a Manshoon who is only about level 12 and realises that his personal power is significantly less than what it was.

One of his first goals once he realises how weak he is is to seek out a new source of cloning magic. My idea, based on a 3.5E-era Dragon article The Ecology of the Spellweaver, is that he knows of the location of an old spellweaver ruin beneath the Glacier of Silver Swords in the Dragonspine Mountains north of Phlan (and not far from the former Zhent fortress, the Citadel of the Raven).

There he finds the means to begin cloning himself anew but he also uses the spellweaver magic to make a major change that he has never before attempted: he is able to create lesser clones of himself that can co-exist with his primary self and whose senses he can share when he so desires.

This allows him to personally oversee several concurrent plans at once aimed at rebuilding the Zhentarim while his primary self remains safely ensconced within one of his many safeholds. It also means that he can be encountered repeatedly during the course of the campaign - or even in parallel campaigns - and will hopefully make his final defeat that much sweeter for the PCs.

As implied, if I do run two or more Manshoon-themed campaigns, they will involve many clones of Manshoon but the final adventure where the two (or more) groups are joined together will involve a showdown with the primary Manshoon... and, quite likely, a hive of beholders.

Of course, I still don't know whether or not I will ever get a chance to run with this idea, but I think it's worth posting just in case someone else can get some use out of it.



Monday, 2 December 2013

My Realms - What's Next?

As Neverwinter: The Year of the Ageless One has come to an ignominous end, it's time to dust off some other ideas and put a new group together. I still want to run with 4E because it remains my favourite system, but when 13 True Ways comes out for 13th Age next year I may be interested in a new system for the first time in a while. (But not D&D Next/D&D Previous/Advanced Dungeons & Dragons Third Edition. If I want to play a clone of AD&D I will write one myself.)

These are the three campaign ideas I have been working on for a few months in between playing and/or prepping Neverwinter:

Queen of Lies
Sefris Zul, the Queen of Lies

Queen of Lies is an homage to, inter alia, the Temple of Elemental Evil, or at least what the Temple of Elemental Evil could have been if it was 1. elemental, 2. evil and 3. completed before it was published. I am no fan of this slapped-together-to-meet-a-deadline (and incomplete) random dungeon that held so much promise, particular when you consider how good T1 The Village of Hommlet is even after the passage of 30+ years.

The titular Queen of Lies is a Cyric-worshipping Red Wizard of the Zul family, once best known for producing the most powerful cleric of Cyric in the pre-Spellplague version of the Realms (Marathane Zul). Of course, with Bane as Thay's national religion, there is no room for over Cyric worship but Sefris Zul - aka the Queen of Lies - is seeking to change that by using sites of elemental power to disrupt reality so that Cyric may be freed.

Of course, she's insane - she is a Cyricist, after all - but her efforts are having major effects in Aglarond: earthquakes, cyclones (aka hurricanes), waterspouts, whirlpools, forest fires etc.... And, ultimately, that is what the PCs will be trying to stop.

The campaign is supposed to be for beginners so the theme is fairly basic and I am plan to begin by having the PCs escape from Thay, possibly aided by a PC wizard who is a Thayan renegade, to give them a logical reason for not only meeting but for staying together... and for hating Sefris Zul once they finally meet her.

Winter of the Witch
Iyraclea, former Chosen of Auril


This campaign also features some old school homages, principally to B2 Keep on the Borderlands and G2 Glacial Rift of the Frost Giant Jarl.

It's set in the borderlands of the demon-haunted land of Impiltur and involves an icy simulacrum of Iyraclea being awakened and then summoning an unnatural winter that cloaks the borderlands but is slowly expanding, fuelled by the presence of an aspect of Cyronax, the evil elemental prince of Cold.

For Iyraclea, this is about recovering Auril's favour (IMC, she is not an exarch because she failed Auril) and hopefully being restored to proper life. I also have plans to expand the campaign to finally banish Eltab and the demoncysts from Impiltur but the Winter of the Witch comes first.
And, yes, I am also conscious that this is two elemental-themed campaigns in a row. I really don't have original thoughts when it comes to D&D.

Land Under Shadow
The Many Clones of Manshoon
In many ways, this is the campaign idea that is nearest and dearest to me and, consistent with my other ideas, there is not an original thought to be found.


The campaign is structured around the two maps of Shadowdale - environs and town proper - to be found in the 3.5E adventure Shadowdale: The Scouring of the Land. I've also added in an area inspired by the Caves of Chaos from B2 Keep on the Borderlands and, from 4E, a section inspired by the Web of the Spider Queen season of D&D Encounters.

More importantly, at least to me, is the backstory.

The short version is this: the beholder hive that was largely responsible for the creation of the original Zhentarim want "their" Zhentarim back. They don't appreciate this chaotic, fractured, Cyric-worshipping group of loosely-allied ragtag mercenaries and so they've decided to do something about it: they've awakened an early clone of Manshoon.

(I will note a couple of things at this point. Firstly, Elminster's Guide to the Forgotten Realms seems to reveal that the beholders really were the prime movers behind the creation of the Zhentarim and, secondly, I have decided that Manshoon the vampire and Elminster finally destroyed each other in the year before this campaign is set.)

This early clone of Manshoon dates back to around 1355 DR when Manshoon was, in 1E or 2E terms, about 15th-level and still trying to master the clone spell, let alone the far more refined stasis clone. As a younger and less powerful version of Manshoon, he's also far more ambitious than later/older Manshoons plus he's really disappointed (for lack of a better word) that the Zhentarim is now so pathetic and also not his. And with the aid of the beholders, he's doing something about both of these things which is exactly what the beholders want.

