"What another newbie...go back to Forgottern Realms you hack & slash Drizzt ripoff!!

Post/Author/DateTimePost
#1

zombiegleemax

Aug 27, 2003 3:05:01
Well there is alot of negativity on the boards this week. I just got the DLCS and it was everything I expected it to be, so I have no complaints - people, just be happy that it came out!!!!

Anyhow, what I need help with is a campaign. Yes I am a newbie!!!! I like the idea of playing in the fifth age Fifth Age campaign starting in Abanasinia and going from there. My players have not been determined but all I need is a simple concept as the main theme linking the adventures.

My players are usually hack and slash types, but I plan on 'converting' them by showing them just how interesting a roleplaying encounter can be.

One idea includes recovering a lost and 'forgottern artifact that will prevent the onset of a disease with the capacity to wipe out the populations of humans, elves and ogres. Any further suggestions or help with this idea will be greatly appreciated.

Faeyrl
#2

Granakrs

Aug 27, 2003 4:42:17
Originally posted by Faeryl Zauvirr
Well there is alot of negativity on the boards this week. I just got the DLCS and it was everything I expected it to be, so I have no complaints - people, just be happy that it came out!!!!

Anyhow, what I need help with is a campaign. Yes I am a newbie!!!! I like the idea of playing in the fifth age Fifth Age campaign starting in Abanasinia and going from there. My players have not been determined but all I need is a simple concept as the main theme linking the adventures.

My players are usually hack and slash types, but I plan on 'converting' them by showing them just how interesting a roleplaying encounter can be.

One idea includes recovering a lost and 'forgottern artifact that will prevent the onset of a disease with the capacity to wipe out the populations of humans, elves and ogres. Any further suggestions or help with this idea will be greatly appreciated.

Faeyrl

Depends on how and where you want to take it. i.e. Throw a villian into the scene who would want to see the human, elven and ogre population whiped out. I'm usually pro-Draconian, but i might recommend them as the villian. let's say, a splinter group from teyr, who hate the inferior races believes Teyr's and the Draconian races' growth is dependent on eliminating the competition. Any player in your party that chooses a drac PC, might have an interesting role-playing experience choose which side he's on.

I'd say that's better than using an overlord, who afterall, want the races around for food and tithe collecting.
#3

rath_the_ranger

Aug 27, 2003 8:56:37
Hey Faeryl, didn't you just bite the big one in "Insurrection"?
#4

zombiegleemax

Aug 27, 2003 17:22:51
Let them stew over their own moral codes by placing an evil NPC who is working for the same cause they are (I presume this is to stop the genocide device). Give them NPC something they need in their quest. Personally I suggest making the character an honorable Dark Knight or the like. If the characters are new, the inclusion of a an honorable code used by an evil character makes the experience a little less traumatic for them as they know he is evil but the also have some level ground to stand on when dealing with him.

It serves two purposes:

The first is that it lets you judge what sort of 'moral attitude' this particular party has and you can adjust to suit your later campaigns.

The second is that it teaches the character that not every evil character is automatically an XP award waiting to happen.

Arandur
#5

akumadaimyo

Aug 28, 2003 13:50:49
How do you know they wont just hack their way through the RP like what always happens to BA in Knights of the Dinner Table? Dont be too afraid to find a new group if your group cant grasp the roleplaying aspect of the game vs rollplaying.
#6

kalanth

Aug 28, 2003 14:20:35
My whole campaign, originally, was based around a KoN brining the Gods back to Krynn so that he may challenge them to become a God.

I changed it to the same Knight trying to resurect Takhisis and restore her to Godhood so he may challenge her to avenge the loss of his dream and vision as a KoT.
#7

zombiegleemax

Aug 28, 2003 18:25:36
Firstly thanx for all the great replies, they have been really helpful.

Granakrs:

I was thinking that the PCs start off by travelling to Gateway to find the reason why they are not responding to messages sent by Haven. Here they find a ghost city, filled with dead plague victims. In the next few sessions I was planning on them learning about a "grey cloaked figure" (yes I know, major cliche!!!!) travelling from the area around Gateway towards the south. Making the mysterious figure a draconian and using your post as his background would be great. I like the splinter group too, they could provide a good medium level challenge.


