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Beowulf
Learned Scribe

Canada
322 Posts

Posted - 25 Oct 2004 :  17:40:40  Show Profile  Visit Beowulf's Homepage Send Beowulf a Private Message  Reply with Quote  Delete Topic

A huge (my) realms altering event is currently taking place in my campaign, and I am looking for some input as to how it, or parts of it, might paly itself out.

Here is the situation ...

Fiveheaded Tiamat incarnate along with her resurrected son and prophet Sammaster have taken over the Darkhold. In their conquest of it, they forced the submission of around 1000 Zhentarim, who have all converted to the cause and serve the Dragon-Queen. These forces have been bolstered by about another 1000 human forces, sent from Cult cells throughout Faerun who flocked to Sammaster First Speaker's banner.

In the dungeons of the Darkhold are perhaps a dozen draconic hybrids of various types, the upper reaches are guarded by up to a half dozen wyrms, while nearly a dozen more patrol the lands within a day or two of the Darkhold. This is to say nothing of the dragons that allied cells have contact and influence with within their home territory, or the 200 or 300 dragonkin at their immediate disposal.

Gathered immediately about the outside walls of Darkhold are a number of orc and bugbear encampments, number perhaps 1,500 with a scattering of hillgiants and ogres in their midst. This is to say nothing of the great horde/s assembled in the High Moors and the Stonelands that can be drawn on (numbers?!?!?!?).

Beyond the magical might of both Tiamat and Sammaster, they are also in possession of an ancient necromantic tome of unimaginable power called the Necronomicon. It has the power to animate the dead en masse and gate in numerous devils. Thus, at any moment, between the might of Tiamat and the Tome, over a hundred devils (mostly abishai, erinyes, winged varieties) can be called upon to protect the walls or act as support and escort to raiding dragons.

Finally, while not directly under the control of the forces of the Dragon-Queen, numerous undead, hundreds, even thousands, raised up from the battle of the bones and more local cemeteries, now wander the Sunset Vale from Hills Edge to the area around Hluthvar. THese were animated mostly through the power of the Necronomicon and, as are undead, they are subject to its power.

Beyond the destruction of the Sunset Vale from Hills Edge to Hluthvar, they forces of the Dragon-Queen have also destroyed King Azoun IV and laid waste much of the northern reaches of Old Cormyr ... which has sincre split into Immeresk in the east and Cormyr in the west. Tilverton has been destroyed. Iriaebor has been raided twice, the Lords palace sits in ruin, the wall is breached in a number of places, and well (within the context of FR Adventure populations) well over 10,000 people have died.

Asbravn was destroyed, once in the orc wars leading up to all of this, and then again when the undead flooded in from the north. Thus, the "Dawn Alliance" built the massive Crimson Fortress on it's ruins. It has suffered a bit of damage from brief draconic/devil raids, but these forces have largely just flown around it.

While the human forces have driven forth, with a great horde of crusading Helmites to reclaim Hluthvar, the forces of the Dragon-Queen retaliated ... leveling the surface of Hluthvar and forces the allies there to fall back into underground bunkers, and wreaking the great destruction mentioned above on Iriaebor. It also struck a blow on Eagles Peak, Huthduth, Proskur, and Eastings.

Following all of this demands were given ... complete surrender to the rule of the dragons, or complete destruction.

In response, such places as Elturel, Scornubel, Elversult and Cormyr have all pledge to support the Dawn Alliance in making a stand. And by bloody hell (!!!), they plan on making a fight of it they do!! If they lose, the survivors will still have the hope that the Quest for the Orbs of Dragonkind will succeed, but in the mean time, truth be told, no one is even sure of the Orbs of Dragonkind even exist or are just part of some ancient elfin fable.

So, I guess the question is ... no matter how many troops they can call upon, how in the nine hells are the allies going to even reach the walls of the Darkhold, let alone breach them?

Any and all thoughts and ideas are invited and much appreciated ...