Ultimately, this campaign involves a sandbox set in Shadowdale, lots of Zhents and drow (and a beholder or two) and concludes with a mass battle for Shadowdale where Manshoon and some Banite clerics summon an aspect of Bane to rally the Zhent forces (who will be losing otherwise) and turn them from Cyric to Bane. That is, of course, assuming the PCs don't stop them first or, worse still, slay the aspect of Bane.In other words, it's also drawing a lot of inspiration from the adventure FRE2 Shadowdale set in the Time of Troubles where an avatar of Bane took the field against the defenders of Shadowdale. 

The aim of this campaign is to capture the feel of Ed's original campaigns where the Knights of Myth Drannor defended Shadowdale against the Zhentarim, drow and beholders. In other words, it's meant to be a classic FR campaign. I hope it works out.

Sunday, 15 September 2013

Stat Blocks - Zhents, Part Two

This is the second in an irregular series of posts containing stat blocks for Zhents in my campaign. The first post is here.

I will again state that these are lower level than the Zhents in the Forgotten Realms Campaign Guide but that's the result of a conscious decision on my part to lower the level of monsters to make them better suited to a Heroic Tier campaign (and also to better match their 1E hit dice, if appropriate).

Zhent Battlelord
The Zhent battlelord is a legacy of the Banite training of many in the Zhent ranks before the Spellplague. According to FRE1 Shadowdale, battlelords were 4th-level clerics of Bane that are implied to function something like a high-ranked NCO or low-ranked officer.

The battletide aura, in particular, ensures that they do a good job of locking down their area of the battlefield. Battletide is a spell include under Iyachtu Xvim in 2E's Faiths & Avatars but it has been noted in other books that it is a Banite spell. And now it would appear in my campaign that the Cyricists have duplicated it.

Zhent Cutthroat
Zhent cutthroats are the basic Zhent assassin. They cut throats, it's as simple as that, but they're also quite effective at moving around the battlefield due to tumble.

Zhent Groundling
Groundlings are a creation of the Zhents of Darkhold involving the perverse magical blending of badger and dwarven stock. Nevertheless, for generations they have been a particularly useful Zhent assassin noted for their obedience as much as their ability to sneak into almost any fortress, building or settlement. 


Zhent Guard
Zhent guards are your basic polearm-wielding sentries, designed to stop Zhent enemies from passing through doors, gates or even portals. They have good battlefield control but at the expense of an absence of ranged attacks.

Zhent Messenger Snake
The Zhent messenger snake is more of a story device than a monster to fight and yet it could possibly make an effective assassin. It is also a conversion of a 2E monster.

As my plans are purely to use it as a story device, it is basically designed to be able to escape... and woe to the brawler fighter PC that tries to grab it! 

Monday, 9 September 2013

Land Under Shadow - A New Campaign

The Headless Zhent
If I kept a formal D&D/Forgotten Realms bucket list, one of the things on that list would be to run a traditional Ed Greenwood-like campaign set in the Dalelands - specifically Shadowdale - involving the Zhentarim, the drow and the PCs acting as foils against both.

Shadowdale featured quite heavily in the first two boxed sets for the Forgotten Realms: the legendary Old Grey Box included, inter alia, a census of Shadowdale's inhabitants while the revised campaign setting gave Shadowdale its own separate booklet that also included an adventure involving drow beneath the Twisted Tower.

It's the latter adventure, and Shadowdale: The Scouring of the Land - the updated and heavily revised version published for 3.5E, that I particularly want to draw upon for my Land Under Shadow campaign. (By the way, Land Under Shadow was a former name for Shadowdale when it was under drow rule.)

Background

The year is 1479 DR, the Year of the Ageless One, the first year of the Forgotten Realms Campaign Guide for 4E. This is a post-Spellplague campaign.

The year before the campaign starts, Elminster and Manshoon destroy each other in spell-battle. This battle spills over and also destroys Elminster's tower which is now a ruin... but a high magic ruin. Picture the stones of the tower whirling around each other like some strange, vaguely tower-shaped asteroid field with flashes of silver runes and blue flames intermittently bursting forth.

This sets the scene for what happens next. Shadowdale is now without powerful protectors - Elminster is now dead and the Knights of Myth Drannor are either long dead or long gone - and that makes room for the PCs to play the role the Knights of Myth Drannor once did, assuming that they want to do so.

Manshoon's death has created a leadership vacuum in the Zhentarim... which is filled by Manshoon. A much weaker clone of Manshoon has been awakened by a beholder mage and is quietly rebuilding his personal power even as he manipulates the Zhentarim to become the Black Network it once was and not just loosely affiliated bands of petty mercenaries under the "leadership" of Cyric-worshippers.... 

Old families of Zhentil Keep who took refuge across the Moonsea region after its destruction by the Netherese are now back in the 'Keep and rebuilding the city that was once the home of their families. They do not know that the Zhentarim are being rebuilt concurrently... and using the trade being driven by the 'Keep's rebuilding to rebuild the Black Network as an economic force.

Zhents have infiltrated Shadowdale once again - Daggerdale is already under their control - and plan to conquer the dale directly or indirectly so as to control all of the trade routes leading to Zhentil Keep. And the indirect path to conquest is to let their new-found drow allies do the dirty work for them....

House Xorlarrin drow from Menzoberranzan have made the long journey by portal to the tunnels beneath the Twisted Tower of Ashaba at the behest of Lolth. It seems the key to Lolth's plan to create a Demon Weave lies within three altars once used by House Dhuurniv drow during the Sharran plot to tear the Weave in the decade before the Spellplague. Those altars need to be reclaimed and reactivated to birth the Demon Weave....

