Suitable locations?

Post/Author/DateTimePost
#1

spellweaver

Mar 22, 2005 17:33:07
------------- My players kindly keep out ------------------------





-------------- Possible campaign spoiler -------------------------




Just bought the adventure "Heart of Nightfang Spire" (3E D&D, 2001) and am wondering where to place it in the Known World. It contains an old, haunted tower full of undead priests working to bring back a semi-immortal dragon and should be placed 65 miles from a town, in which the adventure begins.

But which town to choose and where to place the tower?

Come to think of it: which are your favourite locations in the Known World to place those out-of-the-way scenarios that involve ancient ruins and mysteries that have somehow gone largely unnoticed by civilization for generations?

What places are deep in the wilderness now but may have contained some measure of civilization earlier?

:-) Jesper
#2

Hugin

Mar 22, 2005 17:41:56
A quick thought before I head out the door; what about Wendar! Very much a wilderness area with a history of at least semi-civilization (elves have been around there for some time). Gotta go.
#3

zombiegleemax

Mar 22, 2005 21:55:51
Seems like Karameikos is an obvious choice - former civilization, scattered towns. I would start them in Luln and place the keep 8 hexes due north at the source of the Gustos River. Hell, start in Threshold and it's the exact stereotypical OD&D game - that might be a bit boring, so to shake things up a bit start them in Wereskalot, in the Five Shires, and have them cross the Karameikan border to get to the ruin.

If you're getting sick of Karameikos, I'd put it in Darokin south of Alfheim. There are a couple of towns to start out in there, and lots of wilderness hexes. The ruin could be a relic of the orc wars. (The northern edge where the orcs still live doesn't have any human towns to use as a base camp - although if you want to get fancy you could start them out in Alfheim itself, in Feador, and have them emerge from the forest into the mysterious outside world to find the tower.)
#4

zombiegleemax

Mar 23, 2005 8:34:45
The large interior of Brun is always good IMC. If your not entirely stuck to mainland Brun another good spot is Davania, the southern continent, or even remote places on IoD. You will probably have to really pay attention to the setup. If it's something the players stumble across it will have to be a remote region close to civilization. If it follows more of a treasure hunt scenario (where the heroes have knowledge of it and travel to find it) it could be more remotely placed.
#5

zombiegleemax

Mar 23, 2005 9:10:31
I would also suggest Darokin - in the areas south of Alfheim. It could work well with the Fey communities, as well as with the Human communities in that area (folklore and superstitions abound). IIRC, PC1 suggests some human Darokinian settlements in the area.

Another option might be the Isle of Dawn. And how about the Northern Reaches?
#6

culture20

Mar 23, 2005 18:29:20
Ruins can be anywhere; Remember the Castle of Gygar a few miles north of Threshold? You could put the tower in some forested hills near the mountains in the Grand Duchy, deep enough into goblin territory that humans haven't seen it since the Traldar fought the Gnolls.
#7

zombiegleemax

Mar 24, 2005 7:32:23
One last thought: How about Heldann? Maybe pre-knights Heldann?
#8

havard

Mar 24, 2005 7:43:50
Ruins can be anywhere; Remember the Castle of Gygar a few miles north of Threshold? You could put the tower in some forested hills near the mountains in the Grand Duchy, deep enough into goblin territory that humans haven't seen it since the Traldar fought the Gnolls.

Castle Gygar, where is this from?

Havard
#9

spellweaver

Mar 24, 2005 7:56:43
Castle Gygar, where is this from?

Havard

Is that the ruins/dungeon in the old, red basic set that you can use as an introduction to the game?

I can't remember hearing about it before?

:-) Jesper
#10

verro_diabolico

Mar 24, 2005 8:14:22
Is that the ruins/dungeon in the old, red basic set that you can use as an introduction to the game?

Yes, but the name is Castle Mistamere that many years ago was ruled by Gygar the Wizard.
#11

spellweaver

Mar 24, 2005 8:18:28
Yes, but the name is Castle Mistamere that many years ago was ruled by Gygar the Wizard.

I see. Thanks. Does it have anything to do with the castle featured in the Castle Caldwell B-series module, where the PCs are hired to clear out the inhabitants of an old castle outside Threshold that Caldwell (a merchant IIRC) has purchased?

:-) Jesper
#12

zombiegleemax

Mar 24, 2005 10:59:36
I'd go with one of these places (a bit remote but reachable):
-Norwold (lower Norwold, or the Wyrmsteeth, full of dragons and weird priests like those in CM2, Death's Ride)
-Denagoth (full of undead and nasty dragon-cults)
-Wendar (the southern border, close to Boldavia... see where I'm going?)
-Darokin (northern border with Alfheim, between the Orclands, Ethengar and the Broken Lands... you could tie it to Wrath of the Immortals scenario that features the dragon Calor reborn and the nosferatu priestess of Hel named Lilith.. come to think of it, it would be a GREAT way to beef up that encounter! ;) )
#13

spellweaver

Mar 24, 2005 11:09:46
you could tie it to Wrath of the Immortals scenario that features the dragon Calor reborn and the nosferatu priestess of Hel named Lilith.. come to think of it, it would be a GREAT way to beef up that encounter! ;) )

I haven't had a chance to read it all yet but the main plot is that a dragon departed on a quest for immortality and then its followers chose undeath for their long wait in preparing its return. In the center of the tower is the dragons floating undead heart, which the main vampire mage highpriest uses as his coffin (he has filled one of its four chambers with grave soil). The way into the tower is just filled with undead followers of the dragon, who have gone insane because of their long wait. It should be quite a showdown, once the party gets started :D
#14

zombiegleemax

Mar 24, 2005 12:20:10
Castle Gygar, where is this from?

Havard

Sounds like a Castle haunted by Gary Gygax. :D
#15

zombiegleemax

Mar 25, 2005 2:01:23
I haven't had a chance to read it all yet but the main plot is that a dragon departed on a quest for immortality and then its followers chose undeath for their long wait in preparing its return. In the center of the tower is the dragons floating undead heart, which the main vampire mage highpriest uses as his coffin (he has filled one of its four chambers with grave soil). The way into the tower is just filled with undead followers of the dragon, who have gone insane because of their long wait. It should be quite a showdown, once the party gets started :D

Ouch... what a carnage! I didn't know the plot was this... gruesome!
Forget the pairing with the adventure in WotI then!
I suggest you place this aberrant adventure in the Wyrmsteeth, maybe some days of marching north-west of Kildorkak or Oceansend.. so your PCs can start off there.
Personally I think this adventure is just a whole mess of a ultrapowered no-brains dungeon crawl based on this info... I hope for your party's mental sanity that I've been mistaken, else they'll all get bored to death after the n-th room filled with raving undead and magical treasures... ;) :P
#16

spellweaver

Mar 25, 2005 3:45:30
Personally I think this adventure is just a whole mess of a ultrapowered no-brains dungeon crawl based on this info... I hope for your party's mental sanity that I've been mistaken, else they'll all get bored to death after the n-th room filled with raving undead and magical treasures... ;) :P

We'll see

The adventure is set up to appear to be just-another-dungeon and then the awful truth is realised by the PCs when they are knee-deep in it. The atmosphere is closer to terror than to horror, I think.

And my players get plenty of political intrigue and brainteasers elsewhere that they can appreciate a good old "brain-eating zombie masses breaking down the doors" type of scenario once in a while :evillaugh

:-) Jesper