Showing posts with label story. Show all posts
Showing posts with label story. Show all posts

Sunday, March 9, 2008

Timeline

Day 0: Ghostwood, The Assassins' Strike
Day 2: Entered Myreth Forest
Day 3: Reached cave-in, Skeletons
Day 6: Exit Myreth Forest
Day 7: Found dead peasants
Day 8: Pine Ridge Thorp
Day 10: Temple of the Undying Flame
Day 15: Stony Vale
Day 16: Entered forest
Day 17: Encountered Lycanthropes
Day 19: Returned to Stony Vale
Day 20: Set out toward the cave.
Day 22: Arrived at the foot of the mountain
Day 24: Hill Giant
Day 26: Reached the cave, encountered the dragon, rescued Barricade, captured Nothrog
Day 27: Fought the Dragon
Day 33: Returned to Stony Vale
Day 35: Set out toward Condor Pass
Day 41: Arrive at Condor Pass
Day 47: The Deverenian army enters Condor Pass. The troops in the watchtowers lock themselves in and prepare to the weather the storm. The first watchtower is obliterated by the combined power of Ygraine's magic and the Rellion Knight's charge.
Day 47, Evening: The second Denskan watchtower is raze. The movement of the army triggers the magical wards. Hundreds of Deverenians die fiery deaths.
Day 48, Noon: The third watchtower is destroyed. The watchtower troops are dragged, out and strung up on poles to be paraded before the Denskan defenders when the army reaches the foot of the Aerie.
Day 48, Afternoon: The Pass' magical wards rain death upon the Deverenian army. Hundreds more perish in the defensive onslaught.
Day 48, Evening: The fourth and final watchtower is destroyed. Captured Denskan defenders are once again lashed to poles, which are tied to the sides of supply wagons.
Day 49, Morning: Ygraine's army arrives at the foot of the first terrace, out of the range of the siege engines. She makes no attempt to parley, but she does not immediately commence the assault.
Day 49, Nightfall: Just after dusk, the Rellion knights, on their verdatha mounts, attack one of the Terrace Keeps. They destroy all the siege catapults on the roof of one of the keeps before the Wardens counter by sending out the condors, repelling the assault.
Day 50: Set out as a decoy, defeated the Beholder, ended the siege of Condor Pass
Day 60: Set out for New Golden Axe
Day 62: Ambushed by Borka. Barricade captured
Day 64: Rescue Barricade from the Frost Giants
Day 67: Arrive at new Golden Axe
Day 70: Leave new Golden Axe
Day 76: Meet Ellisa and Erson and head to Merrick.
Day 77: Speak with Jesoud. Learn of Killian. Learn that the Nothrog army will arrive tomorrow night.
Day 78: Defend the city.
Day 79: Meet up with the Dwarves and head back to Dragon's Keep.
Day 83: Arrive at Dragon's Keep.
Day 84: Explored the caves at Dragon's Keep.
Day 85: Set out for the Shattered Lands
Day 89: Arrived at Blackrock Village.
Day 90: Entered Sorscha's Keep and ventured into the Black Tower. Encountered Sorscha that night.
Day 92: Encountered Wild Hunter
Day 93: Encountered Cave Trolls attacking Goliaths
Day 95: Encountered Tonvan Veen and Trip. Found the Kaballite Staff.
Day 96: Reached Dragon Keep.
Day 97: Set out to search for the missing dwarven scouts.
Day 99: Reached the cave. Fought Blackscales, Kuo-toans, Ooze Drake, and Poison Duks. Found the Axe of Gorek. Rescued two dwarves minus a hand.
Day 100: Set out in search of the Dragon spawn. Encountered Abyssals. Entered Kuo-toan temple. Met Ironfang and traded goods. Fought Rot-tooth, Rime, and four Blackspawn Raiders.
Day 101: Set out for Dragon's Keep.
Day 104: Arrived at Dragon's Keep. Sold some stuff. Went to Stony Vale to sale items to Aleric. Met and elf named Ichaerus. Obegard had a bad dream.
Day 105: Set out for the village of Venteton.
Day 108: Arrived at Venteton.
Day 110: Encountered Blackwings. Entered building. Fought a vampire. Encountered bad ass elf again. Rescued prisoners. Ili died. Got captured.
Day 113: Brought before the Elven Hight Council. Ili raised as a Undead.
Day 114: Escaped.
Day 117: Sorcha returns.
Day 118: Set out for Vallen.
Day 122: Arrive in Vallen. Got in a bar fight. Got arrested.
Day 123: Searched for Jartik. Got a letter with an unknown coin. Obegard's pendant got stolen. Killed an Aranea. Got Obegard's pendant back from Fynn. Stole a crate from the Black Lighting. Gave the crate back.
Day 124: Basc Company
Day 125: First attempt at the Alchemist Shop
Day 126: Second attempt at the Alchemist Shop, Menagerie
Day 133: Witchthorn
Day 134: The Black Lighting Take 2
Day 144: Arrive at the Isle of Secrets, Kraken Attack, Treasure galore!, Sandpoint, Things that go Thump in the Night
Day 145: Testing the Plane
Day 152: Mysterious Tower
Day 153: Stone Forest, Jartik's Fortress
Day 154: Jartik's Fortress, divine magic stop working, encounter Jartik
Day 155: Windsong Tower
Day 157: Evil Malakar
Day 160: Killed The Aspect of Bascaron
Day 165: Sorscha's Report
Day 170: Concordant Killer and meet Archmage Syneri
Day 172: Off to see Witchthorn
Day 178: [Witchorn's Deadline]
Day 190: [Winter]

