Showing posts with label The Return of Manshoon. Show all posts
Showing posts with label The Return of Manshoon. Show all posts

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.

Monday, 2 July 2012

Knights of the North - NPC: Ixathinon, aka Lady Avrezt

Ixathinon
 aka Lady Avrezt, Tolak of Darkhold
Roleplaying Ixathinon
Key Traits: ambitious, ruthless
Goal: regain the power he had, rebuild the Zhentarim
Motivation: bad childhood
Fears: beholders seem too powerful, he feels out-of-his-depth in this post-Spellplague age
Weaknesses: none

Favourite Sayings
These are always uttered in a soft, pleasant, matter-of-fact voice:

"I can't be bothered wasting spells on them. Hang them, for the citizens to watch."
"These conclusions need bother us?"
"And the approach you prefer?"
"How deeply touching. Slay them."
"I fear so."
"A moment, good sir, of the brief time - by my command - remaining to you."
"Shall I decree it, or are you sensitive enough to heed a mere suggestion?"
"You'll understand, I trust, that as long as I am Lord here, I can allow no diabolical plans to succeed but my own."

Inspiration

Ixathinon believes its destiny is to fill the void left by Manxam's death. Manxam was described as follows:
Possibly the most powerful eye tyrant in the lands of the northwest Inner Sea, Manxam does deal in the politics of humans, but with a low profile and few servant creatures.

Manxam is usually to be found in or about the ruins of Teshwave. It is thought to view the Zhentarim’'s bold expansionist policies with increasing alarm, thinking that they will lead to an inevitable battle union of all of Zhentil Keep'’s foes and the resulting defeat and destruction of Zhentil Keep. Still, it sees the Zhentarim as (relatively) trustworthy allies.

Beholders have allied with evil forces such as those within Zhentil Keep for aeons. Manxam is less than pleased with Manshoon'’s dominance of the inner circle, and prefers Fzoul'’s firm hand (the beholder misses the old days of the Bane-worshipping priests, who seemed to know how to treat beholders with the respect they deserved). Still, the Zhentarim are preferable to the madmen of
the Dales, who always seek to rebel under the eye of the more powerful beholders.

Manxam'’s powers and abilities are unknown, but a doubling of “normal” beholder hit points would not be unreasonable to begin with.
This is exactly how Ixathinon sees itself... and also how it sees the Zhentarim. It wants the Zhentarim "back", an organisation with its own goals but ultimately a pawn of beholders like itself and, in due course, the sword that the beholders of Ixathinon's hive will point toward the Netherese in their quest for vengeance.

Background 
Manshoon, Night King of Westgate and leader of the Zhents, is slain in spell-battle with Elminster.
Awakened clone.
Beholder mage - Ixathinon - did the awakening.
Finds he is working with Cyricists instead of Banites.
Citadel of the Raven is a ruin not the mighty fortress he expected.
Shortcut to increased magical power - tap the magic of the spellweavers who have ruins in this region.
This is Manshoon from 1355 DR but less powerful than even at that time due to the weaker clone ritual used to create him.

Stat Block
Manshoon

Male human arcanist wizard 12

Evil elite controller (leader) 12

Magic Missile - basic ranged

Lightning bolt - ranged at-will

Dominate Monster- recharge when nobody affected

Mind Crush/Feeblemind - encounter

Wall of Force - encounter

Dimension Door - recharge

Summoned Bone Devils

Evil lurker 9

Knights of the North - NPC: Manshoon, The Ageless One

Manshoon
The Ageless One

Roleplaying Manshoon

Key Traits: ambitious, ruthless
Goal: regain the power he had, rebuild the Zhentarim
Motivation: bad childhood
Fears: beholders seem too powerful, he feels out-of-his-depth in this post-Spellplague age
Weaknesses: none

