After a three month DMing hiatus, where I actually had the chance to just play in the world my gaming group and I have spent the last three years creating (and as an aside: I had a tremendous amount of fun with both a Half-Elf Cosmic Sorcerer and Shadar-Kai Spiked-chain wielding Assassin), I've picked up the reigns of The Bannerlands Campaign again. I used the opportunity while I was "off", however, to get Arc 3 of the Campaign plotted out, and came up with the following idea: the Quest Challenge: a Skill Challenge writ large. However, unlike a traditional Skill Challenge, which typically uses a series of Skill checks to resolve a single event, a Quest Challenge involves a series of events (i.e., quests - which can be comprised of Skill Challenge Quests, Adventure Quests, etc.) to resolve a larger Campaign plot. Just like a regular Skill Challenge, Quest Challenges are accomplished by the Success/Failure mechanic, but by choosing and attempting a Quest Challenge, the Players and their PCs are directly writing the future of the Campaign.
One of the things I really strive to do as a DM is get Player investment: find those things they want to do and give it to 'em. And as much as I like to "tell a story", the reality is, it's our game, and my story is worthless unless the Players acutally want to "read it". Therefore, even though I "seed" the game with all sorts of plots, hooks, rumors, etc., and typically do have an "overarching" theme or end-game storyline in my head, I try to take my cue on how we get there from my Players. That way, every Sunday when I sit down behind the screen, I know I am sitting in front of Players who are as entertained and interested in what I'm doing as I am in doing it.
Thus, I took all of the rumors, threads, NPCs, and plots I have hinted at or tossed out during the first two Arcs of the Campaign and compiled them in my master "Quest Challenge" offering. Since the PCs are mid-Paragon, they truly are in a position to participate in the "rebuilding" of our "version" of (Bael) Nerath if they so choose (and that's been one of the plots I have been toying with - the resurrection of the former Empire), and the Quest Challenge is our "roadmap" for doing that: it provides and combines plenty of Player choice (some harder to accomplish than others) with a tangible result: both Experience points and real participation in the Campaign narrative. Although the Quest Challenge presented here is hardwired into the lore and history of the Bannerlands Campaign, the mechanics are instructive for anyone who wants to plot or organize a Campaign this way.
Here's the Quest Challenge I printed up and handed to my group. It's a lot of information, but shows how I set it up. And as you will see at the end, I also gave the Players the ability to completely opt out of the Challenge(s), and provided them with other choices, all again drawn from the texture and history of our game:
HEAVY IS THE HEAD THAT WEARS A CROWN: THE BANNERLANDS QUEST CHALLENGE
(XP: 20,000)
You’ve carved a place for yourself amidst the ruins of the Bannerlands: Al’Veydra has become your home, a safe haven, and a beacon in the darkness since Nerath’s fall. And yet, events have continued apace in the world beyond your walls – events that even now threaten the peace you’ve brought with your blades and bought with your blood.
In the west, Lord Hesrith Andelyn (called the Half-Eye, and now the self-proclaimed Mark of the Vale) is attempting to locate the heirs of the original six Nentirian noble Houses (one of which was House Reyar): houses that were crushed by the Grand King of Nerath during the War of the Robe and the subsequent Morrigu invasion. In the absence of an appropriate or confirmed heir, Lord Andelyn is invoking the ancient Nentirian “Rule of Leaves” which allows him to act as regent of those “crownless” Houses and gives him control of their lands, properties, and lieges until a new heir or House is named.. He wields a blade he claims is Blackweir, the lost sword of Gyrrin Nentir, the last Lord of The Vale, who was killed when Dal Avar was flooded by the arcanists of the Grand King during the War of the Robe. Thus, with both guile and force, Lord Andelyn is assembling a new Nentirian army, ostensibly to head off the threat of…
…a new Grand King. Within the ruins of Banner, Nerath’s former seat of power, a blind boy known as Gavilan has been identified as a surviving heir of House Nerath, and thus, the true Grand King. In a land that has remained plunged in chaos and darkness since the fall of its empire, this news has been greeted with joy (and some skepticism) by those towns and villages and remote hamlets that have struggled on alone and unprotected. A new Grand King means a rebirth of Nerath, along with its all of its attendant glory, prosperity, and safety. With word that the arcane college of Morvrey has approved and verified Gavilan’s heritage, and that the boy king has powerful allies and a swelling force of armed men drawn to his flag, the stage is set for a new War of the Robe: a battle between an independent Nentir Vale, and a resurrected (Bael) Nerath.