Rath the Ranger:
Hey Faeryl, did you just bite the big one...

Perhaps, but it sounds to me my friend that you are not aware of the Vast "FAERYL DID NOT DIE, SHE WILL RETURN AND OPEN A CAN ON JEGGRED" Conspiracy.


Arandur:

That is a great idea. Perhaps the players will also have to have a choice - allow all evil the the world to be purge and risk another 'kingpriest saga' or keep the scales of balance. This alone should create alot of friction between neutral and good PCs.


AkumaDaimyo

I have one really good player but the others are more laid back and only really contribute by making jokes (which is not really that bad ) I had them start journals but with university the idea was not very successful.

Kalanth

How did your campaign end up? Was it a success?
#8

kalanth

Aug 28, 2003 21:28:38
Originally posted by Faeryl Zauvirr
Kalanth

How did your campaign end up? Was it a success?

That would take forever to really tell, but in short, yes. It was an amazing success. The total real time game took two years to play out, and started simple enough. The characters were mercenaries hired to escort a girl from Godsnest to Palanthas and give her to an underground group that would keep her safe. On the road there they were ambushed by Baaz that were lead by a human mage, and the girl was captured under their noses. From there the characters snuck aboard NoK sailing vessels and found themselves on Taladas, months after the initial obduction.

The chaced the NoK responsible for the abduction, discovering that the girl was one of two keys needed to bring the gods to the world once more. The other key was a magical rod that was used by a mage during the last Dragon War. This rod was shattered into seven parts and scattered across Taladas. The characters were tricked into thinking that they were ahead of the game when they would find a part, but after they had seven pieces, and the knights had the other seven, the party was ambushed by a small army, and the parts were united.

The knights ventured through the Gnomish lands, and sailed the Lava Sea to the tower in the center of said sea. There they would perform the ritual, and the heroes had convinced a gnomish inventor to build a flying machine to get the out there faster (Taladasian Gnomes seem to never fail in their inventions). The characters sailed out, storming the tower alone, and battling many a fire minion, but managing to make it to the cerimonial chambers without loosing any members. As they entered the chamber they found the head of the knights dead, crushed by the hands of Chaos, and the second in command (The characters main villian) standing at Chaos' side, sword drawn. He charged the characters, and the party split, two to fight the crazed knight, and three to fight the god.

In the end, the Knight killed the leader of the party, then was slain by his former second in command (a late joiner to the party), and Chaos was trapped in a new version of the Grey Gem, and the Mage the managed to capture him was trapped in the Gem with Choas. However, the rip that was created aloud the Gods to return to Krynn.

There is a character post web site where the main villains can be found. (Reilansa McKormick and Kalanth Vladermin). They were converted to 3rd ed before the DLCS was released.

http://www.hallofhero.com
#9

kalanth

Aug 28, 2003 21:31:05
This is the history of the main villain, which also includes parts of the campaign in it.
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Kalanth began his vengeful life as a squire to the Knights of Solamnia (Under the command of Sir Ti Saxtis, the half-elven commander of the Knights of Solamnia). When the High Clerist Tower was attacked, Kalanth had lost track of his mother, whom he was very close to. Searching frantically he begged the Knights to help him find her, but all refused, telling him that such a thing was not as important as defending the whole keep. As the battle went on around him he had managed to find his mother, trapped in a small building that was ablaze, Knights of Solamnia battling Draconians in front of the building, none of them hearing the cries of the desperate woman. Kalanth tried to help his mother, but as he reached the building the ceiling caved in on his mother, killing her instantly. Enraged, Kalanth grabbed a nearby weapon from a fallen knight and began to help the Draconian army that was attacking the High Clerist Tower.

Bitter and frustrated Kalanth hacked at anything that resembled a Solamnic knight, but it was the skill with which he displayed that caught the eye of the commander of the attacking army, Sir Malik Coriss. He had noticed the boys’ actions and decided that he would take Kalanth under the wing of the Knights of Takhisis and taught to hate the Knights of Solamnia. There was not much need for him to be trained in the art of sword fighting, but they instead refined the hatred into a rational, thoughtful hatred that could be planed out and was more beneficial. Quickly Kalanth raised in the ranks, soon becoming the second in command to the Knighthood. From this new position he lead many campaigns toward the conquest of Ansalon, and though, for the most part, these were successful the knights were not capable of total conquest. While on one of these crusades, Kalanth had a vision. The vision showed him that he would bring the old Gods of Krynn back to the world and he would rule over the planet, his conquest complete. Kalanth mastered the art of torture and used it on Knights of Solamnia to gather the information he needed in order to complete his mission.

