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SoW DM Notes
10 months ago  ::  Feb 19, 2009 - 11:29AM #1
Xcaliber
Posts: 51
Hello everyone! Since we currently are sans AP synopsis, I thought it might be useful if we got together and worked out some ways to foreshadow coming adventures in previous ones, to better chain the modules together. Plus, we can find areas of plot/module inconsistency and get some brainstorming done on how to fix them up. I went ahead and read the first three modules and compiled some notes along the lines above, noting people, locations, a general adventure synopsis, and some areas that I'd change to better flow with the next modules. I haven't gone past the third one yet, but I'd love feedback on both what I've done so far, as well as what you guys suggest for future modules. Enjoy!

[sblock=Rescue at Rivenoar]
[sblock=Locations][LIST=1]Elsir Vale - former site of Red Hand army attack
[LIST]
[*]Town of Brindol - center of former Red Hand army conflict
[*]Hall of Valor - structure in Brindol, raided, contains relics of Red Hand army battle
[*]Castle Rivenroar - structure unearthed by Sinruth's Hand, guarded by undead[/LIST]
[/LIST][/sblock]

[sblock=NPC]
[LIST=1]Enemies -
[LIST][*]Sinruth - hobgoblin leader of Sinruth's Hand, wants to renew Red Hand army
[*]Morrik - catured hobgoblin, reveals location of Castle Rivenoar
[*]Emissary - sends note to Sinruth with instructions to attack Brindol, sacrifice captives[/LIST]
[*]Kidnap Victims -
[LIST][*]Jalissa - female acoltye of Ioun, very scared by kidnapping
[*]Sertanian - old castellan of Hall of Valor, former soldier, hates hobgoblins
[*]Thurann - young son of captain of Guard, fearful father is dead
[*]Mirtala - female cook, contracted filth fever after capture
[*]Zerriksa - old crone, rumored to be a witch
[*]Adronsius - dwarven alchemist, badly beaten by hobgoblins
[*]Kartenix - captain of Guard, father to Thurann, sacrificed[/LIST]
[*]Brindol Councilmen -
[LIST][*]Eoffram Troyas - half-elf councilman, known for outlandish ideas, wants to use adventurers to help Brindol[/LIST][/LIST][/sblock]

[sblock=Notes]
[LIST=1]
[*]Include rumors of war to the West, interrupted by Rescue at Rivenroar
[*]Have the first encounter involve the goblins attempting to tear down old Red Hand Banner to better tie with rest of adventure
[*]Include mention of Freeriders not being available to help out due to Orcs to the East
[*]Include mention of Alys (see Den of the Destroyer), to produce a better reaction at her introduction later
[*]If you dislike the random seeming assortment of enemies you can:[sblock][list][*]Replace Gnome Skulks with Goblin Blackblades (Level 2)
[*]Replace Ettercap Fanguards with Chillborn Zombies (Level 4)
[*]Replace Ettercap Webspinner with Deathlock Wight
[*]Replace Wererats with Skulk Zombie
[*]Replace Evistro with Offalian
[*]Replace Gnome Arcanist with Bairwin, Cult Leader[/list][/sblock]
[*]Have the platinum longsword, Amyria, detect as magic and offer limited communication to the PCs (see Den of the Destroyer)
[/LIST][/sblock]

[sblock=Synopsis]
Hobgoblin warband seeking to gain fame and fortune is urged by mysterious Emissary to attack town of Brindol, Hobgoblin band attacks, stealing relics and kidnappings townsfolk, plan on sacrificing townsfolk to cement undead's aid at homebase of Castle Rivenroar[/sblock]

My thoughts on this module were that the presence of several monsters simply weren't well explained. The townsfolk were kidnapped supposedly to be sacrificed to the undead, yet the only one killed was given to ettercaps? And why are gnomes and wererats involved at all? So I tried to up the undead/goblinoid presence and removed the gnome/wererats. Also, I think I'll start SoW off with a call to arms out west in Overlook with the PCs heading that way. Stopping at Brindol, they'll get wrapped up in RoR before continuing on. Should help things flow better.[/sblock]