Favourite Sayings

These are always uttered in a soft, pleasant, matter-of-fact voice:
  • "I can't be bothered wasting spells on them. Hang them, for the citizens to watch."
  • "These conclusions need bother us?"
  • "And the approach you prefer?"
  • "How deeply touching. Slay them."
  • "I fear so."
  • "A moment, good sir, of the brief time - by my command - remaining to you."
  • "Shall I decree it, or are you sensitive enough to heed a mere suggestion?"
  • "You'll understand, I trust, that as long as I am Lord here, I can allow no diabolical plans to succeed but my own."
Original Description (source Old Grey Box)
This cruel, calculating man heads the Zhentarim; its power and success are largely clue to his efforts, and its collective control of Zhentil Keep, the Citadel of the Raven (and through it, dominance over Thar and the cities of the Moonsea'’s northern coast), Darkhold (and through it, maintenance of the shortest overland trade route between the Inner Sea and Waterdeep) have made him very rich.
Manshoon, a noble of Zhentil Keep, slew his older brother Asmuth and seized control of the city's governing councils by skillful intrigue, staunch allies (such as Lord Chess, a lifelong friend), and the aid of that faction of the priesthood of Bane controlled by Fzoul Chembryl and of the beholder Xantriph. Manshoon’'s own alliances with dark nagas, and his manipulations of the Cult of the Dragon, increased his influence and bought him the time necessary to build his personal mastery of the magical arts without allowing stronger rivals to assume control of the city until he was ready to take it.

Take it he has, and has flourished; his spell library is thought to be the equal of Khelben Arunsun’'s, and his arsenal of magical devices and weapons the largest held by a single mage anywhere in the Realms (although it is scattered, hidden, and guarded by spells and monsters). He is known to possess a staff of the magi and wear black robes of the archmagi, to wear a ring of spell storing and a ring of wizardry (that doubles fourth and fifth level spells), and is quite content to flee danger.

Many have tried to kill him, and none have succeeded; he is careful, never lets his temper master his reason, and is always alert. He seems an unbeatable foe; others face danger to do his bidding, but he's “never there.”
Background
  • Manshoon, Night King of Westgate and leader of the Zhents, is slain in spell-battle with Elminster.
  • Awakened clone.
  • Beholder mage - Ixathinon - did the awakening.
  • Finds he is working with Cyricists instead of Banites.
  • Citadel of the Raven is a ruin not the mighty fortress he expected.
  • Shortcut to increased magical power - tap the magic of the spellweavers who have ruins in this region. 
  • This is Manshoon from 1355 DR but less powerful than even at that time due to the weaker clone ritual used to create him.
Stat Block

Manshoon
Male human arcanist wizard 12
Evil elite controller (leader) 12

Magic Missile - basic ranged
Lightning bolt - ranged at-will
Dominate Monster- recharge when nobody affected
Mind Crush/Feeblemind - encounter
Wall of Force - encounter
Dimension Door - recharge
Fly - encounter, sustain minor

Summoned Bone Devils
Evil lurker 9

Expanding Manshoon's Goals

1. I need to know what has happened since 1355 DR!

This is the easiest goal to achieve.

Basically, Zhent agents are sent to Phlan to steal every single book in Mantor's Library. Manshoon possesses a ritual that will allow him to read the books very quickly.

2. I need more spells!

There will be a spell-battle over Phlan and Manshoon will defeat the mage of Denlor's Tower and "take his stuff". Other Zhent agents will be on the lookout for spellbooks and ritual scrolls.

3. I need more power - specifically the ability to clone myself because I have too many enemies.

Between Mantor's Library and Denlor's Tower, significant research had been done into the lost empire of the spell weavers. One of its ruins - a silver pyramid - sometimes arises in the Stojanow River and causes problems for Phlan.

More importantly, there is a major spellweaver ruin beneath the Glacier of the Silver Blades. That will eventually become Manshoon's new base. (It is otherwise based on the dungeon in Dungeon 130 - Secrets of the Soul Pillars.)

4. I need the Zhentarim to be stronger.

If the Hammer of Vorbyx is recovered, the Zhents can unite the orcs and ogres of Thar into a single mighty horde, provided they control the wielder of the Hammer.

5. I need to get rid of the Cyricists and replace them with Banites. Those Cyricists are nutbags!

This won't be easy because the Cyricists are entrenched plus their Cyric-granted madness makes them preternaturally paranoid. The Banites will have to be manipulated very carefully... but the beholders may also share this goal.

