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 New Campaign! Lore Suggestions?

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T O P I C    R E V I E W
Sylrae Posted - 16 Jun 2010 : 12:10:44
Moonsea/ Cormanthor
I'm going to have the players all make characters from cormanthor and the countries surrounding it.

Will be set shortly before death of Mystra.
Not sure how yet, but players will catch wind of the likely end of the world, and there will be a time limit in-game.

If they succeed: they find access to a time gate, and they and a mage retreat into faerun's distant past. At this point they'll be like level 5. Adventuring and leveling up will happen likely in arcane age. They will possibly prevent the fall of myth drannor (by being very clever they will have to stop the army of demons - their motivation to do so will be more to strand themselves in the past and avoid the end of the world than to save cormanthor, though They likely warn mystryl of her death and her successors and throw a monkey wrench into it that way too.

if they fail, I deal with the fallout of mystra's death, and the sundering of the weave. The campaign likely ends a couple levels after that.

Obviously the back to the past thing is the more interesting.

So. Lore suggestions?
I'm looking for: Moonsea lore, 1385 cormanthor area/MD, arcane age MD/cormanthor. Mythals, applicable magic, etc.

What I have: 2e Myth Drannor Boxed Set.
Cormanthyr Empire of Elves.
Last Mythal Trilogy

Generic Other FR stuff.

Stuff that isnt in novel form is better.

If anyone has compiled/written stuff that may be useful that would be cool too.

Does anyone have suggestions for the campaign or for lore?
8   L A T E S T    R E P L I E S    (Newest First)
Sylrae Posted - 16 Jun 2010 : 19:54:52
if they opt out of the time travel they get to live through the end of hte world.

They can't go forward, in cormanthyr empire of elves it says time gates only go back, bring you somewhere on the first day of the year in the calendar you specify (or simply the calendar appropriate to the location), and you're there for exactly one year. If history has changed enough that the world is significantly different than when you left, you get stranded in the past.
Tyranthraxus Posted - 16 Jun 2010 : 16:10:05
quote:
Originally posted by Ashe Ravenheart

The only thing I'd put forth is what happens if they don't want to use the time portal?



In that case they would suffer the consequences(sp?) of the Spellplague.
Cleric Generic Posted - 16 Jun 2010 : 15:57:57
A strong and clear incentive to leap through the portal should do the trick, really. If the PCs (or the players, at least) didn't want to go adventuring then they wouldn't be at the gaming table in the first place. In my experience, if the PCs/players have to be forced into anything, the game's gone pear-shaped anyway.
Kilvan Posted - 16 Jun 2010 : 15:33:15
quote:
Originally posted by Ashe Ravenheart

The only thing I'd put forth is what happens if they don't want to use the time portal?



My first idea would be to force them in (i.e a swarm of baddies surrounds them, or the ceiling starts collapsing for some reason, and the only way out is the portal). I know, it's cheesy, but it is better than a ruined campaign.
Cleric Generic Posted - 16 Jun 2010 : 14:52:57
Presumably the PCs will not come into possession of a TARDIS, so having them run amok across all of time and space is unlikely to be an issue. :)
Bakra Posted - 16 Jun 2010 : 14:40:38
quote:
Originally posted by Ashe Ravenheart

The only thing I'd put forth is what happens if they don't want to use the time portal?



Or what happens if they decide to go forward in time?

Ashe Ravenheart Posted - 16 Jun 2010 : 13:17:38
The only thing I'd put forth is what happens if they don't want to use the time portal?
Cleric Generic Posted - 16 Jun 2010 : 12:36:01
Cool idea!

There was a Perilous Portal article covering time portals and time-travel magic and hazards: http://www.wizards.com/default.asp?x=dnd/pg/20030402x

Also, the 3e Mysteries of the Moonsea book might be handy for mining maps and side quests, but it concentrates largely on the northern Moonsea area, I think.

Right, so the PCs somehow become aware that Mystra is about to go bang and the only way to escape the apocalypse is through legging it back in time, right? Early game: they either discover how to go back to the Arcane Age, presumably in the general vicinity of Myth Drannor, or they can't make it out in time and die in a hail of blue fire and exploding wizards...

Is the idea to go back in time and prevent the Fall of Myth Drannor and Karsus Folly, or simply to escape and happen to wind up in the rather awesome Arcane Age?

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