Blackfyre8's blog listings. Feed Zend_Feed_Writer 1.10.8 (http://framework.zend.com) http://community.wizards.com/blackfyre8 Adventure Path: The Curse of the Nine Hells

Here, I will be talking about my adventure path in the works, The Curse of the Nine Hells, which takes a group of PCs from levels 1 all the way to 50.  It is meant to take place in the same universe as two campaigns that I DM already, one in the Nentir Vale, another a direct take on the Scales of War path.  The first of these campaigns is slightly based off of the recent drow-oriented Encounters sessions, and involves the heroes and a band of reformed drow waging war against Lolth, in order to fulfil a prophecy that all the elfkind will reunite.

The second of these campaigns, which is the Scales of War, takes place about 200 years later.  Lolth is dead (spoilers!), and the drow are now reintegrated with elves and eladrin.  However, a new threat rises in the form of Tiamat.  For those of you who have played Scales of War before, you will know what happens then.

And now we turn to The Curse of the Nine Hells.  This is about 150 years after the end of Scales of War.  The Underdark is less dark, so to speak, and greed is virtually nonexistant.  People are beginning to question the authority of the gods.  Eventually, several nations outlaw religion and decree that the so-called "gods" are merely mortals who are scamming the mundane world.  Some sort of Eberron-style steampunk technology has shown up by now.  Most of the gods believe this just a phase in evolution and are waiting it out, but one won't wait for it.  This god wants people to remember that they used to fear him, and he wants that day and age to return.  This is Asmodeus, and he now plans to invade the material world.

Restrictions on the Campaign

Basically, the only races allowed in the campaign are those from the 3 Player's Handbooks, with the addition of the drow of the Forgotten Realms Player's Guide, the kobolds from Into the Unknown: The Dungeon Survival Handbook, and the githyanki from the Monster Manual.  So far as classes are concerned...due to the outlawing of religion, all divine power sources are not allowed.  That means no Avengers, Clerics, Invokers, Paladins, or Runepriests.  As a suggestion, in this period of history the most popular classes are Artificer, Battlemind, and Warlord.
 

Adventures

The Earliest Flames

In this, the beginning of the campaign, the story begins in the town of Atheron, in the west of the world.  It's far from the shock and awe of the previous two "important moments in history", but they still resonate.  Atheron is a peaceful, ideal place ruled by the Baron Allian Ormarning.  However, like most peaceful, ideal towns in a D&D campaign, it won't stay that way for long.

Unknown to the adventurers, an old cult is rising from it's obscurity and failures.  A cult that has been founded by Asmodeus himself to carve out a kingdom for him when at last the armies of all the Nine Hells have been mustered.  And yes, it's the Iron Circle.

On a generally quiet, peaceful day in Atheron, the peace is broken by a sudden attack by the Iron Circle.  The initial assault is mainly by a gang of criminals and a rage drake, but by means of adventurers, are held back long enough for Atheron's town guard to arrive in time.  However, as this first attack retreats, a second one begins, with a full platoon of ten Iron Circle grunts and a commanding officer beating the people of the town senselessly, before the PCs arrive and defeat them.
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Wed, 21 Nov 2012 05:42:47 -0600 http://community.wizards.com/blackfyre8/blog/2012/11/21/adventure_path:_the_curse_of_the_nine_hells http://community.wizards.com/blackfyre8/blog/2012/11/21/adventure_path:_the_curse_of_the_nine_hells

Here, I will be talking about my adventure path in the works, The Curse of the Nine Hells, which takes a group of PCs from levels 1 all the way to 50.  It is meant to take place in the same universe as two campaigns that I DM already, one in the Nentir Vale, another a direct take on the Scales of War path.  The first of these campaigns is slightly based off of the recent drow-oriented Encounters sessions, and involves the heroes and a band of reformed drow waging war against Lolth, in order to fulfil a prophecy that all the elfkind will reunite.

The second of these campaigns, which is the Scales of War, takes place about 200 years later.  Lolth is dead (spoilers!), and the drow are now reintegrated with elves and eladrin.  However, a new threat rises in the form of Tiamat.  For those of you who have played Scales of War before, you will know what happens then.

And now we turn to The Curse of the Nine Hells.  This is about 150 years after the end of Scales of War.  The Underdark is less dark, so to speak, and greed is virtually nonexistant.  People are beginning to question the authority of the gods.  Eventually, several nations outlaw religion and decree that the so-called "gods" are merely mortals who are scamming the mundane world.  Some sort of Eberron-style steampunk technology has shown up by now.  Most of the gods believe this just a phase in evolution and are waiting it out, but one won't wait for it.  This god wants people to remember that they used to fear him, and he wants that day and age to return.  This is Asmodeus, and he now plans to invade the material world.

Restrictions on the Campaign

Basically, the only races allowed in the campaign are those from the 3 Player's Handbooks, with the addition of the drow of the Forgotten Realms Player's Guide, the kobolds from Into the Unknown: The Dungeon Survival Handbook, and the githyanki from the Monster Manual.  So far as classes are concerned...due to the outlawing of religion, all divine power sources are not allowed.  That means no Avengers, Clerics, Invokers, Paladins, or Runepriests.  As a suggestion, in this period of history the most popular classes are Artificer, Battlemind, and Warlord.
 

Adventures

The Earliest Flames

In this, the beginning of the campaign, the story begins in the town of Atheron, in the west of the world.  It's far from the shock and awe of the previous two "important moments in history", but they still resonate.  Atheron is a peaceful, ideal place ruled by the Baron Allian Ormarning.  However, like most peaceful, ideal towns in a D&D campaign, it won't stay that way for long.

Unknown to the adventurers, an old cult is rising from it's obscurity and failures.  A cult that has been founded by Asmodeus himself to carve out a kingdom for him when at last the armies of all the Nine Hells have been mustered.  And yes, it's the Iron Circle.

On a generally quiet, peaceful day in Atheron, the peace is broken by a sudden attack by the Iron Circle.  The initial assault is mainly by a gang of criminals and a rage drake, but by means of adventurers, are held back long enough for Atheron's town guard to arrive in time.  However, as this first attack retreats, a second one begins, with a full platoon of ten Iron Circle grunts and a commanding officer beating the people of the town senselessly, before the PCs arrive and defeat them.
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