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T O P I C    R E V I E W
Arioch Posted - 08 Jan 2011 : 12:19:45
I'm starting a new campaign in the post-SpellPlague realms.

Here the general plot (it may develop differently, given the PC actions, but more or less will follow this route).

I'm looking for other scribes comments and suggestion!! Thanks a lot!


***


The Spellplague. Too much in the world has changed since. Not even the gods were spared. Some of them died, overwhelmed by the raw power of primal madness. Other changed.
Other simply disappeared, thought dead or revealed for being simply aspects of greater deities.

So it seemed for long. Until recently. New events pressed sages to speculate about the divine essences lost during the cataclysm. Maybe not all the divine sparks infused in lesser aspects were absorbed again by their rightful owners completely. Maybe some of the divine essence of the survived gods was sacrificed to avoid contagion by the power of chaos... Not to talk of those deity killed by the bluefire... maybe their hopeless will to survive was so strong to bend, just for a moment, the chaos... And maybe the chaos gave shape to their last dying breath.

Rumours run after rumours, telling of creatures pretending to be the incarnation of the lost gods. Some of them are powerful spellscarred monstrosities, other are just common people barely aware of what they talk about, as if telling about some dream they had, other instead are gathering small cults of deluded folks around them.

***

Adventures start in Elturgard. Here I would like to put the PC in the middle of a fight between two Myrkulite Cults:

- The Three Faced Sun Heresy, heralding the rebirth of the god of dusk, Myrkul. They believe that after the plague the god invaded Fort Morninglord, from which they want to release him. To release him they have to destroy the Amanautor's Companion.

- The other cult following the Herald of Horns. The "real" Myrkul doesn't want that the heretics achieve their goal: they may indeed succeed in restoring him to godhood but the event should change him in unpredictable ways.

The adventure are meant to let the PC learn the truth about the so called "incarnations" ... [Something to be add here]


A second part of the campaign will be set in the ruins of Zenthil keep. Here an artifact of Shar is about to be recovered by her followers (I follow here some of the ideas from the LFR adventure Zhent‘s Ancient Shadows). The church of Amanautor send an expedition to destroy the artefact.

The artefact, created by some mages from the tower of the art, was supposed to be able to recreate the Shadow Weave in the event of Shar's death.

The PC should avoid the artefact destruction or recovery, redeem the object (how, I've yet to figure out) and use it to save "The weave incarnation" (A little girl the party saved in an earlier adventure)


***

I must add that in their previous campaign ended in 1385, my party managed to recover the Donjon of Facets and recorded its whereabouts in some scroll held at Candlekeep.


EDIT: It wasn't clear but the entity trapped inside Fort Morninglord is the "incarnation" of Myrkul... The god of dead was touched by the plague even if it was already dead (About this I'm still developing)

7   L A T E S T    R E P L I E S    (Newest First)
Arioch Posted - 10 Jan 2011 : 16:26:43
Thanks Diffan, for yours precious considerations!

I'm not using 4ed rules, I forgot to specify. Sorry! (Using Fantasy Craft)

quote:
Originally posted by Diffan

... but you'll have to have these artifacts have meaning, a reason why these cultists want them and the possible power they hold.


That's right! I'll do. Maybe there is one or more mastermind(s) behind the appearance of those "incarnations" (primordials? Powerfull NPC?)
Diffan Posted - 10 Jan 2011 : 16:00:11
quote:
Originally posted by Arioch


Questions:

1) The "Incarnations" represents (incarnate, that is) not only the gods of old but also the different ways to look at the Plague: something terrible, whose scars must be eliminated as soon as possible to go on(The monstrous incarnations), a new beginning with potential yet to be discovered (The unconscious incarnations), something that stripped the people of a golden age now longed (mainly as a way to escape from a gray present) (The cultists / heretical incarnations)...

That said, which kind of adventures can be played to better emphasize those aspects between the first and the second part of the campaign? Any adventure idea?


These incarnations are people or creatures that represent the Old Gods such as the late Lathander, and possibly Myrkul right? The monstrous Spellscarred creatures, in game terms, would definitly be Solos with strange magical effects. As far as published Adventures revolving around them, not too sure. Since I don't know of many published adventures, I can't really help out there.

I think you have a great idea as each incarnation is something or someone who's grown in Power. The crazy madman in the town square now has strange powers and has gathered a following of people or the Monstrous creature that stalks the country side that leaves dead (and undead) creatures in it's wake. I think your outline is solid, but you'll have to have these artifacts have meaning, a reason why these cultists want them and the possible power they hold.

quote:
Originally posted by Arioch


2) How does my plot fit into official lore in your opinion? There is always room for improvement..