Sketching Out An Adventure Path

First Cut

This is based on a series of five adventures covering levels 1-3, 3-5, 5-7, 7-9 and 9-11, respectively.

Based on these expanded goals, I think the final adventure (levels 9-11) will take place on and in the Glacier of the Silver Blades while the penultimate adventure (levels 7-9) will take place in the Ruins of the Raven as the Citadel of the Raven is now known. This should include hill giants and ogres and, most importantly of all, at least one beholder.

An adventure involving the orcs and ogres of Thar and the Hammer of Vorbyx - in other words, a rip-off of 3.5E's Sons of Gruumsh - is likely to be the third adventure while the Blade of Lathander than I have already sketched out fills the first adventure slot (levels 1-3) nicely.

Now all I have to do is figure out a second adventure for levels 3-5. Do I go with the pirates of the Moonsea or an urban sandbox based on a siege of Phlan combined with Speaker in Dreams? The latter is a Banite plot sponsored by the Banites of Mulmaster with elements of the Red Hand of Doom as it is the Red Claw goblins of Thar who are laying siege to Phlan.

The natural climax of this series of adventures is a battle with the clone of Manshoon in the depths of an ancient spellweaver fortress. That's a pretty good visual. Also, Manshoon's defeat is a very significant achievement for the PCs who are the new Knights of the North.

What Else To Include?

I want to include frost giants. The Glacier of the Silver Blades is the natural location for them. I would like to include drow but nothing really springs to mind. I suppose they could be competing with the Zhents for the Hammer of Vorbyx but that feels a trifle forced.

Should I include Tyranthraxus? Perhaps he possesses the Lord Protector during the siege by the Red Claw?

Friday, 29 June 2012

Knights of the North - Adventure One


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

Introduction

Background


Hooks


Précis

Location: Valhingen Graveyard

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

Location: Ruins of Twilight Keep

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

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

Location: Lost Temple of Bhaal

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

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

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

Location: The Tomb of the Lizard King

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

(Toadface wants the lizard king to be awakened.)

Conclusion

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

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

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

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

Monster List

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

Generic NPCs and Monsters

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

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

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

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

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

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

The Twilight Keep

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

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

Further Adventures in the Twilight Marsh

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

Source Material

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

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

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

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

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

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

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

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

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

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

The Unopenable Doors

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

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

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

Key Monsters & NPCs

Toadface the Hezrou

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

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

Design Considerations

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

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

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

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

I particularly like the Pathfinder flavour text:

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

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

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


Thursday, 28 June 2012

Fimbulwinter, The Return of Manshoon & The Knights of the North - More Brainstorming


Choosing a Name for the Campaign

I keep vacillating between two main ideas for my campaign set in the Moonsea North. The first idea is Fimbulwinter and involves, inter alia, the Warlock Knights of Vaasa as the principal protagonists. The second idea is The Return of Manshoon and involves, inter alia, a clone of Zhentarim, a beholder mage disguise as a Zhent wizard and the Zhents themselves as the primary protagonists.

Both campaigns are set in Phlan and both campaigns involve exploring the Moonsea North.

The other thing that the campaigns have in common is, of course, the backstory of the PCs: most, if not all, of the PCs are descendants of the last of the Knights of the North. For me, this is a really important point because it answers a lot the basic questions for a character in terms of why they are adventuring and why they are in Phlan.

In this case, they've essentially just become adults and have gathered in Phlan to pay their respects to their parents and (possibly) recover some of their parents' items. At least one of the parents will have a fairly significant treasure - the Blade of Lathander - that the PCs may wish to recover (and which rests in the hoard of black dragon in the Twilight Marsh) but, more importantly, their arrival in Phlan coincides with the return of Zhent activity in Phlan and the Moonsea North. Will they take up their parents' mantles to defend the Moonsea North or will they simply take the normal path of adventurers and seek power, glory and treasure.

Of course, I am hoping my players will choose the more "noble" path but I will also be prepared to run something more akin to a sandbox than an adventure path should they choose this style of adventure instead.

