Dymrak Dread Revamp

Post/Author/DateTimePost
#1

havard

Apr 16, 2004 13:24:01
Inspired by Steven, I decided to go through Dymrak Dread and see if anything in that adventure was usable. As usual, feedback and comments are welcome:

Adventure Summary:
For those who do not own the module, Dymrak Dread is a fairly straight adventure. Although designed as a sequel to Eye of Traldar, the connection between the two adventures is virtually non-existant. The additional information that was supposed to be included on the Eye of Traldar is not there. The connection to DA1 is simply that Leirath from that module has a cousin named Lord Roderick, and suggests that the PCs venture there to get away from the Black Eagle and his Iron Ring allies.

As the adventure begins, the heroes are hired by Lord Roderick, Duke Stefan’s Lord Forester (Note that this is a Karameikan title. Lord Roderick is not a forester as in the class from Dawn of the Emperors), to destroy a goblin chieftain who recently has harassed the countryside on the border of the Dymrak Forest. The Goblin Chieftain, also known as “The Dymrak Dread” turns out to be a fellow named Kosiwikh (3 HD). He is also mentioned to have a lieutenant (2 HD), although no name is given for this guy. Also, Kosiwikh has a goblin wokan (Adept in 3E –Vylgrykk 2 HD). The Goblins live in a dungeon within Dymrak with lots of other monster friends, and the adventure is basically your average dungeon crawl.

Adaptions
A much better scenario would of course be to have the characters be hired by the Seer to clear out the goblin lair, at least that would have made more sense based on the information from Eye of Traldar, but I guess the author (John Nephew) forgot to check what actually happened in the previous module.

Alternative Scenario:
The PCs having found the Eye of Traldar learn that it belongs to the Seer. Leirath, enemy of the Black Eagle and a local hero in Luln, suggests that they go to his cousin, Lord Roderick, who probably knows the Seer’s whereabouts. It is a dangerous journey and the PCs may very well be attacked by the Iron Ring or other of the Black Eagle’s servants on the way. If Alexei Schelepin from DA1 is still alive, he will accompany the PCs)

Once there though, Lord Roderick gives them the exact location of the Seer’s Cottage (Near the lake of Lost Souls aka the Lake of Lost Dreams). He also warns them that the Goblins of Dymrak have been more restless lately, possibly because of a new Goblin Leader named Kosiwikh and his tribe known as the Dread Horde. On their way to the Seer, the PCs are indeed attacked by the Goblins. They should be able to dispose of the Goblins, but not under any circumstance learn the location of their lair. Once at the Seer’s Cottage, the Seer thanks the heroes and asks them to do him a favour, by killing the goblins. The Seer cannot interfere himself because of his understanding with the true rulers of the forest, but the PCs have been attacked by the goblins and thus have a right to take revenge. The Seer will provide the PCs with healing potions and other equipment they may need for the task at the DMs discretion.

More in Part II
#2

havard

Apr 16, 2004 13:25:31
Background:
The true rulers of Dymrak are the Witches known as the Dymrak Dread. They are a circle of Hags with connections to the Unseelie Court of Fairie. Most of the goblin tribes of the forest serve the Hags, but none as loyally as the Dread Horde. Lately, the Goblins have been raiding caravans and villages on the border of the forest, because the goblin adept Vylgrykk has told the chieftain of the tribe that an artefact belonging to the Seer will pass through the region. Vygrykk has learned this through his limited Divination Magic and Kosiwikh hopes that by giving the Eye of Traldar to the Witches, he will earn their favour. In order to make the adventure more interesting, I propose powering up the NPCs quite a bit:

Kosiwikh: Goblin Ftr 10
Malkragg (Kosiwikh’s Lietenant, name is my proposal): Goblin, Ftr 8
Vylgrykk: Goblin, Adept(Diviner) 8
Lord Roderick: Human Ranger 9.
(Feel free to alter this stats to fit your campaign)

More info on the Seer:
http://dnd.starflung.com/seerlake.html
More info on the Witches of Dymrak:
http://dnd.starflung.com/witchdym.html
More on other Goblin Tribes in Dymrak
http://dnd.starflung.com/dym_gobl.html
#3

zombiegleemax

Apr 16, 2004 19:43:50
That is a nice twist you gave that module. I never liked it much and it mostly collects dust. With your adjustments, it would make a much better adventure now. Thanks.:D
#4

zombiegleemax

Apr 16, 2004 23:16:44
Hi Havard, I had never bothered picking up Eye of Traldar or Dymrak Dread because most reviews tend to write them off as introductory only, that don't add much to the Karameikan setting.

But your discussion of a Seer at the Lake of Lost Dreams, and three Hags in the forest, and a new goblin tribe, are all very interesting.

I plan on using B-10 Night's Dark Terror in the next few weeks and know that my players will end up tooling around Eastern Karameikos and visiting the Lake of Lost Dreams.

If I were to use your ideas without the modules, how would you integrate some of those ideas into B-10?

The Seer could be a mysterious figure at the Lake; the Hags could still be rumored to exist within the forest - should I try and track down those modules and power them up for character Lvls 3-5 (OD&D)?

Thanks for any suggestions.
#5

sbwilson

Apr 17, 2004 0:59:06
Ooo - so many good possibilities here. I never really liked the module that much - it just didn't serve any real purpose (not to mention the HUGE disappointment of not even mentioning the Eye of Traldar).

In reference to the Witches of Dymrak, I have to dig out my "Wee People" book (can't think of the actual name at the moment) and refresh my memory on the Unseelie Court. It has been way too long since I read it and was actually one of the last suppliments I got so I never spent as much time with it as the others.