[sblock=Siege of Bordin's Watch]
[sblock=Location]
[LIST=1][*][sblock=Stonehold Mountains - western mountain range of Elsir Vale, barren wasteland lies further west]
[LIST][*]Bordrin's Watch - ancient dwarven stronghold protecting the Vale from goblinoid aggression
[*]Monastery of the Sundered Chain - monastery of warrior monks, cut ties with Overlook because they lost their way
[*]Shackles - formerly Overlook's sister, was sacked two centuries ago by marauding orcs
[*]Hammer - a peak close to the Monastery, resembles a downturned hammer[/LIST][/sblock]
[*][sblock=Overlook - dwarven town nearby to Bordrin's Watch]
[LIST][*][sblock=High Hall - center district of Overlook, place of main assembly for Overlook, almost entirely government buildings]
[LIST][*]Polliver's - an inn and club used by the movers and shakers of Overlook, membership highly prized
[*]Michael's Blond - lowerclass inn aimed at serving the servants found in High Hall
[*]Caer Overlook - seat of the Council within Overlook
[*]Ministry of War - home to the city's guards, two branches, soldiers and watchmen, rumors say third branch has spellcasters[/LIST][/sblock]
[*][sblock=Blister - district in Overlook, place of adventurers, mercenaries, and seedy establishments]
[LIST][*]Mountin's Hearth - well kept inn known for cleanliness, innkeep Reggen having trouble with Lost Ones
[*]Pig and Bucket - one story tavern, a meeting place of mercenaries and those looking to hire, barkeep Kyle Rester
[*]Dungeoneer's Survival Emporium - small general store, no weapons, but some wondrous items, shopkeep Myra Edgerton[/LIST][/sblock]
[*][sblock=Boneyard - district in Overlook, place of unpleasant businesses, like slaughterhouses]
[LIST][*]Tombs - graveyard of Overlook, was absorbed into town a century ago, several bodies go missing per week[/LIST][/sblock]
[*][sblock=Elftown - district in Overlook, somewhat upperclass, not predominantly elven]
[LIST][*]House of Sleep - upperscale inn containing only executive suites, innkeep Kalaban Whisperwind
[*]Turned Spoon - popular restaurant founded by a group of halfling chefs
[*]Elsir Consortium - seat of a powerful merchant organization throughout Elsir Vale, sells standard gear 10% discount, secretly seeks to replace the Council[/LIST][/sblock]
[*][sblock=Forgeworks - district in Overlook, middleclass, lots of tradesmen and craftworks]
[LIST][*]Deergan's XXX Brewery - beloved tavern in the Forge, brewmaster Forsworth Clangman
[*]Stonehome Treasures - reputed shop providing weapons, armor, and some magic items, shopkeep Mikal Rensfield[/LIST][/sblock]
[*][sblock=Nine Bells - district in Overlook, contains several temples, draws many of the sick and destitute]
[LIST][*]Cadrick's Boarding House - a poor inn for the down and out, innkeep Wendell the Sott, home to a disorganized group of anarchists
[*]Divine Knot - group of nine temples surrounded with squalor, Pelor, Moridin, and Ioun's temples are closed, Avandra, Bahamut, Erathis, Kord, the Raven Queen, and Zehir remain
[*]Pickled Imp - inn for the down and out, beggers, madmen, and vagabonds make common call[/LIST][/sblock]
[*][sblock=Shantytown - a literal shantytown of tents setup by vagabonds and travelers too poor to live in Overlook proper]
[LIST][*]The Gray Redoubt of Rufus Crumley - a tower in Shantytown, said to be as old as Overlook
[*]Clean Sheets - inn of dubious worth, innkeep Yerrin Dalovey allied with Lost Ones[/LIST][/sblock]
[*][sblock=Stonehammer - district in Overlook, upperclass, dwarf exclusive]
[LIST][*]Coxcomb Spirits - upscale restaurant and bar, run by Chef Drebben
[*]Stone Hammer - one of largest structures in Overlook, grand cathedral to Moridin, led by High Priest Durkik Forgeheart[/LIST][/sblock]
[*][sblock=Tradetown - district in Overlook, middleclass, commercial and retail district, also home to Lost Ones]
[LIST][*]Belden's Rest - homey inn run by Rory Teng and Ruth, tieflings sleep free, known for pressed duck
[*]Salty Mug - dangerous inn prone to fights, founded by ex-pirate Kyne, hobgoblin bartender named Krunk
[*]Merty's - ostentatious shop sells variety of goods for 50% markup, run by Riley Swifttoe
[*]Shrine of Erathis - small covered altar to Erathis, run by Haelyn[/LIST][/sblock][/LIST][/sblock]
[*]Armistace - city purportedly site of victory over giants and orcs, dying now
[*]Feud - small hamlet of inclusive dwarves, two major families locked in a feud
[*]Hope - former mining town, the mine dried up and most left, travelers say something sinister is going on
[*]Lantern - small logging camp
[*]Myler's Stone - mostly abandoned small hamlet
[*]Old Den - small trading outpost favored by rangers and elves
[*]Sodden - a small town at the headwaters of Elsir River, good relations with the elves
[*]The Vents - natural vents for steam rising from heated unground lake, lead to tunnels that undercut the Stonehole Mountains
[*]The Westdeep - dense forest that grows in the depression between the Stonehome and Wyrmsmoke Mountains, home to several tribes of xenophobic elves, dislike for Lantern
[*]Dwarfroad - road connecting Brindol with Overlook, older than surrounding structures, relatively safe around Overlook
[*]Elsir River - river flowing by Brindol and Overlook
[/LIST][/sblock]