Thursday, November 29, 2007

Lunar Conjunctions

Larisnar has three moons. Bascaron, God's Eye, which is always visible in the night sky, and La Hashan, whose erratic orbit causes the sandy-colored moon to appear just over the edge of the horizon. Lunar conjunctions are rare events that last a full night. Each of the lunar conjunctions have occurred less than ten times in the last one thousand years.

Bascaron behind God's Eye: During this conjunction the power of the gods is absolute. The gods share more of their power with their followers. High priests are also blessed with a vision of a prophecy.
Bascaron behind La Hashan: During this conjunction arcane energy is enhanced. It is said that some of the most powerful artifacts have been created during this conjunction.
God's Eye behind Bascaron: This night is filled with ill omens. Bascaron itself warps divine magic and interferes with divine spell casting. It is said that on this night many clerics were warped into monstrous beasts or went mad for casting divine spells.
God's Eye behind La Hashan: During this conjunction mortals can defy the gods. All gods are blind to what transpires outside of their plane and divine spell casters can not cast divine spells.
La Hashan behind Bascaron: During this conjunction it is said that anyone who sleeps will dream of nightmarish creatures. These creatures spawn from the dreams and roam the night. Any creature that survives the night will spawn and create a new vile race of monsters.
La Hashan behind God's Eye: During this conjunction, mortals are powerless against the gods.
God's Eye behind La Hashan behind Bascaron: Also know as the Supreme Conjunction, this has only occurred twice in recorded history, each time laying waste to whole regions.

Monday, September 3, 2007

Ironfang

Over 200 years ago my mate, Faeldra, and I had conned an elven merchant by selling him an illusionary artifact. Unbeknownest to us the merchant was working for an elven necromancer and he was collecting magic items and artifacts for his employer. When the merchant returned with the fake artifact the elven necromancer slew him, but not before finding out who had sold the merchant the false artifact. Since it was technically Faeldra's magic that created the item the necromancer found her first through his divination's. He was able to capture her and torture her. She was younger than I and she could not resist his magical interrogations. Through his interrogations he learned that she had an accomplice. Thinking that I would be as easy to capture as her, he sent mercenaries to capture me. By that point I knew something had befallen her because my divinations could not find her. When the mercenaries came for me, it was obvious that they were trying to capture me instead of simply slaying me. I let myself be taken, but not before killing most of them, in hopes that they would lead me to her and I could free her. I was a fool. The necromancer's magic was beyond my power and I was easily incarcerated as well. My overconfidence had doomed us both.

The reason he was collecting artifacts and magic items was to studied them. He was doing this so that he could obtain what any other elf wanted, immortality. Now that he had captured us he thought that he could prolong his life with ours. Since I was older he thought that I would be the key to his immortality. So he experimented with Faeldra first. He defiled and tortured her for over a year before she finally could not withstand his experiments. It was only after a week of experimenting with me that his life force faded. It was years before his magic faded enough for me to break free. I was angry and heart broken, but too fearful to strike out against any other elf. So I fled. I found this cave and have buried myself here every since.

Sunday, February 25, 2007

The encoded message

Let the other groups do the killing - the ambassadors, Kaisen, the Llyran, and anyone who interferes. You must focus on stealth. Make sure Cynarre is safely out of the keep. Keep any fight short. The information he has is too important to compromise. Once you have him, all teams proceed immediately to the assembly point. Ghostwood is finished, but the Great Task begins. If you succeed in all, we will reward you beyond your capacity to bear.

--C.

Sunday, February 11, 2007

Welcome to the Accordlands

Larisnar is a world sorely in the need of heroes. Century after century has seen good men's dreams fade while evil strengthen their rule. While heroes enjoy occasional victory, the cost is always too high or its stay too brief. Three evil nations dominate a land name for an Accord now long forgotten, and the two nations of heroes may yet succumb to traitors from within.

The three evil nations are the Deverenians, the Elves, and the Nothrog. The two good nations are the Free Kingdoms and the Dwarves.

The Empire of Deverenia presents the culture who once dominated the land, and intends to do so again. The great Empire of Deverenia is the home to dark nobility, mighty knights, and powerful wizards. In Deverenia, power is not everything, it is the only thing.

