Showing posts with label Many-Arrows Orcs. Show all posts
Showing posts with label Many-Arrows Orcs. Show all posts

Sunday, 24 August 2014

Icewind Dale: Legacy of the Crystal Shard 0 - Introduction

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

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

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

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

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

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

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

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

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

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

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

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

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

The Crystal Shard

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

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

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


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


Legacy of the Crystal Shard

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

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

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

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

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

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

Some Background Thoughts

The Good Guys


Here Comes the Sun

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

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

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


On the Run


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

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

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


The Bad Guys

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

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

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

A Very Rough Synopsis

Luskan

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

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

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

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

Into the North

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

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

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



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



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

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

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

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

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

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

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

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

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

Sunday, 27 July 2014

Starter Set Sandbox 4 - Wyvern Tor

What's a Tor?

I remember when I first saw Wyvern Tor on a map of the North 15+ years ago, I didn't actually know what a tor was. I had some vague idea that it was related to a hill but I had to go and look it up. As it's not a particularly common word - unless you live in a place like Dartmoor - it's probably worth pointing out that it is, more or less, "... a large, free-standing residual mass (rock outcrop) that rises abruptly from the surrounding smooth and gentle slopes of a rounded hill summit or ridge crest." The accompanying photo shows one clearly and, based on the description of Wyvern Tor in Lost Mine of Phandelver, is probably a reasonable depiction of this Twilit Land landmark.

Realmslore

In the introductory paragraph I threw in the name "the Twilit Land" and some of you might be wondering what this means. When I went looking for Realmslore relating to Wyvern Tor, the first book I looked at was 2E's outstanding Volo's Guide to the North. While it had no information about Wyvern Tor, it did mention this, "Some sages call the Coast south of Neverwinter the Twilit Land." Realms-nerd that I am, I like that I can now call my planned campaign in this area something like Neverwinter: Adventures in the Twilit Land.

Of course, non-Realms-nerds would be rolling their eyes at this....

As far as I can tell, Wyvern Tor first appeared in 2E's The North boxed set published in 1996 and then only as a location on a map. Between my Google-fu and my ability to search PDF documents using Adobe Acrobat, I have not been able to find any other references to this location so it appears that the details have been created whole cloth for Lost Mine of Phandalin.

Lost Mine tells us, "This crag is a prominent landmark in the rugged hills northeast of the Sword Mountains, and is easily visible from twenty miles away. People traveling along the Triboar Trail in the vicinity of Conyberry catch glimpses of Wyvern Tor to the south as they go." Further, it states that wyverns used to nest here - hence its name - but were wiped out by adventurers and that now a band of orcs lairs here, together with their ogre ally.

These orcs are noted as being scouts from the Kingdom of Many Arrows far to the north which really makes no sense in the context of Many Arrows activities and goals. Wyvern Tor is, however, part of the foothills of the Sword Mountains and the numerous orcs are known to lair in these mountains, including the descendants of the former orc nation of Uruth Ukrypt whose name echoes on in the Kryptgarden Forest to the southeast.


One of the more interesting sources of tidbits about the former orc kingdom of Uruth Ukrypt is the article Toppled Thrones of the North in Dragon 351. It mentions that the seat of the first three kings of Uruth Ukrypt was the Bloodbone Throne of Uruth and that it was lost to Shammagar the black dragon during the Year of the Dracorage (1018 DR).

It was described as follows, "Fashioned from the skulls and ones of the fallen defenders of Uthtower and Phalorm, the Bloodbone Throne of Uruth resembles a heap of shattered skeletons more than 12 feet in diameter and 10 feet in height, magically fused into a single seat of power. The polished skulls of six prices of Phalorm are paired to serve as steps up to the seat of the throne, itself shaped from the ribcage of a great crag cat of the North. The back of the throne is shaped in the form of a triangular stack of skulls, each sporting the single eye of Gruumsh." It then goes on to explain the 'Throne's magical powers which includes the ability to summon a blood elemental.

Uthtower was a kingdom centred on what is now the Mere of Dead Men while Phalorm was a kingdom south of Waterdeep, IIRC. The location Cragmaw Castle covered in Lost Mine of Phandelver is noted as being a remnant of ancient Phalorm. What if it was a tomb built to honour the six fallen princes of Phalorm whose skulls adorn the Bloodbone Throne after the seat was recovered from the orcs? More on this in a moment.

Revising Wyvern Tor
I must admit, my first instinct was to make Wyvern Tor into a nest of wyverns (of course, I am running 4E so I already have a full complement of monsters to work with; 5E DMs are still some weeks away from having access to 5E's Monster Manual) or even the lair of a grey (aka fang) dragon, the latter because of a great picture of  a grey dragon hunting in a hilly area in 4E's Draconomicon.

However, for the sake of simplicity, I will keep the idea of Wyvern Tor being an orc camp. I have two options here: I can make the orcs into a local tribe that is simply marauding - after all, the Tor gives them line of sight over an enormous area and allows them to spot targets on the Triboar Trail - or I go with the idea that orcs are, indeed, scouts from the Kingdom of Many Arrows and give them a legitimate reason for being here.

As explained in the article History Check: Dark Arrow Keep that appears in Dragon 429, there is a fundamental tension in the Kingdom of Many Arrows between those in power who believe in the original King Obould's vision that the orcs could form a nation with a measure of civilisation and those who believe that orcs are meant to be dangerous marauders taking whatever they want from whomever they want. For some generations now, the pro-Obould's vision forces remain in control.

