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Arian Dynas
Acolyte
USA
36 Posts |
Posted - 06 Feb 2015 : 06:52:57
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I have recently returned to the Realms due to the intercession of a new DMG.
However, stymied for ideas upon which to birth a campaign, I have come here.
I wish to make a campaign that might prove a welcome to the Realms for my party, and I do know I wish to set it in Shadowdale (though I have yet to decide if it be pre Time of Troubles, Post Time of Troubles or Post Post Time of Troubles yet as well.) in the hope that they might find some enjoyment in getting to know it's folk, as well as The Old Mage himself.
Aaaaand yet that's the most I've got currently. I can come up with a idea for an adventure probably, but I don't yet even know what such a game would build up to, and without that I have no start. I considered using the roll of Years as inspiration but don't know where I might go with that regardless.
All I do know is I want to inject the enjoyable aroma of Second Edition flavor and Chic,as well as open her "Heroes of the Lance-Style" with the PCs as a group of old friends meeting up at a Tavern (because all good Adventures start in Taverns) and the story picking up from there.
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Delwa
Master of Realmslore
   
USA
1272 Posts |
Posted - 06 Feb 2015 : 12:30:57
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If the DMG you refer to is the 5e one, I know there's a table for that. Just take a gander at that and see if something speaks to you. If it starts in a tavern... Maybe have some patron at the tavern keel over from an assassin's poison, and upon investigating the party finds the corpse is "insert name of importance here" in disguise and they have to track down the killer. The assassin could be connected to any number of evil organizations.
Or maybe the bartender's son has run away, seeking a life of adventure and his daughter wishes to follow after and bring her brother home. The barkeep asks the party to intervene? I might not quite be grand enough, but great things often have small beginnings.
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- Delwa Aunglor I am off to slay yon refrigerator and spoil it's horde. Go for the cheese, Boo!
"The Realms change; seldom at the speed desired of those who strive, but far too quickly for those who resist." - The Simbul, taken from the Forgotten Realms Campaign Conspectus |
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Misereor
Learned Scribe
 
164 Posts |
Posted - 06 Feb 2015 : 12:40:27
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quote:
I wish to make a campaign that might prove a welcome to the Realms for my party, and I do know I wish to set it in Shadowdale (though I have yet to decide if it be pre Time of Troubles, Post Time of Troubles or Post Post Time of Troubles yet as well.) in the hope that they might find some enjoyment in getting to know it's folk, as well as The Old Mage himself.
Know thine audience. The amount of background info you are going to work into the campaign, should be tailored to your group.
If they are hardcore FR geeks, you can add as many obscure references as you like and design complex cultural and historical references that still manage to catch their interest.
OTOH, if they are barely familiar with the setting, I would go for a more simplistic approach, and slowly add stuff as I went along as part of their adventures. Adding Elly or other über NPCs would probably also go over better with players who may have heard the names, but haven't already read ten novels about him and know the color of his socks and what he had for breakfast.
With a mixed group, I would set the campaign in an area that the more experienced players aren't experts on. Nothing breaks the mood for a new player than having the DM describe an epic badguy, and then having two other players matter of factly recite his stats, vulnerabilities and detailed familiy history.
Basically, you will want to keep things unfamiliar enough to keep the magic alive, and doing that will require different things depending on who your players are.
</00.2$>
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What is dead may never die, but rises again, harder, stronger, in a later edition. |
Edited by - Misereor on 06 Feb 2015 12:40:44 |
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Hoondatha
Great Reader
    
USA
2449 Posts |
Posted - 06 Feb 2015 : 18:40:34
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There are a lot of things you can do in Shadowdale, so I second "know your audience." No sense coming up with a great dungeon crawl campaign when your players are really actually interested in social wheeling and dealing.
That said, and keeping in mind that I play exclusively in 2e (so that's the time period I'm thinking of), here are a couple of off-the-top-of-my-head ideas:
* The drow are returning! This is based on the Beneath the Twisted Tower 2e starter adventure, but instead of it being a one-off, it's the start of a much greater push. There are lots of tunnels beneath the dale, and drow are swarming in all of them.
* The Zhents are making trouble! This could be just about anything, really. Assassination attempts on the Lord and local big wigs, bandits in the woods, monsters in the woods, magical weather, sabotage, all the way up to out-right invasion. End game is Shadowdale a shattered client state; figure out a way to stop it.