And the PCs stumble into all of this. There are Zhents on one side of Shadowdale and drow on the other, more or less. An alliance between the two - there is an existing alliance but it is fairly limited in scope - could be devastating for Shadowdale and it will be up to the PCs to stop this and the nascent Demon Weave. Or not.

13th Age


My plans for the Land Under Shadow campaign include a Caves of Chaos-like area - as in, the caves from B2 Keep on the Borderlands - that would allow the PCs to make repeated forays without having to, necessarily give too much thought to the larger plot. In other words, the area is set up to provide a series of scaling dungeon delves that would probably suit a group of new players as much as I hope to make it work for my veteran players.

Over the past few days I've been looking at the wonderful new d20-ish game 13th Age by Rob Heinsoo and Jonathan Tweet and thinking about how to adapt it to the Forgotten Realms simply because it looks to be incredibly suitable for new players. 

The combination of the one unique thing, player-created backgrounds in place of skills and icon relationships - not to mention a character generation that is elegant in its combination of customisation, crunch and simplicity - makes it look like it's actually a game I could use to introduce new players to fantasy RPGs... but still have a game they could still keep playing once they became RPG veterans. (4E is still my favourite fantasy RPG but that doesn't certainly doesn't blind me to the merits of 13th Age - or how much 13th Age demonstrates what a dud Wizards of the Coast has D&D Next aka Advanced Dungeons & Dragons Third Edition).

I just want to make a few comments about these three things - one unique thing, player-created backgrounds in place of skills and icon relationships - in the context of the Land Under Shadow campaign and an idea I had for one of the PCs.

In 4E terms, I was thinking of a human (race) paladin of Torm, fighter or warlord (class) who was a (former) Purple Dragon knight (character theme) who had been personally disgraced because his uncle or older cousin, the commander of his unit, had turned traitor betraying his unit and the nation of Cormyr to the Zhents and then fleeing from Cormyrean justice into the Dalelands  (my plan at the moment is for this renegade to now be the new lord of Daggerdale which is where I plan to set a possible continuation of the Land Under Shadow). The PC would have resigned his commission in the Purple Dragons to come to the Dalelands and bring his relative to justice thus restoring his personal and family honour.

How could I make this work in 13th Age?
One Unique Thing
I am a noble of knightly rank of House Cormaeril but am in disgrace as a result of the treachery of my uncle/older cousin and now seek to bring him to justice.
Backgrounds
  • Purple Dragon knight +5 (military tactics, horses, etiquette, diplomacy, history of Cormyr)
  • disgraced noble +3 (sense lies/motives, penetrate disguise, disguise, dissemble for the greater good)
Icons
  • House Cormaeril, positive relationship, 1 point
  • The King of Cormyr, conflicted relationship, 1 point (the PC's goal is to turn this into a positive relationship)
  • The Zhentarim, negative relationship, 1 point
It's a really interesting way to put a character together and, I think, something that a new player can readily grasp. It's also interesting looking at the 13th Age version of the character and then using that to further information the 4E version of the PC. (I might do that for the existing 4E characters in my Neverwinter: Year of the Ageless Ones campaign and see what insights it provides me as the DM in terms of what other story options to offer the characters.)

Friday, 6 September 2013

Stat Blocks - Zhents, Part One

I have mentioned before that I am trying to reduce the level of 4E monsters to match the hit dice that they had in 1E, more or less. This also has a knock-on effect with other published 4E stat blocks, such as the Zhents that appeared in the Forgotten Realms Campaign Guide, because they're probably too powerful as rank-and-file members of that organisation.

As a result, I've prepared a number of my own Zhent stat blocks to better match the power level of my campaigns.

Zhent Recruit
The Zhent recruit is likely to be the weakest Zhent that the party fights. The combination of the Unaligned alignment and the flee peril power, not to mention the fact that they are minions, is meant to suggest that they are not yet fully committed to the Zhent cause.

Zhent Mercenary
The Zhent mercenary is meant to represent a common Zhent soldier. It is based off the Zhent soldier that appears in the Forgotten Realms Campaign Guide but I have reduced its level and added a couple of powers that came from the Mercenary character theme.

Unlike the Zhent recruit, the Zhent mercenary is Evil. This is a hardened sellsword who will do whatever it takes under the Zhent banner.

Zhent Reaver
The Zhent reaver was actually inspired by the Zhent Champion miniature. I had always thought of Zhents are being sword-and-shield soldiers but that miniature has a Zhent wielding what is probably a bastard sword and no shield. Rather than creating a champion I decided to make it into something more akin to a barbarian. I also drew some inspiration - if not one or two of the powers - from the Reaver character theme.

The reaver's rampage power comes from the tanarukk entry in Monster Manual 3, and it is something that I also incorporated in my own version of the tanarukk posted on this blog.

Zhent Outrider
Like the Zhent reaver, this stat block was inspired by a miniature, in this case the Zhent Cavalry figure. Rather than statting up the rider and mount separately, I decided to combine them into a single elite creature. I haven't playtested it yet to see if it works but it looks like it does.

Zhent Jack
The LFR adventure, QUES1-1 Black Cloaks & Bitter Rivalries, mentions that what I assume is the equivalent of a Zhent sergeant is actually called a jack. 

(Power of Faerûn provided a detailed list of Zhentilar ranks for the 3.5E era which are not used in the post-Spellplague era. For the purpose of my campaign, I treat the modern Zhents as a shadow of the former Zhentarim with less precise organisation due to the strong Cyricist influence... but when the Banite influence returns, the structure of the Zhentarim including the old ranks will also be returning.)