And I think that's why I keep switching between the ideas behind both Fimbulwinter and The Return of Manshoon: the reality is that I want to run both and interleave some sandbox elements as well. Strangely enough, while 4E is superb for actually allowing a DM to spend less time on stat blocks and more time on story, its rate of advancement is also a bit too fast so including two or three arcs potentially could have the PCs levelling faster than I would prefer (particularly as I want the campaign to cover the Heroic Tier only or maybe to extend to mid-Paragon Tier).

Back to the issue of choosing a name for the campaign. Both names I have been using so far - Fimbulwinter and The Return of Manshoon - seem better suited for use by the DM only. Especially in the case of The Return of Manshoon: the name itself gives away the identity of the one stirring up the Zhents from the very beginning of the campaign. So I am now thinking that it is better to simply call this campaign The Knights of the North. It reminds the players about the background of their characters, it doesn't disclose the full story of the campaign in the title and it means I can go with the plot ideas from Fimbulwinter, The Return of Manshoon, the even earlier War in the North (which has its own blog) or the unnamed sandbox that I keep thinking about.

Notwithstanding the direction that the campaign goes, I really want to include the following elements in approximate order of priority:
  • Zhents;
  • a clone of Manshoon (and his two bone devil bodyguard/assassins);
  • the Cult of the Dragon;
  • orcs;
  • ogres;
  • hill giants;
  • frost giants;
  • black, red and white dragons; and
  • Warlock Knights of Vaasa.
I do like the Warlock Knights a lot but I still have a lot of things I want to do with the Zhents before I am bored with them (ditto for the Cult of the Dragon). That said, the Warlock Knights make for a good background element and may very well become the principal threat in the Paragon Tier should the campaign go that far.

So, Knights of the North it is. 

Background



For the Players


As this is a brainstorming post I will just outline what I need to prepare for the document that will ultimately become the Player's Guide:

  • all of the information about the Knights of the North in Champions of Valour, including the identities of the original Knights of the North, will be known to the players and their characters (this is the most comprehensive source of information about the Knights so I will probably copy it wholesale and simply update the phrasing to account for the passing of the last 100 or so years); and
  • the head of the Zhentarim is the mage, Manshoon, and he has recently been slain in spell-battle with the legendary sage, Elminster, and, as a result, the Zhentarim is reportedly in disarray, particularly in Westgate which is the site of its new headquarters, Stormkeep... except that Stormkeep itself has also been destroyed by the arcane conflagration unleashed by the battle between Manshoon and Elminster (and right there I have removed two Epic characters from my Realms!).
I will also include basic information about Phlan, the Moonsea North, the Great Grey Land of Thar and its orc and ogre tribes, and the current state of the Zhents, at least as much as is publicly known (they're little better than mercenaries now, weakened by the Netherese who destroyed both Zhentil Keep and the Citadel of the Raven, and with the destruction of Stormkeep their sole known remaining fortress is Darkhold in the Sunset Mountains west of Cormyr).

For the DM


- Manshoon & Citadel of the Raven -


The Zhents of Darkhold believe that they are ruled by a council of the most senior Black Cloaks, another name for their more powerful wizards, with the council, in turn, answering directly to Manshoon in Stormkeep via the head of the council, also known the Tolak, Lady Avrezt. But Avrezt and the senior Black Cloaks on the Darkhold are not what they seem: each is a beholder mage of some power.
Avrezt's real name is Ixathinon and it was the first of the beholder mages that comprise the council to learn how to assume human (or humanoid) form. Ixathinon was part of a beholder hive from the Desertmouth Mountains that was decimated by Netherese attacks. It led a small contingent through ancient drow portals it had learned to activate and ultimately found itself in the Gauth Grottoes outside of Sshamath.

The gauth they encountered were no match for true beholders and Ixathinon and the other beholders that accompanied it from the Desertmouth Mountains soon became the rulers of the Gauth Grottoes. In due course, the gauth and their beholder overlords entered into a truce with the drow of Sshamath ending centuries of emnity between the two Underdark powers but also allowing Ixathinon access to arcane magic and drow wizards willing to teach it how to master the Art.