[sblock=NPC]
[LIST=1][*][sblock=Enemies]
[LIST][*]Tusk - underage orc warleader whose army is marching on Bordrin's Watch, has ogre blood
[*]Myrissa - shadar-kai witch, lover of Tusk, obtained dark one scouts for Tusk's army
[*]Iranda - dark one weapons dealer, has agreed to aid Tusk's army in exchange for exclusive sellers rights[/LIST][/sblock]
[*][sblock=Overlook Council of Elders - all dwarven, presumed rulers of Overlook]
[LIST][*]Elder Cadrick - youngest elder of the Council
[*]Morgoff Stonefist - head of the Council, wants to retire[/LIST][/sblock]
[*][sblock=Groups in Overlook]
[LIST][*]Farstriders - well accomplished group, known for slaying a black dragon, ousting a nest of kobolds, and even travelling to the Shadowfell
[LIST][*]Edgar Sommerfield - a famous warlord, known to have fought in many battles
[*]Uulath and Reiner - twin elven rangers
[*]Jen - a half-elf warlock
[*]Corben - a human fighter, overly impressed with his skill[/LIST]
[*]Freeriders - group formed six month's ago in Elsir's Crossing, defeated a cabal of cultists in Beacon
[LIST][*]Megan Swiftblade - scarred warrior woman, overly protective
[*]Ragnum Dourstone - priest of Moridin, functions as the heart and center of the Freeriders
[*]Sylen Leafrunner - elven ranger, companion to Megan but embarassed at dallying with a human
[*]Ghena Tenson - wizarding woman, has great self-esteem, beleives she is destined for greatness
[*]Madrick - gnome rogue, fled the Feywild with his pet racoon Bandit[/LIST]
[*]Lost Ones - thieve's guild in Overlook, based in Tradetown
[*]The Green Hand - adventuring company in Overlook to help
[*]Company of Wolves - adventuring company in Overlook to help
[*]Slayers - adventuring company in Overlook to help[/LIST][/sblock]
[*][sblock=Noted Overlook Personages]
[LIST][*]Rufus Crumley - human necromancer who lives in Shantytown, disliked but too powerful to be driven off
[*]Yerrin Davoley - halfling innkeep of Clean Sheets, smuggles drugs and poison into Overlook
[*]Reggen - dwarf innkeep of Mountain's Hearth, runs inn like clockwork, has resisted Lost Ones offer of "protection"
[*]Kyle Rester - former adventurer, barkeep of Pig and Bucket
[*]Myra Edgerton - portly half-elf shopkeep of Dungeoneer's Survival Emporium, will reveal wondrous items if flirted with, really doppleganger assassain laying low
[*]Forsworth Clangman - proud dwarven brewmaster of Deergan's XXX Brewery, 12th generation owner
[*]Mikal Rensfield - enterprising human merchant, runs Stonehome Treasures, sells weapons, armor, and some magic goods
[*]Rory Teng and Ruth - human and half-elf, eldery couple who run Belden's Rest, secretly followers of Asmodeus
[*]Krunk - hobgoblin barkeep of Salty Mug, simply collects bodies left over from fights to sell the next day
[*]Riley Swifttoe - shopkeep of Merty's, knows artificer able to make custom items
[*]Haelyn - elderly female keeper of Shrine of Erathis, knows a handful of rituals of curing
[*]Chef Drebben - chief chef of the Coxcomb Spirits, has a ghost cornered in the cellar but fears negative press for clearing it out
[*]Durkik Forgeheart - high priest of Moradin at Stone Anvil, has become corrupted with power, now greedy and avracious
[*]Kalaban Whisperwind - eladrin innkeep of House of Sleep, dotes on his customers, makes sure each room's kitchen, lounge, and bedroom in good order
[*]Wendell the Sott - overly drunken innkeep of Cadrick's Boarding House, doesn't remember who Cadrick was[/LIST][/sblock]
[*][sblock=Monks]
[LIST][*]Kalad - the only survivor of the Monastery of the Sundered Chain, determined to make sure Nexus is sealed[/LIST][/sblock][/LIST][/sblock]