What if one the rebel/traditionalist groups decided that, in order to take the throne from the reigning Obould, they needed a symbol of Gruumsh's favour that would justify their usurpation? The kingdom of Uruth Ukrypt was, like Many Arrows, an orc kingdom but it never succumbed to the trappings of civilisation. And then you have Uruth Ukrypt's seat of power, the Bloodbone Throne of Uruth Ukrypt. As the symbol of the nation, it represents not only Gruumsh's favour but also a reminder than an orc nation does not have to sacrifice orc principles.

And that's why these Many Arrows orcs are here: they're searching for relics of Uruth Ukrypt and, I would suggest, that Wyvern Tor itself is a remnant of that orc kingdom. Considering the hill's key location and its commanding view, it would make sense that it once served as a watchtower for Uruth Ukrypt which also suggests that there might be orc ruins beneath the Tor and thus a dungeon for the PCs to explore. That's potentially much more interesting than the existing single encounter with orcs that seemingly have no reason for being there.

As for the Bloodbone Throne itself, I do like the idea of having Cragmaw Castle as a sepulchre for the six princes of Phalorm. Perhaps the power of the 'Throne meant that the skulls and other remains could not be removed so, instead, the entire 'Throne was buried and a memorial to the princes built in a new underground level of Cragmaw Castle. If the PCs have already discovered the relic in their exploration of Cragmaw Castle they may realise that they have something that is incredibly valuable to the orcs... but which also have the potential to unite the orcs of the North in a great horde that would pose a significant threat to all the non-orcs of the region.

TL; DR: The Many Arrows orcs have found a ruined watchpost beneath Wyvern Tor that dates back to the orc kingdom of Uruth Ukrypt and they are eagerly searching for relics from that former kingdom. Maybe they also have slaves to do the digging as parts of the dungeon have collapsed and those slaves might be the reason the PCs are on the trail of the orcs... or the slaves, when freed, could provide hooks for other adventures.

Saturday, 22 March 2014

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

Wednesday, 5 March 2014

Silver Marches: The Winter Horde 0 - Introduction

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

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

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

My Gaming Bucket List

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

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

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

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

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

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

A Rough Campaign Synopsis

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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

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


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

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

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

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

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

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

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

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

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

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

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

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


Thursday, 23 January 2014

Stat Blocks - Nether Mountains Orcs and an ettin NPC

One of my "policies" with 4E is to reduce the levels of the monsters to match that of their 1E hit dice. Besides better fitting my sense of the relative power levels of the world, it gives me a much larger monster roster to work with in the Heroic Tier campaigns I prefer.

This is my latest version of a basic orc from the Nether Mountains in the Silver Marches:
If you're looking at the critical damage - and the brutal critical trait - and thinking that it is really high, you may be right but I will say it results in the correct average damage for a level 1 brute. I don't normally include extra damage on a critical but I wanted to make these orcs brutal. After all, people are scared of orcs so now I am giving my players a numbers-based reason for thinking carefully about tangling with an orc warband.

I've also created a level 1 minion version of the same:
And now for the fluff.

Dragon 429 included a fairly interesting article History Check: Dark Arrow Keep about the orcs of the Silver Marches, and specifically those of the Many-Arrows tribe who have organised themselves into a kingdom which, more or less, lives at peace with its neighbours.

And that is not the orc way.

Many orcs, even some in Dark Arrow Keep, find this to be absolutely heretical and these Nether Mountain orc represent the orcs of the more traditional tribes.

I see these orcs as being fanatical worshippers of Gruumsh and, as a result, each has plucked out one of his eyes. That's why they also carry no missile weapons. The youths are newly of age and so their eyes have been freshly removed. Most, if not all, will have their eye sockets stuffed with herbs to stop infection held in place with crude bandages. I think this visual is a great way to show the players the fanaticism of these orcs.

When these two types of orcs are encountered, they're not so much warbands but raids carried out as part of the initiation rites for the youths. The youths want a kill - and, even better, a trophy - to prove to their tribe their orc-hood and their right to be counted amongst the tribe's warriors. In metagame terms, it may also signal their "upgrade" from level 1 minion brute to level 1 brute.

While I don't have a tribe name in mind yet - canonically, 3E's Silver Marches provides a few names with Thousand Fists the most geographically appropriate - I want to focus on the symbol of the eye both to match their distinctive appearance and also because I am thinking of having a beholder as the Voice of Gruumsh responsible for inciting these orcs to take up their more traditional marauding ways. (The Voice of Gruumsh idea is, at least subconciously, a nod to the part a beholder played as the Voice of Bane in the Temple in the Sky above the Burning Tower in the 2E Realms.) Oh, and that's likely to be part of a Zhentarim plot, but I digress....

I'll stat up some leader-types at some point.

I've also created an ettin NPC that I want to use in my opening adventure. An ettin in 1E had 10 hit dice so I started with the ettin being a level 10 brute. A level 10 brute has the same XP value as a level 6 elite brute or a level 1 solo brute, and the latter suited my purposes better for an introductory adventure:
A level 1 brute should do an average of 11 damage per round. A solo should possess three attacks doing that. I went a slightly different route. I started with average damage of 33 per round and then split it into two attacks which take place on each of the the two heads' individual turns. On top of that, once this ettin is bloodied, it starts attacking everything around it making it a true solo threat.

There is still a chance of locking it down with a dominate or stun effect but an attacker has to roll twice and take the worse result when targeting the ettin's Will plus the ettin gets four saving throws with a +5 bonus per round. Hopefully I have given it enough to pose a decent threat.