Ixathinon and the others also learnt about the Zhents of Darkhold and how that organisation had clashed with the Netherese but also how the original Zhentarim from before the Spellplague gained much of its power from its alliances with beholders, an arrangement which also benefited the beholders greatly.

Disguised as a female human wizard using a polymorph ritual learnt from a drow wizard, Ixathinon assumed the identity of Avrezt and joined the Zhents of Darkhold rising rapidly through the ranks of the Black Cloaks. Ultimately, after an audience with Manshoon where the Lord of the Zhentarim immediately discerned its true identity, Ixathinon was appointed Tolak of Darkhold with a free hand (or eyestalk) to run the Zhents in the west as it saw fit. It seemed that Manshoon was ready for a new alliance with beholders as that was one of his original masterstrokes when he created the Black Network.

While Ixathinon, like all beholders, considers humans and other humanoids as merely cattle, there is an underlying respect for Manshoon due to the enormous power that he wields and the fact that he has a history of working with beholders. So, the fall of Manshoon in battle with Elminster created a problem for Ixathinon and the other beholders. While they could take advantage of this situation by stepping into the void caused by Manshoon's destruction to take over the entire Zhent organisation, they believe that it is better than it remains in the hands of a human as beholders cannot grasp all (or any!) of the subtleties of human culture and society. Furthermore, various wards in place in Darkhold can only be penetrated by Manshoon and there is still much arcana that the beholders wish to study.

One of the benefits of being Tolak of Darkhold is that Ixathinon has had access to some of the journals of Sememmon, the first lord of Darkhold. In there, Ixathinon learned that Manshoon had perfected the art of cloning himself and others and that he had clones "in reserve" for when he fell in battle. Of course, the difficult part was finding those clones as it was further rumoured that the most recent Manshoon had spent decades destroying all of the slumbering clones he could find.

The answer to this question, of course, lay with Lady Saharel of Spellgard. Fortunately, Zhent agents were already in place in the Fallen Lands and so they were directed to travel to Spellgard and ask Lady Saharel for the location of a clone of Manshoon. When the agent returned to Darkhold with the answer, she was naturally devoured by a hungry beholder as this was too important a secret for others to uncover. 

And the answer that Lady Saharel gave was that there was a clone within an extradimensional space accessible from the ruins of the Citadel of the Raven.

Coincidentally,  in its guise as Lady Avrezt, Ixathinon had despatched 100 or so Zhents to the ruined citadel a year or so ago. As the citadel had met its end at the hands of the Netherese much like Ixathinon's original hive, the beholder was interested in what the ruins might reveal about Netheril. Was the strike against the Citadel of the Raven simply about eliminating the Zhentarim as a threat or was there more to it?

It seems that the Citadel of the Raven was built over a series of earth nodes and the strange shape of the Citadel followed a series of ley lines. What this meant was that the entire site could be charged with arcane power if the right rituals were performed to make it virtually impregnable. Furthermore, if the power of the earth nodes could be tapped, rebuilding the ruined citadel could be accomplished simply using magic. 

For nearly a year now, Ixathinon has been dividing its time between Darkhold and the Ruins of the Raven, as they are sometimes called, as it studied the earth nodes and ley lines. Travel between the two locations was faciliated by a portal network that linked Darkhold to a chamber beneath the Ruins of Zhentil Keep and, from that chamber which hosts the master portal originally called Bane's Eye, then to the Ruins of the Raven.

A month or so ago, after extensive exploration and a further visit to Lady Saharel, Ixathinon was able to locate and access the extradimensional space holding the clone of Manshoon. It seemed that this clone was significantly less powerful than the Manshoon that had just been destroyed - it was created in 1355 DR, just after the Zhent "conquest" of the Citadel of the Raven (the event which led to the creation of the Knights of the North) - but that suited Ixathinon perfectly as it meant that the beholder had time to manipulate the clone until it grew powerful enough to fully assert its independence and its rule over the organisation one of its predecessors founded.