I see the Zhent jack as a battle-hardened veteran who is both ruthless with the troops under his command (unabashed treachery) but also capable of seeing them through hard fighting (cf hold your guts in!). Again, the stat block has not yet been playtested but I think it will work well with a dozen or so Zhent recruits in particular.

Zhent War Dog
My final Zhent stat block for this post is for a Zhent war dog. This was also inspired by a miniature. What I thought was a War Dog miniature is actually a Hyena miniature: I would never have guessed!

Again, this stat block is unplaytested but it looks like it will do its job as a soldier and protect Zhent magelings etc....

Tuesday, 31 July 2012

Knights of the North - The Skondarr

The wonderful map of the Moonsea North that accompanies the Monument of the Ancients adventure includes numerous places about which there seems to be no canon information. I thought the Skondarr was one of those places but tonight I discovered that it is actually from an Ed Greenwood article in Dragon 291. And here it is.

The Skondarr
by Ed Greenwood, illustrated by David Day (Dragon #291)

Not far from Zhentil Keep is the Skondarr, a cavern network popular for decades with smugglers, brigands, lurking monsters, and adventurers seeking shelter from howling winter storms. Named for Elgarth Skondarr, a long-dead brigand lord of the Moonsea North, this natural series of caverns lies inside the southwestern slopes of Mount Tesh, north of Teshwave and northwest of Zhentil Keep.

Skondarr ruled a large territory, roaming with his band of hardened warriors from stronghold to stronghold, and the caverns that now bear his surname composed one of his larger holds. Just who or what is inhabiting the Skondarr varies over time, as do particular traps and treasures, but a tour of its salient features follows.

As one descends from its mountainside entrance, the Skondarr begins with Dead Bear Cave, a cavern usually choked with fallen trees, boulders, and other debris brought in or washed in by snowslides, heavy rainfalls, and the occasional avalanche. The cave was named for a bear of gigantic size slain years ago by adventurers who blundered right into its sleeping form, and bears have often used this outermost cavern as a lair, when not displaced by more fearsome beasts.

Several adventuring bands that explored the Skondarr recently have reported finding runes or symbols scratched in the sand of particular ledges on the walls of Dead Bear Cave. These are simple markings made with fingers, sticks, or blades, and they change from time to time, seeming to be an active, ongoing means of communication.

The next cavern in from Dead Bear is Durgath's Death, so-called because a garrulous, wild-bearded prospector and adventurer by the name of Durgath met his doom therein over half a century ago when he triggered an unknown trap. Durgath's Death is a limestone cavern studded with stalactites and stalagmites. Although these continue to form as time passes, they have been energetically cut into by various visitors to form many small storage niches for flasks, coffers, daggers, and the like. These storage hollows are obvious to anyone entering the cave, and from time to time some of them have born cryptic labels, such as "Berith" and "Hooks" and "The Best." The containers in Durgath's Death have been found to contain kindling, nails, coils of fine wire from Calimshan, rings, keys, and scrolls.

Beyond Durgath's Death lies another, larger limestone cavern known as The Altar. So far as is commonly known, no formal consecration to any faith has ever been made in this cave, although the reason for its name is clear enough. A huge, flat-topped boulder (suitable for use as an altar or feasting table) lies in the center of the cavern. It is a dark rock, not limestone, and its presence is a mystery.

A cramped but readily climbable, rough-walled fissure in the ceiling of The Altar leads up into the Hidehole. The Hidehole has been used by many as a defensible sleeping and storage area, and it often contains both guards and treasure; it's easy for someone waiting up here to inflict slaughter on climbers with stones or cross-bow bolts. This small, rough-walled cavern contains two features of interest: a water seep that drips drinkable (but horribly mineral-tainted) water into a hollow that can serve as a drinking bowl or washbasin and a ledge high up on the wall, where a man of average height (or any smaller being) who lies flat can rest unseen by persons entering the Hidehole. This ledge has often been used to launch deadly attacks on intruders, and it bears two curious symbols scratched in the rock at one end.

Less agile intruders typically pass on from The Altar to another cavern, reached through a gap in one wall. This third limestone cavern is Coronal's Doom - a curious name because (so far as is known) no Coronal has ever been slain by any creature having anything to do with the Skondarr. Perhaps "Coronal's Doom" was the name of a renegade elf band from Cormanthor that opposed the rule of the Coronals and left messages or items for each other in this cavern.

The walls of Coronal's Doom are lined with many narrow cracks and fissures, most far too small to hide anything but insects and creeping worms. A few have, however, held scrolls and maps from time to time. The floor of Coronal's Doom holds its most prominent feature: the shaft known as Horthal's Neck that leads on to the lower caverns of the Skondarr.

Horthal's Neck earned its name because the once-notorious adventurer Horthal died here some eighty summers ago, breaking his neck in a fall from a rope partway down the shaft. Some say he was the victim of treachery, but others say he fell victim to a trap. The walls of the Neck are studded with scores of storage holes and niches - but many hold deadly traps that await the unwary.

From the floor of Coronal's Doom, the Neck descends over eighty feet before it opens out into the ceiling of Wyvernbone Pit.

The Wyvernbone Pit might once have contained the bones of a wyvern, but humans provided the bones that it's strewn with now. (Some tales insist these remains sometimes whirl up to form flying skeletons that attack intruders.) A long, low-ceilinged cavern rather than a pit, Wyvernbone descends to the short, aptly-named passage of Dunsral's Stair (whose floor consists of a series of step-like ledges, and which is often home to clouds of small, harmless black bats), which in turn leads down into The Vault of the Crown.