I think it involves some good bits of old lore, and the best part about 1479 DR is that it won't contradict Canon much, if at all. It's vague in it's description about Fort Morninglord and the surrounding area. Take what the FRCG says and play it by ear. You'll be fine.

quote:
Originally posted by Arioch


3) As DM, which parts of my idea do you think that work better? Which others you think is better I work on more?


The overall idea seems interesting. You'll need to flesh out parts that are murky, like who's attacking the Torm followers and what does the temple have inside that needs to stay there? Additionally, you'll need to tie in the reasons going to Zhentil Keep. That place is now a haunted ruin that is a den for pirates of the Moonsea. More depth and detail about the adventure, style of creatures you going to face your PCs with, and what the artifacts do is needed.

quote:
Originally posted by Arioch


4) How Myrkul (Crown of Horns manifestation) was touched (in my campaign I have to assume he was) by the BlueFire?


I'm not really sure what happened to it have it affected Laeral, but I suppose the Spellplague could've awakened the essence of Myrkul and possibly spurred it to obtain a vessel for it to control. Anyone who puts on the Crown of Horns would immediately be Dominated by the artifact. You can do a sort of Lord of the Rings aspect and instead of the Ring of Sauron, make it the Crown of Horns. For Myrkul to finally perish from the face of Toril, they'll have to use/destroy the Crown of Horns.

quote:
Originally posted by Arioch


5) About the possibility of a new Weave? In which way you would handle this? With a new god/goddess with domain over it or not? And about the shadow weave? If the resurrection of one of both Weave and Shadow W. leads to the resurrection of the other... Evil and Good people could be working to the same end...

These were the questions I was looking for a confrontation




The 4E magic system can easily support the Weave since wizards STILL use their spellbooks to obtain their spells and anyone arcane in nature can draw their magic from the weave. I think a God/Goddess would work to preserve the Weave and maintain it's access to all those who draw from it. I DON'T think he/she should have such a big hand in the dealings of Mortals.
Arioch Posted - 10 Jan 2011 : 14:50:31
Game started at 1st level (1 session ago), and will take as long as needed to complete the story (usually 20th ... but it is not required)

Questions:

1) The "Incarnations" represents (incarnate, that is) not only the gods of old but also the different ways to look at the Plague: something terrible, whose scars must be eliminated as soon as possible to go on(The monstrous incarnations), a new beginning with potential yet to be discovered (The unconscious incarnations), something that stripped the people of a golden age now longed (mainly as a way to escape from a gray present) (The cultists / heretical incarnations)...

That said, which kind of adventures can be played to better emphasize those aspects between the first and the second part of the campaign? Any adventure idea?

2) How does my plot fit into official lore in your opinion? There is always room for improvement..

3) As DM, which parts of my idea do you think that work better? Which others you think is better I work on more?

4) How Myrkul (Crown of Horns manifestation) was touched (in my campaign I have to assume he was) by the BlueFire?

5) About the possibility of a new Weave? In which way you would handle this? With a new god/goddess with domain over it or not? And about the shadow weave? If the resurrection of one of both Weave and Shadow W. leads to the resurrection of the other... Evil and Good people could be working to the same end...

These were the questions I was looking for a confrontation
Diffan Posted - 10 Jan 2011 : 14:12:13
pretty cool concept, though what level are you looking to do? Also, what questions do you need answered?

I'm assuming this is in reference to the Fort Morninglord Thread, so I think with the forces that are against the PCs, they should be at least high Heroic or low Paragon levels, say 8-12 levels. Also, they're going to have to fight boths cults to accomplish their goals.

So a couple of pointers:

  • Start out simple and work your way up. You can also break up the Adventure into Chapters, starting off with the PCs incursion into the Fort and going from there.

  • Make sure your plot keeps in line. Plot holes can really kill a game's flow.

  • Infuse as much Lore and things that make it the Realms as possible. You want the players to gain a firm understanding of the area, setting, and what-not. History, important legends, and lore of the Fort, Lathander's clergy and it's change to Amaunator will help give the PCs a feel for the Deity and an Idea about the clergy.

  • Make it Challenging. Nothing wrong with throwing the PCs up against something my probably can't kill, but make sure escape is an option. I've found that making PCs fearful of their lives here and there make it more realistic and gives them a greater appreciation of the things they have.



Hope some of that helps.
Arioch Posted - 09 Jan 2011 : 11:28:35
Interesting, where I can find more about this?
Brimstone Posted - 09 Jan 2011 : 11:02:09
I know the Shades are trying to restore the Shadow Weave in Sembia. Might want to tie that in somehow.
Arioch Posted - 09 Jan 2011 : 10:42:11
No one?

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