[sblock=Notes][list]
[*]Include random wilderness encounter with Orcs, introducing Freeriders shortly afterward
[*]Include random urban encounter with Lost Ones to tie in with later Lost One storylines
[*]Include the Happy Beggar as a location of mention (see Shadow Rift of Umbraforge)
[*]Play up the superior weapons the orc army is using to better tie to Sinruth (see Shadow Rift of Umbraforge)
[*]Iranda has a brass key to the Shadowfell (exceptionally important!)
[*]Allow players to overhear arguments over Mordra's trustworthiness to introduce him earlier (see Shadow Rift of Umbraforge) [/list][/sblock]

[sblock=Synopsis]
An orc army marches on Bordrin's Watch and Overlook, scouts report they've discovered hidden dwarven paths, Farstriders dispatched to seal one set of paths with the party going to the Monastery of the Sundered Chain to seal another, Monastery found overrun with only survivor insisting the Nexus be checked, at Nexus find Farstriders slain, kill warchief of approaching army and seal passages. [/sblock]

Holy hell, this was a lot of work jotting down notes on all of Overlook. Still, I suspect at least *some* of these NPCs will come back at another point (and indeed, Reggen is mentioned next module so I'm already proven right ...)

This module didn't strike me as too problematic, except that the relation between the underground passageways and the structures on top was rather hazy. Also, not much is made of the fact that the orcs have superior weaponry and shadow creature help. Considering that the PCs are expected to chase Mordra to the Shadowfell for vengeance it might be a good idea to start riling them up now.[/sblock]

[sblock=The Shadow Rift of Umbraforge]
[sblock=Location]
[LIST=1][*]Overlook - see Siege of Bordrin's Watch
[LIST][*]Happy Beggar - pious almshouse run by Prashant and Asuma, a pair of married retired paladins[/LIST]
[*]Umbraforge - a military encampment in the same position as Overlook but within the Shadowfell[/LIST][/sblock]

[sblock=NPC]
[LIST=1][*][sblock=Enemies]
[LIST][*]Mordra - one of Sarshan's lieutenants, struck a deal Sarshan felt too risky and when it fell through, ran from Sarshan's punishment
[*]Sarshan - leader of arms smuggling operation, seeking to kill Mordra[/LIST][/sblock]
[*][sblock=Ally]
[LIST][*]Reniss - sister of Jen, was sent the name Mordra before her sister died
[*]Prashant and Asuma - retired married paladins, they run the Happy Beggar together
[*]Brenat - elderly man at Happy Beggar, advises hunting Mordra down, actually Sarshan in disguise
[*]Leena - former agent of Mordra, broke with him when he went behind Sarshan's back[/LIST][/sblock][/LIST][/sblock]

[sblock=Notes][list=1]
[*]Meet Haelyn (see the Temple Between) in Tradetown at or before going to the Happy Beggar
[*]Overhear gnolls in Sarshan's tower about Fangren and the Wicked Fang (see Den of the Destroyer)
[*]In Sarshan's chamber at the top of Umbraforge Tower leave a note detailing the discovery of something called "Blood Chaos" in the Sea of Fire and a linked portal ritual[/list][/sblock]

[sblock=Synopsis]
Mordra attempts to slay PCs to obtain brass key to return to Shadowfell thus attracting PC interest, PCs track Mordra to Shadowfell gate and follow him through, in Shadowfell Mordra tries to sabotage Sarshan operation but stopped by PCs, PCs meet Sarshan but escape when volcano erupts[/sblock][/sblock]