The new Manshoon was quite disoriented after its awakening. Not only did the time shift cause it great surprise but it - he - awakened expecting to find himself the uncontested master of the Citadel of the Raven only to find that it was nothing more than a series of ruins. And the Black Network itself seemed to have shrunk, something the true Lord of Zhentarim was determined to address as soon as possible.

The first thing that Manshoon needed upon awakening was knowledge. "Lady Avrezt" was able to teach him how magic had changed and it was only a matter of days before Manshoon was able to use the Art as he once had. But history was another matter. A beholder's perspective of events is different to a human's and so Zhents were despatched to Phlan to raid Mantor's Library. The entire contents were placed within a portable hole and the building itself destroyed.

The second thing that Manshoon needed was access to one or more of his caches of magic items. While he had some sequestered in the extradimensional space where he had been hidden, he soon travelled by wyvern to the Great Grey Land of Thar where he knew of a cache of magic created by the Masked Wizards of Citadel Ankhalus before they were destroyed by the newly formed Zhentarim.

(Third, but something that he keeps more or less to himself, Manshoon wants a black dragon as a mount. The flight to Thar on wyvern-back did not seem "appropriate" for the Lord of the Zhentarim. Perhaps a Cult of the Dragon cell could be found so that they might be "convinced" to part with their ring of dragons so that he might call a more appropriate mount to his side?)

Armed with both knowledge and power, Manshoon has begun to force the Zhents to refortify the ruins. That requires labourers. Dwarves are perfect for such a task but they also need the strength of ogres and giants for some of the heavier work. The Bane's Eye portal network means that Zhent slavers can operate in a variety of locations but return relatively quickly to the Citadel with those that the capture. Dwarves are being captured by the score while Lady Avrezt, in beholder form, has simply dominated ogre chieftains and forced them to part with ogre labourers as part of a "new alliance" with the Zhentarim... and to save the ogre tribe from being utterly destroyed by a wrathful beholder.

While this is happening, Manshoon has been active with his arcane research into the earth nodes and ley lines in the area. At all times he is accompanied by an elite bodyguard of Zhent soldiers supported by strifeleaders of Cyric and a quartet of absolutely loyal gauth.

Zhent emissaries have been despatched to the orcs and ogres of Thar with a view to forming alliances; similarly other agents of Manshoon range the Dragonspine Mountains seeking audiences with hill giant chieftains and frost giant jarls. Spies are in place in Phlan and Castle Vathar: Manshoon believes that Phlan has the potential to become the new Zhentil Keep - the centre of Zhent trade - while the Citadel of the Raven will return to its status of primary fortress with Castle Vathar playing an important supporting role (not least because it provides a base from which to strike at the dwarves of the Dragonspine Mountains).

All of this activity has not gone unnoticed by the other powers active in the Moonsea North. While the return of Manshoon is not yet rumoured (quite the opposite: his destruction is frequently mentioned and celebrated!), the destruction of Mantor's Library in Phlan and the disappearance of numerous dwarves have caused the cities of Phlan and Melvaunt to suspect that the Zhents are back in the Moonsea North.
- Preparations in Phlan -

The destruction of Stormkeep and Manshoon has been celebrated in Phlan for many weeks. It's not unusual for at least one loud toast a night to be offered in any of Phlan's inns and taverns to end of the Lord of the Zhentarim as the Zhents caused many problems for Phlan in its past. Of course, the connection of the ruling Caoran family to Zhentil Keep is not mentioned or even hinted at; after all, the Black Watch has spies in many places to root out disloyalty to the Lord Protector.

Black Watch patrols within the city have been doubled since the destruction of Mantor's Library. One of the Zhents was killed during the raid by the fire the Zhents started to cover-up their theft of all of the library's books and, while he carried nothing to identify him as a Zhent, a subsequent post-mortem interrogation by a Banite from the Lyceum of the Black Lord using a speak with dead ritual revealed that this was a Zhent plot. 

The Knights of the Gauntlet have also increased their patrols in the vicinity of Phlan and Castle Vathar has also brought its soldiers into a state of heightened vigilance. The Lord Protector has become more paranoid and has begun thinking that every meal or drink placed before him is poisoned. 