* Cormyr is trying to annex us! Cormyr wants to expand its borders north, and is trying to sway public opinion. Bards singing Azoun's praises, rich Cormyrian merchants looking to invest, smooth-tongued emissaries, Purple Dragons in the area to help with problems, etc. This is almost exclusively social, since all (or most) of the Cormyrians are good people. PC's can't kill them, they have to outsmart and out-propagandize.
* Reclaim Myth Drannor! The sheer amount of magic and wealth in Myth Drannor is matched only by the extreme deadliness of the ruins. Drive out the bad guys, find a way to rebuild, and above all keep Cormyr and Sembia from doing it first.
* Keep Myth Drannor From Killing Us! The wards are weakening and monsters are rampaging through the forest and surrounding dales. The elves either can't or won't stop it. Chase down and kill the monsters before they slaughter everyone, and repair the wards to lock the horrors away again.
Anyway, there are a couple of ideas. I'm sure others here can come up with more. |
Doggedly converting 3e back to what D&D should be... Sigh... And now 4e as well. |
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Arian Dynas
Acolyte
USA
36 Posts |
Posted - 07 Feb 2015 : 02:16:26
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Well I have had inspiration strike.
I figured out a year (even though my players AREN'T yet hardcore Realms Fans, primarily due to lack of exposure, I know they get excited about details and I do know that some of the details would be primarily for me.) I'll stick it in 1360; just post Time of Troubles and also just post the first Banedeath.
The reason why? I've been struck with an idea for a new Heresy! Being that the Gods Myrkul, Bane and Bhaal are referred to collectively as The Dead Three, I've made a group of cultists hanging out in an obscure ruin near Shadowdale, a ruined, former Myrkulite temple hidden underground that is now playing host to it's former Myrkulite priests, a gaggle of Bhaalites, and a couple of Baneites fleeing the persecution of Cyric's followers.
Why are they in Shadowdale? Why, they're looking for someone of course. Gorion's Ward wasn't the only one; a small child, brought by the Harpers, a baby girl, left in the arms of an important Shadowdale personage (I have yet to figure out whom) who is herself a child of Bhaal, and a target for the newly formed Church of the Dead Three.
Myrkulites, Baneites and Bhaalites working together in desperation following the death of their Gods, to give all three a rebirth! A Child of Bhaal, ignorant of her heritage, a dark ritual in a broken temple to a dead God, and the remaining puissance of Bane from when he ravaged Shadowdale covalescing into a new glorious divinity! Or so they hope.
It might not work, but even if it fails, what will become of the poor, innocent child? And what monstrosity might the blood of Bhaal, the might of Bane and the wicked necromancies of Myrkul birth? |
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Aldrick
Senior Scribe
  
909 Posts |
Posted - 07 Feb 2015 : 04:32:37
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Honestly, I'd set this pre-Time of Troubles. Start off small, let players learn about the setting, and as your cult plot reaches its climax (though it would have to be modified somewhat) -- pull the trigger on the Time of Troubles. You can even have the cause of the ToT be tied to this cult and its activities, and they could have been the ones to steal the Tablets of Fate on behalf of the Dead Three.
How things turn out depends on how your players handle events, and what you do off screen.
Keep in mind that Bhaal has already foreseen his death, and has already begun to sire children. Your Child of Bhaal could be one of the eldest -- one of the first. She could fall to the dark side, embrace her "destiny", but in truth being used by the Dark Three for their own aims (steal the Tablets of Fate). Of course, she realizes this, and decides to betray them and become a goddess in her own right... leading to the chaos that ensues.
Bhaal would have a very real reason to want the tablets: he knows he is going to die, and is looking for a way to get out of it. The kids are his back up plan should Bane and Myrkul's plan fail.
...and of course, the Bhaalspawn is being used rather than another individual because of her divine heritage. That gives her the ability to do things and go places that normal mortals cannot.
By the end of the campaign they will have traveled all over the major areas of the Realms and be thoroughly familiar with the setting. |
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Arian Dynas
Acolyte
USA
36 Posts |
Posted - 07 Feb 2015 : 06:00:51
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Hmm... a novel idea.
I'm going to think about that a while.
Admittedly, part of my heartburn with tackling it like a long lost lover is the fact that I'm deep into my cartography and have established the adventure location as a ruined Myrkulite temple that was burned and the priesthood slaughtered, and one of the reasons the Baneites are here in Shadowdale, aside from the child being here, is that Bane did attack Shadowdale during the Time of Troubles, that and the Banedeath going on in Zhentil Keep at the moment having kind of forced them out.