But if this weren’t enough, there are two more kings who would wear crowns…
…the Great Veyd, reincarnated Troll Warlord, whose kingdom once encompassed all of the Nentir Vale: where Humans and their ilk were used as slaves and fodder when Bael Nerath was nothing more than groups of squabbling bandits fighting over parched earth. Although his former sanctuary in the Trollhaunt Warrens lies abandoned, from his new lair in the Feywild, the ruthless Troll has his eyes set on the lands that were once the hunting grounds of Trollkin and their thralls…
…and Casava, the Ghoul Lord (The Blood Marrow), who has created a ghastly simulacrum of a kingdom in the remains of the Drow outpost, Cozule. Having taken control of the Undead left there (Undead created by the machinations of Dal-Morvrey the Void Lich and his Planar Helm), Casava has expanded his reach throughout the Underdark, drawing to him the restless Undead that lurk there, giving them a barrow kingdom under the earth…
Dramatis Personae
Nentir Vale
Lord Hesrith Andelyn: Self-proclaimed Mark of the Vale
Rook: Former mercenary, warrior, and adventurer. Principle advisor to Lord Andelyn.
Marbryndan: Former adventurer who once spent time in Gant and knew Lord Andelyn when he was younger; recently appeared from a long sojurn in the HastwithDesert. Principle advisor to Lord Andelyn (has great authority due to their prior friendship, and is the main architect for the search for the Rings of Acarot – rings that Lord Andelyn plans to bequeath to the new leaders of the Six Houses).
The Six Houses: At the time of the War of the Robe, there were six main noble Houses in the Nentir Vale. House Nentir, House Andelyn, House Harken (of the Harkenweld), House Caine, House Gardmore, and House Reyar. Other than Hesrith Andelyn, only one other true heir (to date) has been found: Lady Lessa Caine.
Nerath
Gavilan: The titular Grand King, the true heir of House Rath (the founders of Bael Nerath) and the last blood of Severis Rath.
Redleve Summoner: Redleve is the current head of the Arcane college, Morvrey; he has certified that Gavilan is the true blood of the last Grand King. Principle advisor to Gavilan, and presumed regent.
Torment: Former adventurer. Advisor to Gavilan.
Nestor’s Shield: Former adventuring party. Gavilan’s personal guard.
Addawyr of the Night: Former adventurer who had been solidifying his power and authority in the ruins of Banner. He has been pushed aside, but not deterred, by the rise of Gavilan.
Feywild
The Great Veyd: Self-proclaimed Warlord of Veydra.
Curran Jep: Former resident of Al’Veydra. Advisor to the Great Veyd (teaches the Great Veyd about the current “world’ he has found himself reincarnated in).
Rain of Tears: Adult gray dragon. Ally of the Great Veyd.
Cozule
Casava (The Blood Marrow): Former retainer of Galo Harken; he was killed during the failed wedding of Galo Harken and Elsa Reyar. Turned into a Ghoul and has spent the last two hundred years learning the Underdark tunnels beneath Shard Keep and Al’veydra.
THE CHALLENGE
Unlike a traditional Skill Challenge, which typically uses a series of Skill checks to resolve a single event, a Quest Challenge involves a series of events (i.e., quests - which can be comprised of Skill Challenge Quests, Adventure Quests, etc.) to resolve a larger Campaign plot. By choosing a Quest Challenge, you and your Companions are directly writing the future of the Bannerlands!
All Hail the (Grand) King
Excited by the prospect of (Bael) Nerath’s rebirth, you recognize Gavilan as the new Grand King and pledge him your blood and your blades!
