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 Help me create a journey into the Far Forest

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T O P I C    R E V I E W
Ozreth Posted - 05 Jan 2013 : 09:18:22
The group is on the Southeastern tips of the Nether Mountains and need to travel to and into the northern reaches of the far forest.

Drow raiding parties are surfacing throughout the silver marches and one has hit the far forest. The party will notice smoke arising from the trees from where they stand on the mountains and a traveling ranger is going to alert them of what has taken place. One of the players' elf tribe currently resides there and she is the general of the tribes militia, so will naturally want to get back ASAP.

So, how can I create a session long journey off of the mountains and into the Forest beyond saying "you get there"??? It's not a long distance but I need to stretch it out a milk what I can. Thoughts for encounters? Puzzles? Environmental setbacks etc? They are level 2 an 3 but are a party of 9!

Thanks! :)
7   L A T E S T    R E P L I E S    (Newest First)
Eilserus Posted - 06 Jan 2013 : 03:45:04
Drow scouts or servant creatures looking for their next raiding target would work. I like my drow scary opponents to fight. You could work on building that fear up. What if there's a drow scout or two that works on tailing and possibly ambushing the party at night, slowing them down, interrupting rest or memorization of spells, hit and run tactics etc.

If your looking into stretching it out, you could include a few side treks. If you have access to the Pathfinder Kingmaker adventure arc you could straight up jack all the random encounters out of the wilderness areas. You could have a classic goblin kin attack with a nearby small cave lair. Inside the lair is a dead body, map, or some sort of reference that leads the characters to an ancient unknown tomb that the goblin kin had scored some loot from, but due to the danger haven't progressed far inside. Make it an optional mini dungeon, it will take them a bit out of their way, delaying their arrival to help the elves, but its the rumored location of Glaerinthal, an elven blade or staff of power etc and the magic stored there will certainly help them in their upcoming fight. But can the PC's afford the delay? Make them wonder etc.

I like making stuff so each class has something to do. Maybe the party finds a skeleton and nearby in a pond is a locked strongbox. Make it defy all attempts at picking the lock or maybe it requires all rogues to work together to open the lock. Have the priests find an evil altar and have to successfully cast turn undead on it a few times to shatter the altar. Introducing NPC's or potential henchmen is a fun one to do also.

Hope some of these things help.
9thChapter Posted - 06 Jan 2013 : 02:18:55
quote:
Originally posted by The Sage

You can always look to the various small adventures published on the Wizards site [or via DUNGEON through the DDI] and have one of them function as this journey into the Far Forest.



Great Idea. Dungeon has many adventures that you could check into. Purple Worm has a fantastic listing.

Perhaps The Inheiritance from Dungeon 26 would be a nice twist. I also like Ancient Blood and you could take aspects of it for your large group to choose from.

Interested to hear where you go.
The Sage Posted - 06 Jan 2013 : 01:59:36
You can always look to the various small adventures published on the Wizards site [or via DUNGEON through the DDI] and have one of them function as this journey into the Far Forest.
Markustay Posted - 05 Jan 2013 : 20:49:48
Oh, that is so generic. {razzz}

How about the Inn is attacked by 'unknown forces', and while helping to defend it, it turns out the folks in the Inn were really 'the monsters' (Dopplegangers, or whatever). When one of them dies, they revert. Thats a helluva 'shock moment' for the PCs to deal with.
Wooly Rupert Posted - 05 Jan 2013 : 16:26:28
Have them stay at a small, fortified inn somewhere, just in time for it to get attacked by a bunch of goblins or orcs.
Markustay Posted - 05 Jan 2013 : 14:11:56
Thats a tough one. the only two things you'll be coming anywhere near is Myth Glaurach and Masulk's Tomb.

You'll also be crossing a tiny little bit of Hellgate Dell, but not coming anywhere near Hellgate Keep itself. They could run into some patrolling fiends.
9thChapter Posted - 05 Jan 2013 : 10:01:14
Depending on what you want to do with him, you could have the ranger be privy to a Circle of Druids within the forest at the base of the Nether Mountains.

I think a leader of the order - a treant - would provide some dramatic opportunities, particularly if time slows within the Druidic grove and the treant is one who is all knowing and all seeing (and speaks an inch an hour!). Perhaps throw in some random quirk, like he must share cider from the apples which fall from his branches before he speaks.

In the end, and perhaps after painful discourse with the treant given the time spent trying to speak with him/it/them, you could have him reveal a portal/gate within his trunk. Or perhaps one of the order can summon a roc?

Just my two cents...

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