That and I was planning on the Bhaalspawn girl being something like 11 at most, and honestly more of a sympathetic figure for the party; with the campaign taking a turn depending on whether they manage to rescue her or not. Either protecting her from time to time or hunting down her surviving kidnapper, still intent on his wicked plan.
The question I suppose is, Myrkul has the Crown of Horns, Bane has Iyachtu Xvim, and Bhaal has his score of mortal offspring, why would they try to get the jump on not dying, or stealing the Tablets if the answer presented here is to create a new divinity, especially when they all at this time considered themselves more than powerful enough to defy AO himself? And why would the three churches, which I was under the impression didn't like eachother at the best of times work together without the desperation of their dead Gods motivating them? |
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Hoondatha
Great Reader
    
USA
2449 Posts |
Posted - 07 Feb 2015 : 13:00:37
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I agree. If you're going to go the Bhaalspawn route, which I think would be an interesting hook for a campaign, I'd definitely set it post ToT. Though remember that the ToT happens in 1358 DR, so if you want the girl to be 11 you'll be in the late 1360's.
Personally, I always figured that the Bhaalspawn grew and matured at a greatly increased rate. He fathered most of them during the ToT and was impatient to get resurrected. That's how you could have full-grown characters playing through the game even though they should have been ten or so.
Of course, you could always say she was sired back around 1350. Personally, I've toyed with the idea that this wasn't the first time Bhaal did something like this. Every century or so he sires a whole bunch of Bhaalspawn and stages essentially a Highlander tournament. All of the spawn are turned loose and have to kill the others. And in the process kill plenty of other people and spread fear of Bhaal. The winner get an interview with Dad, some nifty godly powers, and a long life.
I originally came up with it to explain Sendai and Abazigal (they would be survivors of previous tournaments), but I think it's a pretty neat idea on its own. Not that it probably relates to your ideas, but I thought I'd share anyway. |
Doggedly converting 3e back to what D&D should be... Sigh... And now 4e as well. |
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Aldrick
Senior Scribe
  
909 Posts |
Posted - 07 Feb 2015 : 18:13:10
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quote: Originally posted by Hoondatha
He fathered most of them during the ToT and was impatient to get resurrected.
Is that canon? I did not think a specific date was given for when he started, only that he "foresaw his own death." I always took this to mean that he had several decades lead to plan things out, and set his plans into motion.
Canonically, the time of troubles only lasted for a few months, and he died about mid-way through. As a result, I am not sure when he would have found the time to sire hundreds upon hundreds of children. However, if you give him several decades prior to the Time of Troubles, then it becomes much easier to explain.
This would mean that he foresaw his death prior to the Time of Troubles, but did not know when or how he would die. So he began setting plans into motion for his eventual return. This would mean that as the events involving Gorion's Ward unfolded (who was around 18 or so, I believe) there could have been Bhaal Spawn ranging from 10 to their mid-40's. Gorion's Ward would have simply been one of the younger ones.
quote: Originally posted by Arian Dynas
The question I suppose is, Myrkul has the Crown of Horns, Bane has Iyachtu Xvim, and Bhaal has his score of mortal offspring, why would they try to get the jump on not dying, or stealing the Tablets if the answer presented here is to create a new divinity, especially when they all at this time considered themselves more than powerful enough to defy AO himself?
And why would the three churches, which I was under the impression didn't like eachother at the best of times work together without the desperation of their dead Gods motivating them?
When you made your proposal you mentioned that they were heretics. I was picturing something along the lines of a group of faithful split off from the orthodox cults of the Dark Three, and following a heretical belief. That belief leads them to the Bhaalspawn girl, who they believe is a prophet, a girl touched by each of the Dark Three in some way. She has visions / dreams given to her by the Dark Three, which is to lead them toward aiding their deities in ruling over all of the other deities in the Faerunian Pantheon.
These things are actually true, to an extent. Bane, Myrkul, and Bhaal plan on stealing the Tablets of Fate. Bane and Myrkul already, canonically, were conspiring together to steal the Tablets. There is no reason they could not have also included Bhaal. After all they ascended to divinity together. If they are going to try and climb up the ladder even further and overthrow Ao himself, should they not work together again?
The three mortal cults working together issue is solved by them being heretics. The main cults may reject them, their claims, and objectives.
Anyway, I did not know you were that far into the design process already. I thought you were still in the idea gathering phase. My line of thinking was that it is easier to introduce people pre-ToT because they do not have to be introduced to the complicated politics that took place afterward among the deities.