[sblock=The Lost Mines of Karnak]
[sblock=Location]
[List=1]
[*]Karak Lode - a legendary site of untold wealth, lost sometime ago
[*]Thornwaste - dry thorn filled scrublands in the south of the Vale
[*]Dunesend - a small village at the edge of the desert south of the Thornwaste[/list]
[/sblock]

[sblock=NPC]
[list=1]
[*][sblock=Enemies]
[list]
[*]The Warden - demonic gnoll scourge in charge of collecting tribute from Dunesend
[*]Queen Shepatiah - a naga who discovered Karnak by accident, works for an unknown mysterious group
[/list][/sblock]
[*][sblock=Ally]
[list]
[*]Kalad - the paladin from the Monastery of the Broken Chain, now a sergeant with the Overlook watch
[*]Bram Ironfell - actually an agent of Sarshan, urges the party to seek out the Karak Lode
[*]Mag Blackthorn - ranger protector of the Thornwaste, can become hostile if challenged
[*]The Birdman - an addle minded prisoner, or more than he seems? Mysteriously vanishes but provides a clue to the Queen's true location
[/list][/sblock]
[*][sblock=Residents of Dunesend]
[list]
[*]Lotho Elberesk - owner of Dunesend caravansary, village elder, and de facto leader of Dunesend
[*]Bede - a halfling baker, and the lone non-human resident of Dunesend
[*]Darkus Comahni - human blacksmith, can efface any repairs needed
[*]Fawma Bruth - aged human priestess of Melora, tends a small shrine in Dunesend
[/list][/sblock]
[/list]
[/sblock]

[sblock=Notes]
[list=1][*]This one seems tangentially related to the AP so far, not sure how to link[/list]
[/sblock]

[sblock=Synopsis]
The party is approached and told of an abandoned mine in the southern desert. Venturing there, they find the mine under the control of a mysterious Queen. After killing her duplicate, the party follows a group of would-be assassins into a secret section and slay the real queen.
[/sblock]

Hrm, what to say? This section seems very disconnected from the rest of the series so far, although it is likely the unknown group that was financing the Queen is Sarshan or someone from his organization. The Birdman is a mysterious figure who may appear again, but really I'm drawing a blank on how to intergrate this with the rest of the series as a whole. Of course, not every adventure really needs to advance the storyline. A one-off helps break up the narrative.
[/sblock]

[sblock=Den of the Destroyer]
[sblock=Location][list=1]
[*]Fortress Graystone - abandoned githzerai fortress in the Giant's Shield mountain range, built to defend a natural thinning between the World and the Elemental Chaos
[/list][/sblock]

[sblock=NPC][list=1]
[*][sblock=Enemies][list]
[*]Thorn - bounty hunting elf who initially pretends to be an ally only to turn later
[*]Fangren - leader of Wicked Fang gnoll pack, seeks to infuse himself with Yeenoghu's power
[*]Kyrion - shadar-kai weaponmaster and envoy from Sarshan to the Wicked Fang tribe
[/list][/sblock]
[*][sblock=Ally][list]
[*]Alys - a messegner from Brindol, in Overlook to deliver a message to the party
[*]Zoram Splintershield - a dwarf on patrol looking for the gnoll bandits in the area
[*]Amyria - the platinum longsword! recovered in the Rescue at Rivenroar, asks to be transported to Fortress Graystone
[/list][/sblock]
[*][sblock=Kidnapees][list]
[*]a Wealth Landowner - kidnapped for experiments by the Wicked Fang
[*]a Curate of the church of Pelor - kidnapped for experiments by the Wicked Fang
[*]a Retired Sage - kidnapped for experiments by the Wicked Fang
[/list][/sblock]
[/list][/sblock]

[sblock=Notes][list=1]
[*]The Retired Sage could be Falrinth (see Beyond the Mottled Tower)
[/list][/sblock]

[sblock=Synopsis]
The party is summoned by the longsword found in Rescue at Rivenroar. It reveals it is trapped in longsword form and needs the use of a planar portal opened by gnolls to the north. Traveling to the gnoll stronghold, the party defeats a gnoll trying to infuse himself with Yeenoghu's power and release the imprisoned being (Amyria).
[/sblock]

I've read that this is the most dungeon-crawly module yet, and that is pretty apparent. Very few new characters introduced, but many plot-points revealed to the players. Kyrion knows Sarshan is behind both the Wicked Fang and Sinruth from long ago and reveals both. Plus, Amyria promises to likely be important to future adventures. Very solid; I'm excited to run this one, although it is likely months away.