4 Quest Challenge Successes before 3 Quest Challenge Failures
- Kneel to the King: You travel to Banner, earn the trust and favor of the boy-king Gavilan, and pledge yourself to his side (Skill Challenge – Does not grant a Quest Challenge Success or Failure, but unlocks and grants bonuses to Quest 4; unlocks Quest 8).
- Light the Shadows: Rumor has it that Lord Andelyn is being manipulated by the machinations of his advisor Marbryndan. You travel to the HastwithDesert and the ruins of Bael Turath to uncover what secrets the former adventurer left there, and undermine the validity of Lord Andelyn’s intentions. (Adventure – 2 Quest Challenge Successes)
- A Game of Thrones: You travel through the Nentir Vale in search of any remaining heirs or lieges of the Six Houses, and convince them to give their allegiance to the Grand King (Skill Challenge and Adventure – 1 Quest Challenge Success). ALTERNATE: You claim that either you or one of your Companions is a true heir of one of the Six Houses, and that you recognize the primacy of Gavilan’s claim (Skill Challenge and Adventure – 2 Quest Challenge Successes. Failure earns you 2 Quest Challenge Failures)
- Rally the Flag: You travel throughout the Middle March in the name of the Grand King, drawing men to his side (Skill Challenge – 1 Quest Success. Grants bonuses to Quest Challenge 8).
- A Blade in the Dark: You travel to Black Pointe Keep, the seat of Lord Andelyn’s power, and assassinate him (Adventure – 3 Quest Challenge Successes. Failure earns you 2 Quest Challenge Failures).
- More Blades in the Dark: Unwilling to kill a true Nentirian noble, but less constrained in regards to his retainers, you plot to kill Rook and Marbryndan (Adventure – 1 Quest Challenge Success for each retainer killed. Grants bonuses to Quest 5 and Quest 8).
- Arms and Armor: To bolster Gavilan’s claim, you search out the sword Wyvern’s Call and the attendant magical armor once carried and worn by the Grand King (Aventure: 2 Quest Challenge Successes).
- An Officer and a Gentleman: You lead the Grand King’s burgeoning army into the Vale in an attempt to rout Lord Andelyn and force him to kneel to Nerath (Adventure + Skill Challenge – 4 Quest Challenge Successes. Failure earns you 3 Quest Challenge Failures)
Success: As shown above, each individual Quest earns you a certain number of Quest Challenge successes (and unless otherwise noted, you earn one Quest Challenge Failure per failed Quest). Additionally some of the Quests also give direct “bonuses” to other Quests; bonuses to Skill Challenge Quests come in the form of direct plusses to the Primary Skill rolls; bonuses to Adventure Quests take the form of changed adversary composition, etc. If you’re successful at the “All the Hail the (Grand) King” Quest Challenge, you are considered subjects and protectors of the Grand King (with all the rights and responsibilities attached), succeed in garnering Nerath’s support and protection for Al’Veydra (which means you have allies to back down both the Great Veyd and Casava), and have input over the rise of the new Nerathi empire.
Failure: If you fail this version of the Quest Challenge, you’ve weakened Gavilan’s claim as Grand King, have strengthened Lord Andelyn’s position and added legitimacy to his call for the Nentir Vale’s independence, and have fanned the flames of a renewed War of the Robe.
And earned the enmity of Lord Andelyn’s Nentirian allies for both yourself…and Al’Veydra…
Don’t Tread on Me
Honoring the independence of the Nentir Vale, and suspicious of the claims of a new Grand King and those who support him, you heed the Mark of the Vale’s call!
6 Quest Challenge Successes before 3 Quest Challenge Failures
- A Call to Arms: You travel to Gant and Black Pointe Keep, earn the trust and favor of Lord Hesrith Andelyn, and pledge yourself to his side (Skill Challenge – Does not grant a Quest Challenge Success of Failure, but grants bonuses to Quest 3; unlocks Quest 8 and Quest 10)
- Ex Libris: Rumor has it that Gavilan is being manipulated and controlled by Redleve Summoner, in furtherance of some design of the College of Morvrey. You travel to Morvrey to learn the secrets of the mages and savents there in order to discredit Redleve Summoner and undermine the validity of Gavilan’s claim as the true heir. (Adventure – 2 Quest Challenge Successes. Grants bonuses to Quest 6.)