For example, in order for the cult idea to work post-ToT, you'd not only have to explain who Bane, Bhaal, and Myrkul were to the players, but also what happened to them. Then only at this point could you introduce them to the ideas held by the cult, and why it is significant. It is sort of like dropping a little kid who can't swim into the middle of the pool instead of the very shallow end.
I was sort of mentally building off Misereor's suggestion: start small then expand outward.
For example, if I were running the group I would give them a very brief overview of the Dalelands and Shadowdale, followed by a brief overview of the Harpers. I would inform them that all of their characters are from the Dalelands, and all of them are newly inducted members of the Harpers. They have been individually requested by a higher ranking member of the Harper organization, and therefore are all traveling on the same caravan to Shadowdale. The game begins while they are about a day or two caravan ride away from their destination.
During character creation, I help them create characters that are going to fit with the Harper adventurer theme. I give them a small list of deities to choose from for their patron deity that is appropriate for a Harper background, while informing them that the people of the Realms worship all the deities--so their patron is just the one they pray too most often. This limited selection helps to prevent them from becoming overwhelmed by the choices.
By making them all Harpers right out of the gate, you are ensuring that they all have a shared agenda, motivation, and group ties. It also allows you to use NPC's to help "nudge" them where and when necessary if they ever find themselves overwhelmed, lost, or simply confused. (Or, alternatively, when you need to introduce a new plot element.)
I'd open the game with the players traveling to Shadowdale, giving them a chance to get a feel for their characters. Then as the caravan approaches where it plans to set up camp for the night -- a common place for caravans to setup camp along the route -- they make a grisly discovery. There has been a very bloody and horrific ritualistic murder at the campsite. The corpse is still there left in ritualistic display.
This was obviously done by said heretical cult. Though the players nor the NPC members of the caravan would not know that. However, what would be known to the players is that the person left there on display was their Harper contact in Shadowdale. Thus begins the adventure.
There are obviously other Harpers in Shadowdale, so eventually the players will bump into them. However, the players will not have this information. So, entering Shadowdale they know nothing. They know only that their contact is dead, and they are likely--as members of the Harpers themselves--committed to finding out who did it.
The campaign sort of just grows and evolves from there based on the players actions.
I would have the Harper contacts murder be both opportunistic as well as part of the bigger plot by the cult. He was snooping around too much, the cult found out, needed another sacrifice and guess what? The Harper contact fit. The cult is killing people in ritualistic ways in an attempt to "awaken the blood" of the female Bhaalspawn in Shadowdale. She is there, as a ward under the care of a Harper, but her true identity is unknown to her. The rituals, however, are having an impact and she is having nightmares / visions. The players meet her, forge a close relationship with her, but know that she is suffering from sort of secret struggle. At some point, she simply vanishes, as she is sort-of kidnapped by the cult. She appears at some point later, whenever the players are at the mercy of the cult, and she helps them obtain their freedom--but refuses to go with them. It becomes clear that she is fighting some type of battle with her inner demons--a battle she is losing. Eventually, at some point toward the climax of the campaign she embraces her "destiny." Though she twists the cult to her own ends, leading it astray from what the Dead Three intended. Instead, they begin worshiping her, and they believe that she will ascend to divinity and the power of the Dead Three will become manifest through her.
Shenanigans with the Tables of Fate happens (as she twists the Dead Three's plan toward her own), and then the Time of Troubles takes place. The players may alternatively be trying to stop / save her. ...and I basically bump off the concept of Cyric, and place it with her. The Dead Three die during the Time of Troubles as takes place in canon, and she basically ascends to take their place as Cyric did in canon--assuming the players are not successful in stopping her.
...and if you want, you could even pull the trigger on the Harper / Moonstar conflict early as well. The Harpers could become divided over how to handle the conflict, with the Moonstars taking the 'ends justifies the means' approach.
Anyway, by the end of the campaign the players will have had the opportunity to travel throughout the North, the Dalelands, the Moonsea, the Vast, and the Western Heartlands. They would have a good understanding of the settings geography, political factions, religious cults, and the settings history. Things would have been introduced to the players in easy bite sized chunks, so that they are not overwhelmed, and so by the campaign draws to a close they are educated enough about the setting that they could easily walk into any discussion held on here at Candlekeep.
Things start out really small--with a simple murder plot outside of Shadowdale, and gradually grow larger and larger in both scope and scale. By the end, the players will have felt that they made a major mark on the setting, and will hopefully be deeply in love with the Realms.