One minor complaint however; the three prisoners rescued from gnoll captivity don't seem to be detailed at all! Obviously the author felt these guys weren't important, but that doesn't mean we can't give them a name and make them a recurring character. :)
[/sblock]

Thanks go out to contributors PDS and Lindharin. Thanks a lot for contributing guys!

Thanks Codegeass! I finally got to the spot to understand what you were suggesting!
10 months ago  ::  Feb 19, 2009 - 11:45AM #2
Xcaliber
Posts: 51
*Reserved for Paragon Adventures*
10 months ago  ::  Feb 19, 2009 - 11:51AM #3
Xcaliber
Posts: 51
*Reserved for Epic Adventures*
10 months ago  ::  Feb 19, 2009 - 11:52AM #4
Xcaliber
Posts: 51
Well that's all I have so far. Please, feel free to comment and let me know what you think. And if anyone wants to compile some notes like this for future modules, feel free. Less work for me. :P
10 months ago  ::  Feb 19, 2009 - 12:25PM #5
Blakey
Posts: 163
Good job chap.

I'm not running SoW for a good 6 months I would guess (still running SCAP). I really think this will be a useful thread which lots of people should contribute to.

I'll read it with great interest!
Blakey
10 months ago  ::  Feb 19, 2009 - 2:45PM #6
Lindharin
Posts: 20
Currently running the first module here, and here are some things I've done:

1. I'm using a slightly modified of the Player's Guide that was posted on here by Jeremy Sager. That fills in the player's background info wonderfully. I modified it to play up some mention of farms being raided to the north-east of Brindol near one of the villages up that way (forget which one just at the moment) because I believe that will be relevant in the fourth (?) adventure, the one with gnolls I believe. I also played up the arrival of dwarven messengers from Overlook over the last few weeks, having closed-door sessions with the council (about the possibility of war) that the public has not been informed of, so the players know something is going on over there.

2. In the first scene, I had the goblins attacking the tavern split their attention three ways: some attacked the PCs, some scattered the other patrons, and a few went to pull down and take an old Red Hand war banner that was decorating the far wall of the tavern. The players found this very intriguing, and once they heard about the relics taken from the museum, it made their first encounter really tie in to the adventure more. Without that, why are 20% of the attacking force grouped up and just happen to assault the one tavern that the PCs are in? This really made it part of the story, especially since...

3. When the PCs talked to the councilman, they focused on the thefts as the motivation for the raid, and in the conversation about that they discovered that the attackers knew where all the relics were that were publicly displayed (the museum, the tavern, etc.) but didn't necessarily know where private collections were. They quickly figured out that the raiders must have a contact or spy in town who was able to find the publicly displayed relics, and directed the raiders to those locations.

4. When the PCs found out that the respected leader of the guard was captured / disappeared, and it just happened that his son was gone too, they have a working theory that he might be the spy! :-) They've toyed with investigating whether the boy disappeared before the raid or during it, but decided they didn't have time and that they need to focus on the rescue. I'm still trying to decide whether I want to incorporate that idea (adding a further moral dilemma to what they tell the boy when they find him), or have them discover that he was just a victim of poor timing.

5. The way the prisoners are scattered around seemed odd to me, but I decided that they goblins didn't want to give them to the undead yet - they're holding on to them as bargaining chips, will trade one at a time for favors, etc. So they didn't want them grouped together to prevent the undead from finding them all and having an all-they-can-eat buffet. And the prisoners are mostly guarded by non-goblins because, well, the goblins were tending to beat them up too much (especially the dwarf) and the leader didn't want to risk losing any of them "accidentally". I'm going to have the dwarf give that info to the PCs when they find him.