The Dwarves are one of the few noble races in the Accordlands. The Dwarves, long removed from the Accordlands, have emerged from the World Below in need of aid to fight the demonic Abyssals, but find only resistance and new enemies in the World Above.

The Elves are the Accordlands most evil race. The tragic Elves, doomed to live only a few short decades, have turned to the dark art of necromancy in an attempt to extend their lives. And death to any who would stand against their arts.

The Free Kingdoms are ragtag humans who are battered on all sides by the other races of the Accord. Content to live their lives in peace, the humans find themselves trapped between the ambitions of the Elves, Deverenians, and Nothrog. Should the Free Kingdoms fail to unite, one of the last rays of light in Larisnar will be lost forever.

The Nothrog are the results of centuries of selective breeding among the orcs, ogres, trolls, and goblins. Their bloodlust and savagery is matched only by their keen intellect and tactical superiority. While they may seem barbaric, their main goal is to impose order on the Accordlands. An order where all answer to the Nothrog.

Campaign Background

Immediately after the 100-year geas on the elves ended, elven armies marched from the forests of Myreth destroying the city of Cornith in a single day. This brought the Free Kingdoms and the Elves to the brink of war. Somehow these age-old enemies have negotiated a peace agreement, and representatives of the major nations of the Accordlands have gathered in Ghostwood, a holdover from the earliest days of war between the Elves and Andover, to witness the historic event.

Ghostwood overflows with diplomats, soldiers, servants, and hangers-on, as well as uninvited guests. Some tag along to see what all the fuss is about. While some want to mingle with the rich and powerful. Some know that this historic gathering provides an unequaled opportunity for sowing chaos.

Character Development

Here are a list of reason your non-dwarf characters would be in Ghostwood:
  • Assigned to guard an attending dignitary.
  • Hired to guard the keep during the special event.
  • Asked to spy on other factions.
  • A rogue attracted to a gathering of wealthy individuals.
  • Working on a business opportunity, hoping to steal some material to those attending the signing.

Party Backgrounds

Here are a list of possible backgrounds for the party. Every party member must meet the requirements.

Wizards Guild
Requirements: At least one level in any of the following classes: Artificer, Bard, Dragonfire Adept, Duskblade, Sorcerer, Warmage, Wizard.
Background: You are students of the oldest wizard school in the Accordlands, Arak Spire. This was to be your final year of study at the Spire. This all changed when the Elves came. When the Elves laid siege to Corinth the acting Chatelain of the Spire, Gaston Bonhomme, led a group a fellow wizards in erecting a magical barrier to protect the Spire. While the barrier remains in place the Spire is invulnerable to all magical attacks, and allows no one to enter or exit its boundaries by any means, magical or non magical, unless the Chatelain wills their entry. The barrier requires constant maintaining from all the Wizards of the Spire and they can do little else to help with the War. The Wizards of the Spire were relieved when news of the peace agreement reached the Spire. It was decided that it would be to risky to send any of the Wizards that are responsible in maintaining the barrier to Ghostwood. Wanting to be represented at the peace talks the Chatelain has asked the graduating students to attend the peace talks as representatives of Cornith and the Wizard Guild.
Benefits: A wand with a market price(spell level * caster level * 750 gp) of 4500gp or less and membership into the Wizards' Guild.

Dwarven Expedition
Requirements: Dwarf
Background: The War with the Abyssals goes badly. The High Vicar, Gnorrow Yaw, requested that he lead an expedition to the surface to seek help from the other races of the Accord. With the recent deaths of his family and seeing that his people will need help with the war king Xod agreed. A great host of 7,000 dwarves assembled north of Goldenaxe. In addition to Gnorrow Yaw they were led by the famed general Zeal, known for his unwavering hatred for the Abyssals, and the former City Lord of Steelguard, Doricen. On the way to the surface a massive cave-in split the expedition. You are in a small group of thirty dwarves split off from the main group. With no apparent way to regroup with the main expedition your group pushed on to the surface. After many months you reached the surface.
Benefits: +3000gp starting gold and a +1 dwarven weapon.

Game Mechanics

Characters start out at level 4 with 2000gp. For stats, use a 32 point buy system as per the DMG. For hit points, take the maximum at first level and the average(see MM page 297) for every level above first.

Classes, feats, prestige classes, and spells outside of the PHB and DMG are allowed. Anything from the newer books (Tome of Battle, Complete Mage, Complete Scoundral, etc...) needs my approval first.

Characters may use any of the following rule variants:

Races

Since this campaign focuses on the two good factions the races to choose from are limited to the following:
  • Centaur (use the monster class in Races of the Wild)
  • Dwarf
  • Human
  • Lycanthrope

Story

I will be posting additional story background and game mechanics on this blog. I encourage back story and sessions write-ups. I will be awarding 100 * character level in XP for each write-up.