The Vault is a tall, upright-egg-shaped cavern bristling with stalactites and stalagmites, with a floor of wet sand. It's named for a curious apparition that appears in it from time to time: a glowing crown of white light - a radiance that takes the shape of a circlet topped with many slender upswept spires of irregular lengths. This phantom crown is intangible, and it moves about the Vault as if someone of about six feet in height is wearing it and taking an interest in intruders and their deeds. The crown or its unseen wearer seem to have no hostile or malicious intent. On rare occasions, many small, star-like motes of twinkling white light emerge from the spires of the crown and drift around the Vault, only to fade away again. These pinpoints of light never leave the Vault and have no effect on magic or creatures they touch (they pass through solid objects, and living creatures feel no sensation from such contacts).

The Vault opens - via a short, nameless chute - into Darkpool Delve. This half-flooded cavern was thought by many to be a flooded dwarven mine, with riches waiting for those who dared to venture beneath the inky waters into water-filled passages below, but in truth it has never been more than a natural sump, and no dwarven hammers have ever touched its bottom or the surrounding stone.

The water is cold and a menacing inky black in hue - thanks to a harmless algae that grows there - but quite drinkable.

Even in its shallowest spots, the water is deep enough to hide an upright human. Although creatures are seldom encountered in these lightless depths, all manner of items - from treasure and useful items to drowned corpses and refuse - are often found here. It most often serves as a dumping-ground for items folk desire to remain hidden.

Elminster's Notes

Dead Bear Cave

The sand-scratched symbols are signals from one thief to another. Although the code is constantly changing, I know five of them, thus:

- A triangle with a single dot in its center means "mission accomplished; meet at the usual place."
- A triangle with two dots in its midst means "complication with mission; use fallback plan."
- A circle with a triangle in it means "we have been found out; use full passwords."
- A circle with a dot in it means "we have been found out; break off mission."
- A circle with two dots in it means "great peril or opportunity; meet at the agreed-upon place as swiftly as possible."

If these symbols are accompanied by a second symbol, it usually identifies a meeting-plazce or rendezvous, often by a dimple pictograph like a single tree, a cave mouth, a well, a candle to denote a articular building, a horse to denote a stable, or a wavy line topped by a straight horizontal line to denote a bridge.

Durgath's Deat
 
Among the treasures lying in the hollows of this cavern are a complete set of keys to the Royal Palace in Suzail. Last time I looked, there were also scrolls for the arcane spells spectral hand, charm monster and eyebite, but these things seem to disappear swiftly when adventurers happen by.

The Altar

This cavern was often used for the worship of Malar, but these blood-sacrifice rituals ceased when the wizard Tharaundarr of Calaunt, enraged by the loss of his favorite hunting cat, slew all the cult members. There's seldom anything of interest to be found here today, but individual Malarites occasionally slaughter beasts here in the name of their god, a practice that attracts carrion crawlers and worse monsters.
 
The Hidehole

The symbols scratched on the ledge are the sigils of long-ago mages: two trangles touching points within a circle belonged to Thamburkh of Athkatla, and the staring eye trailing three tears was the mark of Dathlarra of Iriabor. Once, they were sigils of power that allowed those who touched them properly to teleport to the home of the wizard who taught both mages, but now the magic has faded.

Coronal's Doom

The name of this cavern was indeed born of its use by a cabal plotting the death of someone - but their intended victim was the head of a Zhent human family known as "Coronal" (a human surname borrowed, with the arrogance typical of the human species, from the elf rulers of Cormanthor). The cabal succeeded not only in slaughtering their quarry, but his entire family, looting his cache of wealth before burning his grand mansion in Zhentil Keep. The cache was all gems, which they brought to the Skondarr - and then slew each other in squabbles over; it's thought that many of the stones still lie hidden elsewhere on the Tesh mountains, not far ffrom these caverns.

Horthal's Neck

The holes in this shaft contain many traps, which are constantly changed ove time as various individuals and groups use the Skondarr as a hideout. Many contain poison needle traps for searching hands,but traps of poison gas and even spells striggered by intrusion have been encountered.

Typical items stored in the Neck's holes include wands, potions, stolen purses full of coins, and rarer things, such as maps, spell scrolls, and deeds to valuable properties in Suzail, Selgaunt, and Yhaunn.

Wyvernbone Pit
 
The bones won't animate without the usual sort of spells being cast on them, but skeletons have been animated here in the past. There's seldom anything of interest in the Pit except whatever items a corpse might be wearing or carrying; this tends to be the part of the Skondarr where refuse of all sorts ends up. There are rumours - which I believe - of a portal to the Underdark that opens here at random times.

Dunsail's Stair
 
Named for a gnome adventurer who was famous in his day, this passage once contained a stair crafted by Dunsral himself. Nowadays, all traces of Dunsral's construction are gone and rought, crumbling steps have been hewn here and there out of the rock. The bats are harmless (bitter-tasting if fried on skewers, by the way), but on more than one occassion, powerful magic-using creatures have hidden among them by taking bat shape - so beware any bat that is larger than the rest, no matter how much care they take to stay hidden.
 
The Vault of the Crown
 
The crown apparition is very old and, I believe, divinely powered. It defied my attempts to probe its origin and properties. It seldom appears on more than four occasions during a month, never for more than two hours as a time. Casting or unleashing powerful magic in the Vault seems to be the only trigger that causes the crown to appear, and it remains less than reliable. The appearance of the stars seems to herald the appearance of a magic item or spontaneous magical manifestation in the cavern (from what source, and for what reasons, remain mysterious). In the presence of the crown, spells seem to be boosted in damage or efficacy. treasures are often buried in the wet sand floor. Unless someone very persistent has spent hours digging, I know of at least three stolen chests full of Sembian coins that lie there.
 