- Tower’s Walk: You travel through the Nentir Vale on behalf of Lord Andelyn in search of the remains of the Six Houses and enforce the Rule of Leaves (Skill Challenge and Adventure – 2 Quest Challenge Successes). ALTERNATE: You claim that either you or one of your Companions is a true heir of one of the Six Houses, and that you support Lord Andelyn’s efforts (Skill Challenge and Adventure – 3 Quest Challenge Successes. Failure earns you 2 Quest Challenge Failures)
- Rings to Rule them All: You join with Marbryndan in locating the Rings of Acarot and bestow them on the new Vale nobility (Adventure – 2 Quest Challenge Success. Grants bonuses to Quest 10).
- The Outsiders: You travel to Banner, the seat of Gavilan’s power, and kill the members of Nestor’s Shield (Adventure – 2 Quest Challenge Successes. Grants bonuses to Quest 10 and Quest 11).
- Apprentice Imp: You assassinate Redleve Summoner (Adventure – 3 Quest Challenge Successes. Failure earns you 2 Quest Challenge Failures. Grants bonuses to Quest 10 and Quest 11).
- It’s Darkest before the Dawn: You travel to Banner and surreptitiously support Addawyr of the Night in undermining Gavilan’s ascension (Skill Challenge – 1 Quest Success. Grants bonuses to Quest 5).
- The Enemy of My Enemy: Unwilling to fight the Great Veyd and cognizant of the threat he represents, you try to convince/bribe him to join forces with you and Lord Andelyn (Skill Challenge and Adventure – 3 Quest Challenge Successes. Grants bonuses to Quest 10).
- Weapons of Mass Destruction: To strengthen your ability to support Lord Andelyn, you decide to seek out the infamous Weapons of Keraptis, located in WhitePlumeMountain in the peaks of Badham’s Wall (Adventure – 2 Quest Challenge Successes. Grants bonuses to Quest 10).
- Civil War: You lead Lord Andelyn’s forces into Banner in a preemptive strike against the new Grand King of (Bael) Nerath (Adventure + Skill Challenge – 6 Quest Challenge Successes. Failure earns you 3 Quest Challenge Failures)
- To Kill a King: You travel to Banner and assassinate the boy Gavilan (Adventure – 6 Quest Challenge Successes. Failure earns you 3 Quest Challenge Failures).
Success: As shown above, each individual Quest earns you a certain number of Quest Challenge successes (and unless otherwise noted, you earn one Quest Challenge Failure per failed Quest). Additionally some of the Quests also give direct “bonuses” to other Quests; bonuses to Skill Challenge Quests come in the form of direct plusses to the Primary Skill rolls; bonuses to Adventure Quests take the form of changed adversary composition, etc. If you’re successful at the “Don’t Tread on Me” Quest Challenge, you are considered protectors of the Nentir Vale (with all the rights and responsibilities attached), succeed in garnering Vale support and protection for Al’Veydra (which means you have allies to back down both the Great Veyd and Casava), and have input over the governance of the Nentir Vale.
Failure: If you fail this version of the Quest Challenge, you’ve broken Lord Andelyn’s claim as Mark of the Vale, have permanently undermined the Vale’s bid for independence, and positioned yourself (and Al’Veydra) as future enemies of the Grand King…
Plowshares into Swords
Unwilling to inflame a new War of the Robe, you declare Al’Veydra’s complete independence and raise your own new banner – creating your own kingdom!
8 Quest Challenge Successes before 3 Quest Challenge Failures
- Trust Us: You convince the people of Al’Veydra that they are better served by independence, but with you as their new lords! (Skill Challenge – 1 Quest Challenge success. Failure earns you 2 Quest Challenge Failures, and imposes penalties to most of the Quests in this Challenge)
- The Glove is Thrown: You travel to both Banner and Black Pointe Keep to tell the new Grand King and Lord Andelyn that Al’Veydra is free territory and their forces are not welcome (Skill Challenge and Adventure – 2 Quest Challenge Successes.)