"Ill tempered the wretch, who laughs at everyone. He cannot recognize, as he should, that he is not without faults." the High One, Poetic Edda

GothicDan
Master of Realmslore

USA
1103 Posts

Posted - 25 Oct 2004 :  18:53:21  Show Profile  Visit GothicDan's Homepage Send GothicDan a Private Message  Reply with Quote
One thing I found interesting in your campaign was the use of undead from the Battle of the Bones. Have you looked over the Elminster's Ecologies section about that site? There are at least 2 known liches skulking around there, and I'm not sure if they would be particularly fond about having their materials/minions swept up. Or perhaps they agreed to it?

Are these liches going to be enemies of Sammaster and the Cult, or allies? I could see them going either way, really, though unless Sammaster/Tiamat approached them first, I could see them doing what they could to subvert control of the undead troops, or at least enough to push them out of the way so that the invading Dawn Alliance forces could cut through them and get to the bugbears. Heck, the liches could even arrive to help directly, in retribution for what the Cult had done without asking permission. No matter the numbers, the minions and spells of 2 or more 18th+ level wizards is always handy.

Then there's the temple of Velsharoon in the Skull Gorge, not far away from the Battle of the Bones. How would they feel about the Cult's actions? They have a small army of undead there themselves, and their combined necromantic might could make a difference, too, especially if they are allied with the previously stated liches of the Battle of the Bones.

If you use the above suggestions, I don't think the ground troops would be much of a problem, with the undead that could be easily mustered to stamp out the gnolls, enemy undead, etc. Then the liches and high clerics of Velsharoon could ally with the spellcasters of the Dawn Alliance (temporarily, or it could even be an invisible alliance - "Hey, why did that dragon suddenly wheel away?") to hold back the aerial tide of devils and draconic creatures.

Just random thoughts. I'm a big fan of undead. :)

Planescape Fanatic

"Fiends and Undead are the peanut butter and jelly of evil." - Me
"That attitude should be stomped on, whenever and wherever it's encountered, because it makes people holding such views bad citizens, not just bad roleplayers (considering D&D was structured as a 'forced cooperation' game, and although successive editions are pointing it more and more towards a me-first, min-max game, the drift away from 'we all need each other to succeed' will at some point make it 'no longer' D&D)." - ED GREENWOOD
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DDH_101
Master of Realmslore

Canada
1272 Posts

Posted - 25 Oct 2004 :  23:09:01  Show Profile  Visit DDH_101's Homepage Send DDH_101 a Private Message  Reply with Quote
Beowulf, here are several solutions to your problem.

First of all, since there's so many undead creatures and that undead evil artifact mentioned by you and GothicDan, have the Church of Lathander come to aid the allies. After all, they hate undead so have a large crusade where Lathandites come from all around the Realms to fight. You could also have like the high priests of Lathander call down an avatar, as done so many years ago to fight Sammaster. This would be reasonable as such an evil and dark artifact cannot exist in Lathander's eyes. He would be willing to send an avatar to help his followers and also fight Sammaster once again.

Second, introduce other Zhentarim or Zhentish into the campaign. After all, one of their major strongholds have been taken so they must not be happy about this. Besides, they already hate the Cult of the Dragon and don't need another reason to fight them. Maybe have Fzoul lead an army from Zhentil Keep to come and fight alongside the allies, kinda like the Tuigan Horde situation. You could also have followers of Bane and Cyric join the melee, as they will be angry since many Zhentarims follow these two gods.

Another thing you could do is add goodly dragons into this foray. You don't exactly need a reason for this one because most dragons already hate the Cult for their draconic prophecies. You could have maybe the Talons of Justice come fight against the evil dragons that are serving Tiamat right now.

You also talked about King Azoun IV being killed in the battle, so maybe allies of Cormyr like Waterdeep would come and assist. It would be possible that someone like Vangerdahast requests for aid from the Seven Sisters and the Chosens of Mystra. Then the most obvious one would be "calling for aid from all adventurers", the most used plot for D&D campaigns, and have like hundreds of mercenaries, maybe even the famous Flaming Fists, come to join them.