Darkpool Delve

The waters of the Delve can hold just about anything - and usually do, from small, lurking monsters to rich treasures. Among these, unless someone's found it and carried it off, is a throne that can be commanded to fly by anyone sitting on it.

Sunday, 22 July 2012

The Black Age of Bane - Skull Gorge

Why Skull Gorge?

A couple of years ago I noticed a reply given by Ed Greenwood on the Candlekeep forums in relation to some questions involving Skull Gorge which is an area bisected by the Chionthar River near to Darkhold and the Well of Dragons on the 4E map (Of course, despite being a significant - and interesting - feature, it is omitted from the [inadequate] 4E map.)  Ed's reply is reproduced below as Appendix One to this post and a separate Appendix Two is included with Eric L Boyd's notes on the area which were part of his FR conversion notes for the Age of Worms adventure path.

The area really seemed like a great place to an adventure site similar to or inspired by the Caves of Chaos in B2 Keep on the Borderlands. One of my players has been asking for this for a while so beginning the Black Age of Bane campaign with an adventure in Skull Gorge might be my best chance of giving him what he has been asking for.

The Crypt of the Arisen Army - a temple complex of the now-dead Velsharoon - is noted as being present in Skull Gorge and this ties perfectly into my latest idea of using Dread Rings from Thay in this campaign. Besides the obvious connection with undead, Velsharoon and Szass Tam had previously been noted as rivals some decades before the Spellplague (I'm pretty sure that this rivalry dates back to early 2E).

Also, after reading Ed's Candlekeep reply, I have been thinking about having the campaign begin some months after Darkhold has fallen to the Thayans. This would mean that it is no longer a Zhent stronghold and the Zhents are now effectively without a home in this area - they're almost refugees! I need to think about this some more but this could make the Zhent presence that much more interesting. Also, perhaps the Zhents were betrayed to the Thayans by beholder mages who had infiltrated the ranks of the Black Cloaks.

(I'm also thinking of making this concurrent with the deaths of Manshoon and Elminster in spell-battle in Stormkeep outside of Westgate to give the sense of the Zhents being an organisation in decline - and also because I want that event to frame my campaign set in the Moonsea North - currently entitled The Knights of the North - so that I can use a recently awakened clone of Manshoon as the BBEG. Frankly, this is going to be the big event to kick off the Year of the Ageless One in My Realms.)
 
Brainstorming

Ingredients
 
I need to combine sandbox elements with a few key encounters that will set the party on the course of the rest of the Black Age of Bane campaign. Frankly, with a bit of effort I could turn Skull Gorge into a megadungeon/sandbox quite easily and just run that for the entire Heroic Tier. I can also imagine my players enjoying the sandbox elements so much that they just keep exploring the gorge.

From a campaign perspective, I need to include the following:
  • Undead must be present, not just because they practically define Skull Gorge but also because they are the link with the Thayan necromancers and the Dread Rings which will soon threaten Elturgard.
  • I like the idea of Zhents that escaped the Thayan siege of Darkhold are also present. Perhaps they're trying to organise the goblins (which also includes hobgoblins and bugbears and potentially gnolls from the Reaching Woods) and also trying to marshal some of the undead.
  • Skull Gorge is probably a good staging post for the transfer of slaves from Elturel (see my earlier blog posts about how certain heretics of the Eye of Justice are selling prisoners from the Dungeon of the Inquisitor beneath Elturel) to Darkhold. They're moved from Elturel by barge up the Chionthar River. Any dead ones are animated as undead in the Crypt of the Arisen Army which possesses some necromantic energy that makes undead creation a lot easier there. Investigating the slaving operation is the next adventure in the campaign arc so this is really important.
These are the sandbox elements I think I should include:
  • I want lots of small dungeons inhabited by goblin tribes a la the previously mentioned Caves of Chaos. (As I explore this further, I wouldn't be surprised if I end up with a Banite-flavoured Red Hand of Doom. After all, undead cannot march on Elturel until the Companion is corrupted - living troops are needed for this.)
  • A ruined giant fortress inhabited by ogres and maybe a young behir (I really want a behir).
  • In place of the Temple of Evil Chaos from B2 Keep on the Borderlands, an ancient stone giant shrine of Ogremoch might work well. (I'm also thinking of the Thayans tapping into ancient primordial magic - possibly including awakening an earth or stone titan a la the central concept of Orcs of Stonefang Pass - in order to build the physical structures of their Dread Rings that much faster.)
  • Due to Skull Gorge's links with ancient Netheril - as noted in the appendices - it would be appropriate to include encounters with Shadovar patrols. Some would be looking for ancient artefacts while others would be spying on the Thayans and the Zhents.
Some other ideas might include:
  • What about a hobgoblin king's tomb a la the Lost Tomb of Kruk'ma'Kali?
  • For some reason, the Lost Caverns of Tsojcanth wouldn't feel too out-of-place and I love the visual of the hill giant with his pet giant beetle (I might include this in the sandbox elements anyway).
  • What about serpentfolk from Najara? How could I include them - or even run the 3.5E Dungeon adventure Racing the Snake?
  • I could include the angler fish encounter from Orcs of Stonefang Pass.
  • There could be drow emissaries of Sshamath seeking out their allies, the Zhents, wondering why they are no longer in Darkhold. I may still be able to put Crenshinibon in Zhentarim hands....
 Appendix One: Ed Greenwood's reply on Candlekeep about Skull Gorge

First off, I apologize greatly for the delay. There were plans to set key battle scenes in a one-shot FR novel in the Class series in Skull Gorge, later superseded by plans to have a hidden citadel located in the gorge in ANOTHER FR novel, so I had to just keep quiet and wait (until first one and then the other notions were set aside by others, in favour of other ideas).