- Let’s Be Friends (or Not): To bolster the defenses of Al’Veydra, you decide to sign a truce with the Great Veyd (Skill Challenge and Adventure – 2 Quest Challenge Successes. Grants bonuses to Quest 4. Unlocks Quest 16). ALTERNATE: You decide to kill the Great Veyd and conquer his forces once and for all (Adventure – 3 Quest Challenge Successes)
- A NewTower’s Walk: You create new borders for Al’Veydra, building watch towers and establishing patrols around your new kingdom (Requires an expenditure of gold– 1 Quest Challenge Success).
- Cleanse the Ground: To bolster the defenses of Al’Veydra, you decide to sign a truce with Casava (Skill Challenge and Adventure – 2 Quest Challenge Successes). ALTERNATE: You decide to kill Casava and forever vanquish the threat beneath your feet (Adventure – 3 Quest Challenge Successes).
- Weapons of Mass Destruction Redux: To strengthen your ability to protect your fledgling kingdom, you decide to seek out the infamous Weapons of Keraptis located in WhitePlumeMountain in the peaks of Badham’s Wall (Adventure – 2 Quest Challenge Successes).
- Rings to Rule them All Redux: You search for the Rings of Acarot for your own personal gain and to support Al’Veydra’s independence (Adventure – 2 Quest Challenge Success).
- Keep Your Enemies Closer: You attempt to sway the various associates of your enemies to your side (Nestor’s Shield, Redleve Summoner, Marbryndan, Rook, etc. Skill Challenge – 1 Quest Challenge Success per each new ally you persuade. 1Quest Challenge Failure per 2 allies you fail to persuade). ALTERNATE: You assassinate these individuals (2 Quest Challenge Successes per assassination. Grants bonuses to Quest 16).
- Shades of Gray: You travel to Banner and surreptitiously support Addawyr of the Night in undermining Gavilan’s ascension (Skill Challenge – 1 Quest Success).
- A Game of Bones: With the Drow survivors of Cozule encamped beneath Shard Keep, you appeal to their titular leader – Vizrith – for their aid and support in defending Al’Veydra and undermining your enemies. (Skill Challenge – 1 Quest Success. Adds bonuses to Quest 5 (Alternate), Quest 9, Quest 4, Quest 15. Imposes penalties to Quest 5).
- Utter Madness: You reach out to Malachi the Mad Wizard and barter for his assistance and protection of Al’Veydra, and/or his destruction of your enemies (Skill Challenge and Adventure – 3 Quest Challenge Successes. Grants bonuses to Quest 16).
- Saim(os) Old Same: You attempt to convince Saimos the Shadar-Kai mercenary to lead your forces and support your fledgling kingdom (Skill Challenge – 1 Quest Challenge Success. Grants bonuses to Quest 16).
- We’re the Change You’ve Been Waiting For: You travel through the Nentir Vale in search of any remaining heirs or lieges of the Six Houses and convince them to give their allegiance to Al’Veydra (Skill Challenge and Adventure – 2 Quest Challenge Success. Grants bonuses to Quest 16).
- Bait and Switch: You claim that you or one of your Companions is the true heir to the Grand King lineage (Skill Challenge and Adventure – 5 Quest Challenge Successes. Failure earns you 2 Quest Challenge Failures).
- Cold Blooded: You assassinate your two main competitors: Gavilan and Lord Andelyn (Adventure – 3 Quest Challenge Successes per assassination and grants bonuses to Quest 16. Failure earns you 2 Quest Challenge Failures per assassination).
- This is our Blood, this is our Blade: With whatever combined forces you’ve assembled, you ride out to conquer you adversaries and name yourselves kings… (Adventure – 8 Quest Challenge Successes. Failure earns you 3 Quest Challenge Failures).