"Trust in the shadows, for the bright way makes you an easy target." -Mask
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Wooly Rupert
Master of Mischief
Moderator

USA
36798 Posts

Posted - 26 Oct 2004 :  01:09:05  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
Another deity that'd help fight the undead: Kelemvor. He hates the undead, and his followers are specifically tasked with sending the undead back to bed.

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DDH_101
Master of Realmslore

Canada
1272 Posts

Posted - 26 Oct 2004 :  02:57:42  Show Profile  Visit DDH_101's Homepage Send DDH_101 a Private Message  Reply with Quote
Ya, I forgot about them. Kelemvor's clergy would definitely help.

Also, what about Baldur's Gate and the Shadow Enclave? These two would very likely send their own forces to assist, as I don't think they enjoy having dragons and undead as neighbours.

"Trust in the shadows, for the bright way makes you an easy target." -Mask
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The Sage
Procrastinator Most High

Australia
31727 Posts

Posted - 26 Oct 2004 :  06:05:56  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by Beowulf

Thus, at any moment, between the might of Tiamat and the Tome, over a hundred devils (mostly abishai, erinyes, winged varieties) can be called upon to protect the walls or act as support and escort to raiding dragons.

Why not throw some barbazus into that mix as well? They are well regarded as the vilest soldiers in Baator, so we can only imagine how destructive they would be on a world of the Prime.

One or three cornugons would certainly add some spice to the mix as well. They winged, and are elite warriors. What better protective forces could you ask for...?

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DDH_101
Master of Realmslore

Canada
1272 Posts

Posted - 26 Oct 2004 :  06:25:06  Show Profile  Visit DDH_101's Homepage Send DDH_101 a Private Message  Reply with Quote
Sage, Beowulf is asking for ideas on how to have the good guys win, not to give them an even harder time. Lol. Sometimes you are TOO helpful. Lol.

"Trust in the shadows, for the bright way makes you an easy target." -Mask
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The Sage
Procrastinator Most High

Australia
31727 Posts

Posted - 26 Oct 2004 :  15:07:30  Show Profile Send The Sage a Private Message  Reply with Quote
quote:
Originally posted by DDH_101

Sage, Beowulf is asking for ideas on how to have the good guys win, not to give them an even harder time. Lol. Sometimes you are TOO helpful. Lol.

I know, I know...

It's just that so many adventures I've seen (whether official or homebrew) that include devils, almost always seem to rely on using the abishai and erinyes. I just thought it might be interesting to use something different and see what the results are.

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-- Candlekeep Forum Code of Conduct

Scribe for the Candlekeep Compendium -- Volume IX now available (Oct 2007)

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GothicDan
Master of Realmslore

USA
1103 Posts

Posted - 26 Oct 2004 :  16:42:41  Show Profile  Visit GothicDan's Homepage Send GothicDan a Private Message  Reply with Quote
Well, one must remember that cornugons are typically more often seen as elite defenders rather than going on the offense. As a whole, really, the Baatezu of Baator are more interested in defense than tha Tanar'ri, which truly makes more sense considering their personalities, mentalities, and numbers. But that's neither here nor there... ;) You are very right, Sage, in your assumption that people often forget the other Baatezu. A few cornugons to personally guard Sammaster might be very nice.

Maybe even a few -undead- cornugons, which Sammaster created from his own vile experiments with the Necronomicon. Typically fiends have little to gain from becoming undead, but I could see two undead (wight, mummy, or unique) cornugons in completel horror at their own states, but unable to do anything about it because they are enthralled by Sammaster. It would really put Sammaster on top as the BBE, too, thematically.

I still think that a few secret allies in the forms of 18th + level liches and a High Priest or two would certainly do much to aid the good guys. Just imagine how miffed the Cormyr-people and the Churches of Lathander/Kelemvor would be when/if they found out that some nasty undead were aiding them incognito the whole time...