Skull Gorge is indeed a large gorge through which the River Reaching runs, and the Misty Stair is a series of cascades or waterfalls (surrounded by an ever-present mist of spray created by water rebounding up from its rocks) upstream of it.

The river is icy-cold (shocks breath from creatures falling in, carries them away swiftly throughout its run from the Stair to below the Gorge, which are the spawning areas for dreel (short, fat, green-black river eels that live on algae and carrion, and keep the river waters clean and clear; they taste like mucous, but are quite nourishing, and if fried with the right herbs or spices, can be nice; due to their appearance, they are sometimes called “trollfingers”), dartflash (small-human-palm-sized, bony silver fish that swim in short, very fast “darting” straight-ahead ruhes, and are usually netted or scooped; edible and usually steamed until the bones are soft enough to crunch and eat, though a human adult needs a helm-full pile to make a meal) and mursk (fat, slow-moving green-brown fish that are unpleasantly oily in taste, but can be fried to skim off oil that will burn in lamps “as is”). These three creatures range all the way down the River, though overfishing has made mursk almost unknown in its lower reaches.

The weather table I created for SILVER MARCHES (it got modified and improved greatly by Wizards, probably by Rich Baker) is usable for this area, but in summer months is a tad too cold; winds blowing across the desert create cold extremes in winter and brief hot spells in summer, so in summer roll two dice, the second being a d6, upon which any odd number means use that table, but “even” means substitute a much warmer weather result of your choice.

In a word, weather in this region is: windy (down to gentle breezes at night), so there are frequent weather changes.

Right: on to Skull Gorge. Yes, it was the site of a legendary “last stand,” and for years haunted by undead as a result, which kept it empty of most other life. Hobgoblins eventually moved in, led by shamans who managed to deal with the undead, but disputes arose among the hobgoblins and they warred amongst themselves.

For a long period of time after that, a succession of various wandering goblin, orc, hobgoblin, and even bugbear bands took up residence in the Gorge, fought with and drove out whoever was already living there, and were in turn supplanted by the “next wave” of opportunistic invaders. The fish were plentiful, and so were huge numbers of birds nesting on ledges, who could be driven off with sticks or flung debris and their eggs taken; the krawthant and smokewings in particular simply go on laying eggs until they manage to hatch a chick or die trying, so their eggs can be taken again and again.

From time to time wandering monsters happened along and decided the Gorge would make an ideal home for THEM (being as it has food, water, and shelter in the form of almost a dozen shallow “fissure” caves in the gorge walls). On most occasions the resident goblinoids slew the monsters, but sometimes the monster or monsters prevailed - until the NEXT goblinoid band or more powerful monsters happened along. Wyverns nesting nearby regularly raided, devouring anything they could catch sufficiently “in the open,” and their depredations took care of some of the more formidable monsters.

In this manner, the Gorge changed hands repeatedly over the years, until the Zhentarim started to scout the area, and started basing a succession of “magelings” (low-level wizards of Zhentil Keep desiring to “prove their worth” and rise in the ranks of the Zhentarim) in the Gorge who were given magic items with which to control bands of monsters (often hobgoblins or orcs) to patrol the lands around, keeping predatory roaming monsters away and running off or slaying anyone who wasn’t a Zhent, or part of their caravan operations. Aside from defending the Gorge itself from intrusion, their patrols were confined to the area between the Gorge and Anauroch, avoiding the Well of Dragons.

Many of the Zhent magelings were cruel, overambitious fools, and either attracted attention by “sideline” activities in Corm Orp or Hill’s Edge designed to enrich themselves personally (slaving, drug-running, kidnappings for ransom, protection rackets), and so were eliminated by senior Zhentarim, or tried to eliminate the warring giants to the north (that upper-rank Zhentarim wanted to remain as deterrent to humans or others seeking to prospect or establish trade routes or try to settle in the area) or take on other perils in the area (dragons, wyverns, etc.) and paid the price.

So they died, frequently, often with most of the patrols they were commanding (and in a few cases, at the hands of those same patrols).

The Long Road caravans didn’t traverse the Gorge (aside from a rare handful of experiments in barging goods down the River Reaching; rare because Scornubel proved to be a den of far too many powerful rivals for the Zhents to take on, and defeat, all at once); they passed it by to the east, skirting the western Desertsedge; the Gorge was part of the “wall of deterrents” the Zhents wanted to keep between their trade-route and prying eyes (and swords) of rivals.

Skull Gorge was re-conquered by the Zhents on many occasions, though their grip on it weakened as divisions developed within the Brotherhood; the skull (of Tashara’s seven) took up residence, with spell-controlled monsters of its own and its magical “giant flying skull” image, during one interlude between periods of Zhent control, slaughtered several Zhent magelings sent to retake the Gorge, and retreated (present whereabouts unknown) when the Zhents sent a small group of accomplished wizards with a few spell-controlled death tyrants.

More recently, the Zhent grip on the Gorge weakened still more (again due to strife within the Zhentarim), fiends were summoned by some Zhent wizards seeking to rule the Gorge (wizards who perished, leaving the fiends lurking there), and with effective Zhent control gone, a temple to Velsharoon (The Crypt of the Arisen Army) was established in the Gorge.