6. I don't mind the gnomes, but that is due mostly to a prior history between those races in my personal campaign. One of my players is closely tied to the Feywild and I'm going to be bringing a lot of fey issues into the campaign. In my world, the goblin race is a fey race, originally from the Feywild like the elves, eladrin, fomorians, etc. Many of them have moved to the natural world and lost much of their innate magic (like the elves, as opposed to the Eladrin), although many goblins remain in the Feywild (per the Manual of the Planes) and I'll make them more magical like eladrin and gnomes. Anyway, the upshot is that the goblins get along fine with the more evil gnomes, with a common history and background, so I wasn't thrown by the gnomes helping them in this adventure. I am much less certain about the inclusion of the ettercaps, and I may replace them with undead as the OP suggested.
10 months ago  ::  Feb 19, 2009 - 6:18PM #7
PDS
Posts: 29
I am currently just finished with SOW 3. Here are a couple of the things I did to link the adventures:

Rescue at Rivenroar:
The party started out in Rhest near the swamps and practiced and trained there. One of my PCs got a message one day from an old friend in Brindol, Alys (the same Alys who brings message to the party in Overlook in SOW 5.) She asked for him to Brindol and find her at the Antler and Thistle. This allowed for them to save her in the tavern and gain an ally in town and someone who they will remember. Later on when she is beaten from the Lost Ones they will be more emotionally attached.

Eoffram mentions that the Freeriders are usually the group that helps them out in a time of need but that they are away investigating rumors of orcs on the rise.

Siege of Bordrins Watch
The party decided to visit the Mountain's Hearth as their first destination in Overlook. They saved Reggen from a group of lost ones here. (I made sure that one of my PCs got into a personal fight with the Mage and I also made sure the Mage escaped.

Once at the Monastery the party found that the orcs were using shadow weapons, while these didnt give extra ability, they were very nice weapons. too nice for savage orcs to have forged.

On their way down the secret passage to the dwarven hall at the monastery, one of the PCs that can understand Giant hear an argument that involves the name Modra.

When the party goes up the ladder in the Nexus, they are found in a small cavern at Bordrin's Watch by Madrick, the gnome from the Freeriders. He tells them that Megan is upset they were given the Monastery job (playing on her jealousy in the Temple Between and The Mottled Tower.)

Umbraforge
During the city crawl, the party had an encounter from Siege named mysterious killers. These were dopplegangers that had a list of the parties names and some of the Freeriders names. The twist I put in was that the dopplegangers were diguised as two goblins and Sinruth. This was a big surprise when they saw this. This will come back into play in SOW 5.

They also had the lost ones encounter where the mage returned and they finally did away with him and found a letter from Modra on him.

They also met Haelyn from the Temple Between in Tradetown right before going to the Happy Beggar.

When they get to sarshans tower they will hear the gnolls having a conversation about fangren and something called the wicked fang.

In sarshans chamber at the top of Umbraforge tower (if they go there) they will find a note on his desk detailing his discovery of something called "Blood Chaos" in the Sea of Fire and they will find a linked portal ritual.

More of my ideas for the next few adventures when I can post more...gotta run right now. I think this thread is a great idea by the way!
10 months ago  ::  Feb 21, 2009 - 11:00PM #8
CodeGeass
Posts: 9
what about making the "retired sage" appearing in “Den of the Destroyer” we rescued Falrinth,the sage in Talar who appear in "“Beyond the Mottled Tower”".
10 months ago  ::  Feb 23, 2009 - 6:26AM #9
Mike_Conno
Posts: 118
  • Dragon Slayer

CodeGeass wrote:

what about making the "retired sage" appearing in “Den of the Destroyer” we rescued Falrinth,the sage in Talar who appear in "“Beyond the Mottled Tower”".


And after you save him - TWICE - you would still need a skill challenge to retrieve information from him. :D

10 months ago  ::  Feb 23, 2009 - 9:25PM #10
Xcaliber
Posts: 51
Welcome to the thread guys! I'm glad you all are finding this useful! :D

Lindharin,

Thanks for the recommendation for the excellent write-up. (Here's a link to the post in case someone can't find it). I like your ideas about giving the goblins a bit more of a purpose for attacking the inn. It cuts down on the dumb luck aspect of the heroes just being in the right place at the right time.

PDS,

Lots of good ideas here! It sounds like you're laying groundwork far in advance, which I love! Hopefully I can get a writeup similar to what I have for the first three done for the fourth soon; when I do I think I'm going to go back and integrate some of your and Lindharin's ideas, if neither of you mind.

CodeGeass and Mike_Conno,

You guys are too far ahead of me for me to understand what you mean. I take it this sage is strangely ... obstinate? :P

Thanks again everyone for reading and participating. :)
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