Planescape Fanatic

"Fiends and Undead are the peanut butter and jelly of evil." - Me
"That attitude should be stomped on, whenever and wherever it's encountered, because it makes people holding such views bad citizens, not just bad roleplayers (considering D&D was structured as a 'forced cooperation' game, and although successive editions are pointing it more and more towards a me-first, min-max game, the drift away from 'we all need each other to succeed' will at some point make it 'no longer' D&D)." - ED GREENWOOD
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DDH_101
Master of Realmslore

Canada
1272 Posts

Posted - 27 Oct 2004 :  04:57:52  Show Profile  Visit DDH_101's Homepage Send DDH_101 a Private Message  Reply with Quote
Speaking of powerful undead creatures, the Boneclaw from the Monster Manual III would be good to be introduced. Here's their stats from WotC:

Boneclaw

Large Undead
Hit Dice: 10d12+40 (105 hp)
Initiative: +8
Speed: 40 ft. (8 squares)
Armor Class: 16 (-1 size, +4 Dex, +3 natural), touch 13, flat-footed 12
Base Attack/Grapple: +5/+14
Attack: Piercing claw +7 melee (2d6+7)*
Full Attack: 2 piercing claws +7 melee (2d6+7)*
Space/Reach: 10 ft./20 ft.
Special Attacks: Reaching claws
Special Qualities: +2 turn resistance, damage reduction 5/bludgeoning, darkvision 60 ft., immunity to cold, undead traits, unholy toughness
Saves: Fort +3, Ref +7, Will +9
Abilities: Str 21, Dex 18, Con -- , Int 14, Wis 14, Cha 19
Skills: Hide +13, Intimidate +17, Listen +15, Move Silently +17, Search +15, Spot +15
Feats: Combat Reflexes, Improved Initiative, Improved Natural Attack (claw), Power Attack
Environment: Any
Organization: Solitary, skewer (2-4), or marrow (6-11)
Challenge Rating: 5
Treasure: None
Alignment: Always chaotic evil
Advancement: 11-22 HD (Large)
Level Adjustment: --

*Includes adjustments for Power Attack feat.

This large skeletal humanoid's clawlike fingers are at least two feet long. Worse, the slender, knife-sharp claws contract and extend in length from moment to moment, sometimes instantly reaching a length of 10 or more feet, before slowly contracting.

Boneclaws are bloodthirsty undead that enjoy using their extendable claws to bring death to the living. The lore of the dead does not reveal from what dark necromancer's laboratory or fell nether plane boneclaws entered the world. Perhaps they merely "evolved" from lesser forms.

The boneclaw is an intelligent skeletal undead that possesses exceptional control over the length of its claws. At will, a boneclaw can extend one or two of its finger-claws out to a distance of 20 feet, neatly skewering fleshy creatures that stand in the way.

A boneclaw stands about 8 feet tall and weighs about 300 pounds.

Boneclaws speak Common and Abyssal.

Combat

A boneclaw likes to get the drop on its enemies, especially when its foes are still at range, surprising them with an attack of opportunity by extending its claws as its enemies close to melee range. With its Combat Reflexes, this can occur often within the same fight.

A boneclaw normally attacks using its Power Attack feat, taking a -2 penalty on its attack rolls and gaining a +2 bonus on damage rolls.

Reaching Claws (Ex): A bone-claw can make melee attacks with its bone claws, instantly extending them as part of an attack to a distance of up to 20 feet (thereby allowing the boneclaw to threaten more squares than even its Large size would otherwise indicate).

Unholy Toughness (Ex): A boneclaw gains a bonus to its hit points equal to its Charisma modifier x its Hit Dice.



I can see them as bodyguards of Sammaster or maybe commanders of legions of undead. But does Sammaster really need protection provided by undead and demons? He controls like dracoliches to do his bidding!

"Trust in the shadows, for the bright way makes you an easy target." -Mask
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