This brought him to the continent of Taladas, where he searched for a magical temple in the middle of a sea of lava that would be the alter he needed. While in Taladas he sent his army on a rampage of the lands, conquering Minotaur land and Human lands to the south, but was never able to conquer the Elven territories. Under his command were three people that were his most trusted companions: the mercenary general, Reilansa McKormick, the black robe mage, Goranth, and the Knight of the Thorn, Baltek. With the power of these three he quickly captured all that was necessary, and sent them in search of a girl by the name of Karina that they needed as a sacrafice on the alter. Through all of these actions he had a constant thorn in his side, a small group of adventures (Sid the warrior, Thorin the thief, Darien the cleric of Paladine, Althena the cleric of Mishakal, Salvak the Knight of the Sword, and Valiena the Red Robe) that seemed to always be where he was going to be.

Eventually he lost Baltek, whom had learned of Kalanths true intent and disagred with his reasoning. Baltek abandoned the Knights of Takhisis and rescued the group of adventures from capture, joining their party in an attempt to change what Kalanth had set in motion. Kalanth had the upper hand, for he used the adventures without their knowledge, having them recover the rod of many parts, another necessary piece to the resurection of the Gods.

In some instances they caused only trouble for him, such as when they released the Minotaur capital on the lost continent of Taladas, from his reign. However, through them he was finally able to have his old mentor, and most hatted enemy, slain. Using Sivak draconians as a trap to bait in the "heros," he captured Sir Ti Saxtis, having one of the draconians slay him and take his shape. The rest of the draconians had taken the shape of Saxtis' gaurds, a gathering of priests of Paladine. With most of his oposition dead or distracted he recruited new people to his army to cause more problems and allow him to be successful with his overall goal. Lord Soth and his army of the dead became a pivital part of Kalanth's army, and so he had sent them out to reek havoc on the continent and become the thorn in the side of the adventures that were trying to stop Kalanth. Another pivotal part of Kalanth's army was his honor guard. These vicious Knights had managed to kill two of the adventures (Salvak and Darien) that were chasing Kalanth.

As Kalanth had taken over the Gnome towers on Taladas he had managed to obtain the last piece of the puzzle, the lava boats that would take him to the Fire Temple in the center of the lava sea. Before he arrived at the Fire Temple, Kalanth had murdered Sir Malik Coriss, which gave full control of the Knights of Takhisis to Kalanth. Setting sail he sped to the temple, where he would begin the ceremony to resurrect the Gods. Not far behind were the pesky thorns that had managed to keep up with his every motion at this point. As they burst into the room to attempt to stop him they were instead greeted by a blood coated Kalanth standing at the ready with his Bastard sword at the ready, his eyes showing that he had lost the last thread of sanity that he had in him. Standing behind Kalanth stood Chaos, the father of the gods.

Kalanth attacked the group, screaming out that he would end their lives and Chaos would then grant him the Rulership of the world, his sanity have blocked out the fact that Chaos swore he would destroy the world if the Gods were ever to return. In a long and hard fought battle Kalanth had managed to kill Baltek, ramming his blade through his throat, but Sid finally cut him down, defeating the powerful knight. The small group had managed to capture Chaos in a gem that was given to them by a strange pair of mercenaries that had at one time worked for Kalanth, and set things right again. When chaos had left the world the gods returned. Paladine returned life to Baltek, though he did not return the use of his voice so as to remind him what he was, and that his life was to show him what he has become.

The mage (Valeina) that had used the gem on Chaos however could not be returned, and so he was permanently trapped inside of the gem for all time, trapped inside with Chaos as his compatriot. Kalanth was given a proper burial by the Knights of Takhisis, and they relinquished their hold on Taladas and most of the lands they had captured on Abanasinia. The knights then returned into a state of hiding, waiting for the next great leader to bring the to total conquest.
#10

kalanth

Aug 30, 2003 23:02:32
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