This is the Phlan that the PCs have arrived in. A trade city that is starting to close up and become more insular because it feels threatened by the return of the Zhents, something the city thought was simply part of its past.

Important Locations
The Ruins of the Raven

I will begin the list of important locations with the very last site that will be explored. The end of the campaign - or, at the very least, the end of the Heroic Tier - involves the party fighting Manshoon and his bodyguard/assassin bone devils in the ruined Citadel of the Raven. That is, of course, after fighting their way through various Zhent mooks as well as the beholder mage, Ixathinon.


(I am thinking that Ixathinon will start the battle as a human wizard - its "Lady Avrezt" guise - and will only assume beholder form when bloodied. Of course, that could change as I really want to use a beholder in 4E, especially since it was updated in the excellent Monster Vault.)


Ideally, I would like to include the earth nodes and the ley lines in the battle but I will need to think this through some more. Of course, it will take months - if not a year or more - to reach this point in real life so I have plenty of time to prepare.

The Moathouse & The Twilight Marsh

In some ways, this is the most important location which is why it is being mentioned immediately after the Ruins of the Raven.

The reason for its importance is that this is the site of the first adventure. I need this adventure to really set the scene for the rest of the campaign by hooking the PCs into the overall story. That means I need this adventure to make the PCs - and the players! - absolutely hate the Zhents so that they will willingly take up the mantle of the Knights of the North and commit themselves to driving them out of the Moonsea North, just as their parents did a generation ago.

It also needs to include an encounter with a dragon - a black dragon, to be specific - so that it provides the quintissential D&D experience. And to make that the quintissential Forgotten Realms experience, it's going to include Zhents and the Cult of the Dragon as well.

And the Cult of the Dragon mage should have a ring of dragons, the same ring of dragons that Manshoon wants. That might also explain the Zhent presence in the Twilight Marsh: they're on the trail of the Cult of the Dragon so that they can obtain a ring of dragons for Manshoon.

The Giant's Cairn

The Giant's Cairn is between Phlan and Zhentil Keep. In a valley between some low hills is the well-hidden tomb of a stone giant sorcerer who was an expert in rune magic and primordials. The stone giant ultimately became a lich before his phylactery was captured and he was imprisoned in a rune-warded tomb. Much of his power resided in a crown of stone - the Stonecrown - which allowed him to dominate creatures with the earth keyword, including hill giants and stone giants. 

Manshoon would love to recover the Stonecrown as it would allow him to easily marshal an army of hill giants from the Dragonspine Mountains to serve as the vanguard of the army he wishes to raise to allow the new Zhentarim to dominate the Moonsea North. Orcs and ogres have their place but an army of hill giants would be truly formidable.

The resulting adventure could be approached either of two ways. The PCs could become unwitting pawns of Manshoon as he uses them to open the tomb and neutralise its wards and traps or the PCs could discover that the Zhents are exploring the tomb and race them to recover the Stonecrown.

If I run with this adventure, I can see it becoming something like a cross between Tomb of Horrors and Orcs of Stonefang Pass. The final encounter should be with the awakened stone giant sorcerer lich - the Dodkong. 

(Alternatively, the Dodkong's prison-tomb was constructed by a coalition of dwarf, goliath and stone giant runepriests. I could then have three separate themes for the dungeon and - perhaps in a more logical fashion - include more things from Orcs of Stonefang Pass. I also like the idea of having the Lone Tower that is very close by as the former demesne of a goliath sorcerer tasked with watching the Giant's Cairn. Perhaps this sorcerer delved too much into forbidden elemental magic and became the Mud Lich....)

As I also want to use a de-levelled version of Steading of the Hill Giant Chieftain in this campaign (my hill giants and other humanoids and giants have the same level in my campaign as they had hit dice in 1E - meaning that, for example, hill giants are now 8th-level brutes), it may be that these general notes on the Giant's Cairn actually become part of the backstory for the Steading adventure: the Dodkong is wearing the Stonecrown, is fully awakened and is Manshoon's pawn to bring the hill giants under Zhent control. (This, of course, would also mean that Manshoon has a method of controlling the Dodkong. Is this a power he has unleashed from the earth nodes he is studying?)