Success: As shown above, each individual Quest earns you a certain number of Quest Challenge successes (and unless otherwise noted, you earn one Quest Challenge Failure per failed Quest). Additionally some of the Quests also give direct “bonuses” to other Quests; bonuses to Skill Challenge Quests come in the form of direct plusses to the Primary Skill rolls; bonuses to Adventure Quests take the form of changed adversary composition, etc. If you’re successful at the “Plowshares into Swords” Quest Challenge, you have liberated Al’Veydra and the surrounding Grey Downs from either Vale or Nentirian control (with all the rights and responsibilities attached), have established yourselves as lords or kings of your new domain, and can rule as you see fit...
Failure: If you fail this version of the Quest Challenge, you’ve lost Al’Veydra’s bid for independence, and likely positioned yourself and Al’Veydra as mortal enemies of the Grand King and the Mark of the Vale…
BUT WHAT IF YOU DECIDE...
…that you don’t care about the politics of the Bannerlands? That’s perfectly fine as well, because there are two “alternate” Campaign arcs you can pursue…
Dungeons & Dragons™
Al’Veydra has been a fine home, and it will be a great place to visit, but the whole word still awaits…
Unwilling to make Al’Veydra your responsibility, and uninterested in the political turmoil in the Bannerlands, you strike out to “Far Horizons”, pursuing the Adventure and Treasure that made you adventurers to begin with. Some rumors that have caught your interest (as you recall, bits and pieces of some of these were first learned when you camped in Daven after battling the minions of Malachi the Mad Mage…)
- An evil wizard of some power has gained control of the ruined Vale town of Fastormel, residing now in the once infamous Ghost Tower of Inverness…
- A groupof Shadrim, led by a demonic patron, are amassing at Abbor Alz, the Bonegate…
- You’ve discovered the journal of adventurers who once tried to plumb WhitePlumeMountain, where the Weapons of Keraptis are said to be held…
- Strange, black fires have been plaguing areas of the Wains in the Middle March. Some say it heralds a coming Evil…
- An ancient, previously unknown keep of horrific design – and guarded by bizarre creatures – has been discovered in the Witchlight Fens in the Nentir Vale…
- Gnolls, kur, and other remnants of what were once the Morrigu have been seen moving in the vicinity of the ancient and haunted Gardmore Abbey in the northern Nentir Vale. Some allege they are being led by red-eyed Elves who owe fealty to a Devil who resides beneath the Abbey…
- Dark Eldurin – Drow – have violently taken control of the Seven Pillared Halls of Saruun Khel in the Thunderspire. They are said to bear strange weapons, worship an even stranger god, and can attack a man with merely their mind…
- A weird disease or madness has swept Tarsis, the City of a Thousand Tents (at the southern edge of the Middle March). This disease was carried from a tomb opened by adventurers in Hastwith, and causes men to eat the flesh of other men…
- On the coast near Morvrey, “ghost ships” have attacked coastal towns, and other towns have been razed by finned creatures from the sea. All the attacks stem from the presence of a floating hulk (an ancient slave ship) known as the Chain of Thorns...
- A small band of explorers broached Abbor Alz and journeyed into the lands beyond formerly known as Arkhosia. In the green jungles there they discovered a ziggurat made of blood and water where snake-men guard magic weapons once carried by their Dragonborn thralls…
Sail the Sea of Stars
Al’Veydra has been a fine home, and it will be a great place to visit, but the world(s) beyond the Vaer await It’s time to put the Helm in the Galleon (i.e, Al’Veydra’s Blade) and head into the Sea of Stars and the Well of Worlds….
- Perhaps another trip to Tytherion, to finally battle Dal-morvrey?
- Or a trip through the Shadowfell, to the realm of the Raven Queen, to return Wynter to his former self, the Gnome Wyn…
- Or a sojurn into the Abyss, to steal treasure from, or barter with, the Demons there?
- Or a journey to the infamous City of Brass, to barter for the wares of a hundred Planes...
- Or a search for the Prize, a great vessel adrift in the AstralSea, said to hold unimaginable treasures and an entire sleeping army…
- Or a visit to Sigil, the City of Doors, and the nexus of a hundred worlds…?