The ultimate Zhent aim involving Skull Gorge was, however, achieved: the area has a firm reputation as “dangerous, haunted, and crawling” with all manner of monsters (just pick your wild story), and nearby settlements such as Hill’s Edge and Corm Orp wouldn’t dream of trying to found ranches or prospect for metals anywhere near the Gorge, or the wilderlands to its east.

Of course, in the meantime, the Black Road route across Anauroch was established, shortening the Zhent “faster, privately-controlled” caravan route between the Moonsea and the Sword Coast.

The Long Road, that skirts Anauroch, was established purely because the Zhents of the day were too weak to magically exterminate or control the Bedine AND the natural perils of the desert (the city of Shade is, of course, a recent complication in all of this). Yes, its route is long and torturous, but preferable to the longer and far more expensive “public” routes through Cormyr, Iriaebor, et al because the Zhents could move weapons, armour, battle-ready mercenaries, drugs, slaves, and other items that rulers of places long the public route might stop, seize, or make war on the Zhents because of.

The Zhentarim DO have magic enough to make both tribes of giants simply shun their passing caravans (allowing them through where others, not specifically magically equipped for such a passage, cannot). Yes, many Zhent goods DO just appear on the Trade Way through Soubar and other stops, or are dispersed through Scornubel, but again, the illicit nature of the majority of the most profitable shipping makes bringing such goods through places the Zhents came to control or dominate (Llorkh, Loudwater), and then via barge past most scrutiny until they can leave Zhent hands, preferable to the Trade Way or other “public” caravan routes.

The establishment of the Black Road, and changing priorities within the Zhentarim (the “make us all rich” overland trade project was a chief goal of the Zhentarim WIZARDS, not the later Fzoul-dominated priest/beholder cabal; the beholders formerly sided with Manshoon, but turned against him when they saw this project and others becoming seeming obsessions, and turning the Brotherhood away from THEIR goals, which remain largely mysterious [and heavily under NDA protection].

CorranH, you are quite correct in saying that Darkhold “split from the ‘Eastern’ Zhents in all but name.”

The 3rd edition books weren’t quite clear on the specifics of this, for as long as possible, in order to give DMs maximum freedom in handling this as they wanted to in their own campaigns.

Here are some of the things an “isolated” Darkhold can do: act as a gathering place (and breeding pens) for slaves, and the magical alteration of slaves, and then ship them out for sale (perhaps primarily down into the Underdark). Act as a defended transfer point for goods from the Underdark being shipped into the World Above, and vice versa. Become a drug, poison, perfume, and drinkables (fortified wines, zzar “with something extra,” and other exotic, expensive “doctored” drinks) manufacturing center and shipping source. Train wizards and send them forth on covert missions to coerce or slay wealthy individuals in Amn and Tethyr, and successful “shady” traders in Scornubel, and gain access to their businesses and property.

All of which, of course, would make Darkhold a prime target for Red Wizard infiltration and takeover.

And who’s to say the beholders of the Brotherhood, or the Underdark interests, would let the Red Wizards get away with that? What if Zhents who had to flee Darkhold for their lives decide it would be wise to stay in hiding, wherever else they are, and hire or compel adventurers to “go in” and try to wrest Darkhold back from the Thayans?

Moreover, there are ancient and fell magics hidden in Darkhold that neither the Zhents nor the Red Wizards control. What if they awaken, and take a hand in the conflict in some way?

Appendix Two: Eric L Boyd's notes on Skull Gorge in the Age of Worms Conversion

Skull Gorge is narrow canyon cut by the upper reaches of the River Reaching as it drains the northern Sunset Mountains. It lies in the unclaimed reaches of the Backlands south and west of the Great Desert of Anauroch.
 
In ages past, the caverns that lined the gorge’s walls were claimed by tribes of stone giants. The stone giants were citizens of the ancient giant empire of Grunfesting, and their lord ruled the gorge from the ramparts of the city of Kongen-Thulnir. As the power of the giant empires waned, the stone giants
permitted small tribes of primitive humans to settle in the smaller caverns along the gorge.
 
In -1,145 DR, Netherese explorers established the town of Holloway in one of the caverns as a base for their explorations of the ancient ruins. They hoped to recover ancient magics of power similar to that of the Nether Scrolls, but failed. In their wake, Holloway continued as a lonely outpost of Netheril.
 
Over time, the church of Jergal came to dominate the town, and a series of crypts were built into the caverns of the gorge. After the fall of Netheril in the Year of Sundered Webs (-339 DR) and the subsequent Netherese diaspora, Holloway began to dwindle and was finally abandoned in the Year of the Winter Wolf (-270 DR).
 
In the Year of Slaughter (1090 DR), a horde of goblins, hobgoblins, and orcs out of the Stonelands met an army of humans, elves, and dwarves north of the Sunset Mountains. Although the humanoids were defeated, the Battle of Bones scarred the land, leaving behind the horrid undead hunting rougnds that retain the battle’s name. The orc and goblinoid shamans who survived the six-day conflict fled south into the Skull Gorge, pursued by their enemies. The shamans summoned demons and devils in great numbers to defend their newfound redoubt, but the fiends quickly decimated the survivors of both armies.
 
In the Year of the Gauntlet (1369 DR), clerics of the newly arisen god of necromancy, Velsharoon, established a temple amidst the crypts of Holloway. The Forgotten Crypt, one of Velsharoon’s abodes when he was a mortal, was transformed into the Crypt of the Arisen Army, and Velsharoon’s necrophants laid claim to the length and breadth of the gorge 

(NB: Some Age of Worms-specific information was omitted.)