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T O P I C    R E V I E W
Cards77 Posted - 15 Jun 2014 : 14:43:00
I'm having some writers block in my current campaign. We've been working through several older published modules, set in and around Silverymoon in the year 1371-1372 DR.

So far, my running theme has been the resurgence of evil gods in the area, we've dealt with Malarites in the Moonwood, and run into a Priest of Bane (who is supposedly a dead god) who was trying to set up a new temple in the Nether Mountains.

Right now, we are investigating kidnappings and raiding that has taken place along the River Rauvin just down stream of Silverymoon. I have placed the "Raiders of Galaths Roost" module in the Silverwood, as a good tie in for Bane.

My main overarching storyline is that

1. BANE is NOT dead.

2. The Zhentarim as determined to expand into the Silver Marches and set up shop, AND their main goal is to restablish Bane in the Marches, and retake former followers of Cyric.

3. The main overarching story line is that Bane has returned, the Zhents are now working hard to spread their influence into the Silver Marches. Additionally, the followers of Malar and Loviatar already in the region have agreed to assist the Zhents in returning Bane to power. They feel this can only help all the gods causes.

So we've dealt with some members of the Malar leadership in the Moonwood (People of the Black Blood), and we are now just learning of the Zhent activity and that Bane is NOT dead.

What I'm having trouble with is: who is my BBEG? I'd like to work in a Beast of Malar as one of our foes, and I have an NPC that I've forshadowed as one of our foes from the Lady's Hand Monestary (Loviatar).

I can't think of any good adventures, or how to help the PC's figure out the true extent of the cooperation between the different followers.

I've thought about introducing them to the Harpers, and having the Harpers help them figure this out, and maybe tell them where to go next. It is midsummer, i'd thought about having them go to Waterdeep eventually, but that can be later.

Problem I don't know where to go next after Raider of Galath's Roost.

I can design my own adventure but any suggestions on how to work this story line in a terrifying and interesting way are appreciated as are suggestions for modules to use.

Thanks
8   L A T E S T    R E P L I E S    (Newest First)
Cards77 Posted - 25 Jun 2014 : 00:53:08
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Cards77


This group isn't the greatest at solving mysteries. I'll have to force feed them I'm sure.



Add a DMPC that makes the right observations to steer the characters. "Hey, didn't we hear that this guy did this?"



Yes I have been. I have 2 actually because it's such a small group. I just get tired of having to drop massive hints all the time. I think they will get better with more experience.
Wooly Rupert Posted - 25 Jun 2014 : 00:35:12
quote:
Originally posted by Cards77


This group isn't the greatest at solving mysteries. I'll have to force feed them I'm sure.



Add a DMPC that makes the right observations to steer the characters. "Hey, didn't we hear that this guy did this?"
Cards77 Posted - 24 Jun 2014 : 22:27:59
quote:
Originally posted by dazzlerdal

Well if you have plenty of uprisings in the Silver Marches that should get them involved. Every settlement they go to can have a problem like caravans going missing, Malarites on a wild hunt, assassinations, bandits, humanoid tribes, secret cults.

At each one have a clue that points to Banite/Zhentarim involvement (Zhentil Keep Coins, supposed Zhentarim agents, Banite holy symbols, coded letters).

Of course ex Zhents have been moving into the Silver Marches for a while (see the Silver Marches sourcebook) so they should be the first suspects. Have all the fingers point to an actual Zhentarim agent who owns a trading shop in a settlement. But of course the evidence is planted by a regular caravan trader that is actually from Darkhold.

Once the party confront and maybe kill the Zhent agent they should realise things are amiss when the troubles continue and then they should figure its all a ruse (if not have Sememmon tell them).

Sememmon can be giving them help the whole time, while at the same time Sememmon's clone can be trying to foil them and send assassins and creatures at them to kill them.

Ultimate showdown could be a trip to Darkhold and fight Sememmon (the clone one), and real Sememmon shows up to help them out with a bunch of Moonstar agents as well. Cue fast retreat from Darkhold with a bunch of Sememmons gear and into hiding with Khelben and the whole explanation of what is going on can come out.

If the players aren't strong enough for Darkhold then have a Cyric temple in the Nether Mountains as the final showdown.



Thanks this is good stuff. I've already weaved in the Malarites, we killed the leaders in the Moonwood. We've run into a cleric of Bane once before which puzzled us all (Bane is dead). We just took out the source of many of the Zhent raids by taking out the citadel in Raiders of Galath's Roost.

Just prior to that, at Shieldmeet one of the PCs fought against a monk from the Lady's Hand Monastery, so that works in the Loviatar angle, but I will need to come up with a way to have us confront their church more directly.

I agree Semmemon is a great villain that may not turn out to be a villain in the end.

I will plant some papers in the Galath's Roost citadel to point toward the Zhent "agent", and see where things go from there.

This group isn't the greatest at solving mysteries. I'll have to force feed them I'm sure.
Gary Dallison Posted - 24 Jun 2014 : 21:32:08
Well if you have plenty of uprisings in the Silver Marches that should get them involved. Every settlement they go to can have a problem like caravans going missing, Malarites on a wild hunt, assassinations, bandits, humanoid tribes, secret cults.