This was more along the lines of what I was thinking about when I made my suggestion, but I did not realize you were that far along in your campaign design. So most of it is pretty moot. |
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Arian Dynas
Acolyte
USA
36 Posts |
Posted - 07 Feb 2015 : 23:21:48
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quote: Originally posted by Hoondatha
I agree. If you're going to go the Bhaalspawn route, which I think would be an interesting hook for a campaign, I'd definitely set it post ToT. Though remember that the ToT happens in 1358 DR, so if you want the girl to be 11 you'll be in the late 1360's.
Personally, I always figured that the Bhaalspawn grew and matured at a greatly increased rate. He fathered most of them during the ToT and was impatient to get resurrected. That's how you could have full-grown characters playing through the game even though they should have been ten or so.
Of course, you could always say she was sired back around 1350. Personally, I've toyed with the idea that this wasn't the first time Bhaal did something like this. Every century or so he sires a whole bunch of Bhaalspawn and stages essentially a Highlander tournament. All of the spawn are turned loose and have to kill the others. And in the process kill plenty of other people and spread fear of Bhaal. The winner get an interview with Dad, some nifty godly powers, and a long life.
I originally came up with it to explain Sendai and Abazigal (they would be survivors of previous tournaments), but I think it's a pretty neat idea on its own. Not that it probably relates to your ideas, but I thought I'd share anyway.
I always figured something similar myself; Sendai and Abazigal had to be at least a century.
Also, Aldrick, it might not be as relevant anymore, I am happy for the suggestion ^-^ and also you gave me the idea to have the girl start having dark dreams (how else could the cult find her? )
It's also a good thing I've explained Baldur's Gate to all my players, and it probably might help to have a brief pre-game exposition dump. A bit of background info on the Time of Troubles (since it will be recent in all their character's minds) a brief recounting of what the Dalelands are and then really I should be set.
I was kind of figuring them as old friends who just meet at the oldskull that is the Old Skull Inn; Harpers will come later if they want it.
I DO really like the idea of Khelben's Moonstars getting involved like that, since one of the quandaries that I wanted to pose to the PCs was what they should do with the poor girl if they catch her (and I am also considering the cultists having found the Crown of Horns and put it on her head, no wonder a child even more innocent and endearing than Imoen could be losing so quickly...) and the Moonstars with their "end-justifies the means" mentality would certainly give the "just kill her" side a bit more weight.
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Aldrick
Senior Scribe
  
909 Posts |
Posted - 08 Feb 2015 : 17:05:55
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quote: Originally posted by Arian Dynas
It's also a good thing I've explained Baldur's Gate to all my players, and it probably might help to have a brief pre-game exposition dump. A bit of background info on the Time of Troubles (since it will be recent in all their character's minds) a brief recounting of what the Dalelands are and then really I should be set.
One of the best ways to handle things like this, I think, is to give a very brief summary (a paragraph or two) of what they need to know, then ask them a few questions during character generation relating to things that are important. You want them to find some way to try and incorporate that information into their characters.
For example, "What was your character doing during the Time of Troubles, and how does he feel about the events?"
Asking a question like that helps their character form some biases and opinions before they are introduced to the plot element. So, if a character has developed a healthy fear of the divine, and the powers they wield, he is already going to have some opinions when he encounters a Bhaalspawn.
quote: Originally posted by Arian Dynas
I was kind of figuring them as old friends who just meet at the oldskull that is the Old Skull Inn; Harpers will come later if they want it.
A lot of people start campaigns this way, and that is the way we were traditionally encouraged to do it. For me, though, I do not find it as effective. Primarily, because the first few sessions people are just starting to get a "feel" for their characters. Secondly, because the "old friends" thing raises a problem--the fact that players do not really possess any tangible knowledge about the other characters in the group.
So, I usually go with the, 'You are strangers, connected through X.' Where X ensures that they are all connected to the main plot, and heading in the same direction. It also ensures that they will work together, even if they disagree. For example, "You are all members of the rebellion against the Cormyrian Crown. You have been recently captured, and are now prisoners of the crown being taken to Suzail for judgement. The game will open with you all trying to mastermind a way to your freedom." So, in this situation, they are all rebels, so this means that they all have a common enemy, that they all likely belong to the same organization, and the immediate situation requires them to work together...which gives them a chance to forge their in character friendships right out of the gate. It is also interesting, because it opens the campaign right at an important moment of action.
During character creation, one of the important things I'd want to know from the players is why they have rebelled against the Cormyrian Crown.
Another thing I like about this approach is that it glues a character to the setting. It makes it feel like the character has an actual past history, which is really nice and fits well with the feel of the Realms. |
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