The Seer could be a mysterious figure at the Lake; the Hags could still be rumored to exist within the forest - should I try and track down those modules and power them up for character Lvls 3-5 (OD&D)?

You're really not missing much by not having them. They are really basic dungeon crawls with not much to recommend them (although Eye of Traldar is better than Dymrak Dread). There isn't much in the way of Karameikan material in either - unless you go with Havard's most excellent expansions of the Seer and the Dymrak regions.

B10 - Lake of Lost Dreams - does anyone have a better interpretation of the whole pixie/mirror episode on the island? It always seemed strangely out of place. Any thoughts on the origin of the mirror and/or connections to the Seer and/or Witches of Dymrak? Maybe the pixies provide the connection to the Unseelie Court? I always planned to change that location to make it home to the Seer and the Watchers IMC. Ooo! Could it be a "present" from Trinkla the Black Seer? ("To the Seer, With Love - Trinkla"):D
#6

zombiegleemax

Apr 17, 2004 1:00:57
Well-done, Havard! I know it sounds like a "me too" post, but it bears agreement: I was never particularly impressed with either of these modules, but I think your revisions could make them pretty darn good! I'll have to dig these ones out of the pile...
#7

zombiegleemax

Apr 17, 2004 5:43:43
I'm surprised at the disilike of Eye of Traldar. Dymrak Dread wasn't even close to what I usually came up with on my own. Eye of Traldar, though usually made my characters wanted folks. Especially since they didn't like the idea of returning the Eye. Especially when the Magic-User who was carrying it figured out how to use it.

My new set of players are actually just making their way out of the dungeon. They are more careful and inspect everything, so they actually found the secret door. Since I give bonus experience for every successful action from casting spells to picking locks, they avoid fighting sometimes and they have avoided every Carrion Crawler and the chained ogre. Not bad. Not one has been even hit since they arrived in the Barony. The 2 ambushes were a different matter all together. Now there is talk among them of killing Alexie and stealing the Eye. None of them are Evil characters so I told them killing Alexie could bring reprocussions from their Immortals. Trying to keep them playing within their alignment that way. Although one is Chaotic Neutral and she is a thief at that, so she may steal the Eye and then deny it till Alexie is gone. Only one character is Lawful Good and she is a druid/cleric. I seperated the classes for my campaign because I liked playing a straight druid from the beginning myself and not having to be a cleric first. Same with being a Paladin. I enjoy the Eye of Traldar to see what the players do when they realize what they have in their hands. It's interesting what happens when folks get rich suddenly.
#8

zombiegleemax

Apr 18, 2004 4:45:34
Originally posted by SB Wilson
In reference to the Witches of Dymrak, I have to dig out my "Wee People" book (can't think of the actual name at the moment) and refresh my memory on the Unseelie Court. It has been way too long since I read it and was actually one of the last suppliments I got so I never spent as much time with it as the others.

"Tall Tales of the Wee Folk" doesn't give any info regarding the unseelie court. You can check the "Fairies after WotI" thread here - where Havard makes the connection with hags.
#9

sbwilson

Apr 18, 2004 16:43:28
Originally posted by Lost Woodrake
"Tall Tales of the Wee Folk" doesn't give any info regarding the unseelie court. You can check the "Fairies after WotI" thread here - where Havard makes the connection with hags.

Ah okay. I've been geeking out on Mystara stuff the past few weeks to the point where I can't remember where I read anything It's been quite a few years since I last dug out my materials. It's like coming home - and it has been nice to see that the light has been left on and folks are still home. A heartfelt thanks to everyone who has contributed over the years, small or large.
#10

Hugin

Apr 22, 2004 16:30:08
I've been geeking out on Mystara stuff the past few weeks to the point where I can't remember where I read anything

:heehee I know how you feel!

Hey Havard, cool ideas. I don't have Dread but what you've laid out here I just might have to put IMC. That could be made into an exiciting wilderness trek using alot of material from Tall Tales of the Wee Folk.

I also like to slip in "beefed-up" versions of creatures like goblins that have levels of fighter (or another class) to keep the PCs from thinking "walk in the park".
#11

havard

Apr 29, 2004 6:18:18
Hi guys,
thanks for the positive feedback on this one. Sorry I havent had a chance to give a proper response to any of it before now.

Quoting Steven:
B10 - Lake of Lost Dreams - does anyone have a better interpretation of the whole pixie/mirror episode on the island? It always seemed strangely out of place. Any thoughts on the origin of the mirror and/or connections to the Seer and/or Witches of Dymrak? Maybe the pixies provide the connection to the Unseelie Court? I always planned to change that location to make it home to the Seer and the Watchers IMC. Ooo! Could it be a "present" from Trinkla the Black Seer? ("To the Seer, With Love - Trinkla")

This is a pretty good idea! I always felt the Pixie (Ilya) Island needed some revision. IMC I placed the Seers home on the western beach of the Lake. The Island itself was home to three Sidhe Priestesses (Think Arthureque), who were allies of the Seer. Perhaps the pixies, being servants of Trinkla and/or the the Unseelie court managed to bring the mirror onto the Island, bringing some sort of curse to the area, paralyzing the Priestesses and the Seer and driving everyone else to madness?

The actual curse might have to be revised too though. When I ran it IMC, I had everyone gradually turn onto ice statues, rather than go Chaotic. I am open to other suggestions to though. Anyone?

BTW: With the Wacthers, you mean the Protectors, from B3, right?

Havard