At each one have a clue that points to Banite/Zhentarim involvement (Zhentil Keep Coins, supposed Zhentarim agents, Banite holy symbols, coded letters).

Of course ex Zhents have been moving into the Silver Marches for a while (see the Silver Marches sourcebook) so they should be the first suspects. Have all the fingers point to an actual Zhentarim agent who owns a trading shop in a settlement. But of course the evidence is planted by a regular caravan trader that is actually from Darkhold.

Once the party confront and maybe kill the Zhent agent they should realise things are amiss when the troubles continue and then they should figure its all a ruse (if not have Sememmon tell them).

Sememmon can be giving them help the whole time, while at the same time Sememmon's clone can be trying to foil them and send assassins and creatures at them to kill them.

Ultimate showdown could be a trip to Darkhold and fight Sememmon (the clone one), and real Sememmon shows up to help them out with a bunch of Moonstar agents as well. Cue fast retreat from Darkhold with a bunch of Sememmons gear and into hiding with Khelben and the whole explanation of what is going on can come out.

If the players aren't strong enough for Darkhold then have a Cyric temple in the Nether Mountains as the final showdown.
Gary Dallison Posted - 24 Jun 2014 : 19:07:20
Well its hinted at in Cloak and Dagger (the Zhentarim Schism). The other half I just made up.

Sememmon fits the bill as a dark and mysterious stranger. If ever the players get stuck just throw him in to give them a few hints.
Cards77 Posted - 24 Jun 2014 : 17:44:05
Thanks. That's complicated and not a story that I'm familiar with but I can use it, and I will hook the PC's by having Sememmon offer to help one of the half-elves find her descendants on Evermeet, I'm fairly certain he is powerful enough to do that, and if not Khelben certainly is. I will think about other ways to get the PCs to go along. How the PCs will come to realize the extant of the conspiracy I'm not sure how I will work that in.
Gary Dallison Posted - 23 Jun 2014 : 20:01:43
Well the major problem I would have is that Fzoul Chembryl promised not to expand any further West than Cormyr, and he made that promise to Khelben who you would not want to cross even if you were a chosen of Bane

However if you wish to play out the Zhentarim schism properly then that is not insurmountable.

The Eastern Zhentarim is controlled by Fzoul. The Western Zhentarim is controlled by Sememmon. Sememmon is of course not bound by Fzoul's deal with Khelben.

So in 1371 DR the Silver Marches is formed. Newly formed kingdoms are easily destroyed in the early years by mistrust between the powerful figures in that nation.

We have the trial of Cyric the Mad in 1371 so he is probably sane by the time of your adventure.

The Manshoon Wars are coming to an end

Bane has supposedly returned

And the East/West schism in Zhentil Keep is nearing an end.


If it were me I would have the Western faction of the Zhentarim (led by Sememmon but he is not the one driving the plot it is the priests of Darkhold) seek to destabilise the Silver Marches by causing a rise in Malarite, Talona, Loviatar, and other evil faiths (including Bane) in that land.

Of course the Banites are actually Cyricists in disguise.

They are doing this to implicate Fzoul and his faction because Sememmon being the wily fox that he is, found out about Fzoul's deal with Khelben, and so the priests of Darkhold also found out about it.

They want to pin the Zhentarim expansion on the Eastern faction (led by Fzoul) so that Khelben (and his new Moonstars) will kick Fzoul's behind and then the Cyricists can take over Zhentil Keep and the Citadel of the Raven once more.

Of course the further twist (apart from Cyricists pretending to be Banites to blame the eastern Zhentarim), is that Sememmon is actually helping the PCs because he realises that Fzoul is just looking for an excuse to wipe the floor with him.

In the end a showdown with Sememmon should be in the coming (which the PCs cant win) and he leaves to go with Khelben who rewards him for helping the rise of Cyric/Bane in the SIlver Marches.

And thus you have an in game explanation for a historical event in the realms (when Sememmon leaves Darkhold with help from Khelben and the Moonstars).

If you wanted to get things really complicated then there could be Sememmon clones (courtesy of Manshoon Prime) who are loyal to Fzoul (well loyal to Manshoon who is feigning loyalty to Fzoul) and so the Sememmons the party meet could be alternately helping the PCs and hindering them depending on if its real Sememmon or clone Sememmon.

Cards77 Posted - 23 Jun 2014 : 19:35:07
Is there anything I can do to help clarify my original post to elicit a response? I really just need a few people to throw some ideas out to get me thinking. I work much better when I have a sounding board to throw ideas off of, and then I can usually find a way forward by talking through it. I would love to hear any ideas that may be bouncing around in your excellent brains either things you've done in your own games or tie-ins from novels, anything at this point would help me.

This weekend we finished the adventure of Raiders of Galath's Roost, and taking out the priest of Bane. I haven't planted anything in the adventure to help tie this Bane end into the Malar and Loviatar angles and i'm wondering about how i would do that. Planting a letter in the Zhentil Keep Citadel? Have the Harpers recruit the group to investigate something...else that reveals the collaboration?

I'm struggling with this and I don't know why.

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