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    The Shadow of Cormyr

    Monday, May 17, 2010, 10:33 AM

     

    This is the first scene of a game that I am starting with my friends, every sunday from 3:00p.m to 7:00pm at my place. I hope everyone loves this and please feel free to give me feed back. I've been a DM for 11 years now and proud of it  : )

     

     

    The Shadow of Cormyr

    Heroic Tier 1-5

     

     

    They were lost children until they were found by a wise and benevolent paladin of Torm. He took them, one by one, training them to survive in the wilds and taught them courage. For years these adventurers have traveled the regions of the realms and became hardened warriors. Now, these individuals who have never met until now will travel to majestic Cormyr to fulfilling their master’s oath that they would meet in ten years so that they may tell of their lengthy tales over a roasted mutton and a flagon of mead. But little do these intrepid adventurers know that a nameless shadow is stirring in the horizon.

     

    Background

    In the year 1345 DR a terrible shadow has awoken in the depths of the Vast Swamp; a lich of terrible power has surfaced on the world of Faerûn. Its evil was first felt in the murky regions around winter solstice; its evil had rattled the savage inhabitants, whispering of death and chaos… and the name: Thane. The presence of this vile creature roused the neighbor kingdoms of Cormyr. But as they rode, one thousand strong, to meet this threat their hearts wavered as they saw the evil Thane fly off from the bog, on wings of shadow. Years passed and the name of Thane left the hearts and minds after the chaos in the Year of Blue Fire (1385 DR): The Spellplague. Now, over a hundred years since these events, in the land of Netheril, a sinister shadow has appeared in the Deep Maw forming in secrecy a formidable force and forming uneasy alliances in the shadows. In the end all will know fear. Long live Thane!

     

     

     

     

     

     

     

     

     

    Synopsys

    The shadow of Cormyr introduces 1st level characters into the world of Toril, in the continent of Faerûn. Here the characters will start out in Suzail, one of the greatest citadels in Cormyr. They will head into the Purple Wyrm, a tavern and restaurant where many patrons stop by to eat and rest after a long day’s worth of endeavors. Here they will also go through many adventures, taking on jobs along the regions to build up their reputation, for good or ill. When they reach level 4 or 5 they will learn that their meeting was not at all due to coincidence and that there is a threat that has taken notice of them and it wants them dealt with. In addition they must undertake a task under the name of the High Lords of Cormyr to venture far into Vasaa to find an object said to help defeat this Shadow looming over Cormyr.

     

    Starting the Adventure

    Things your PCs should know

    ü  Year: 1479 DR, Year of the Ageless One (FGPG, page 42, “Calendars and Time Keeping”)

    ü  Season: Midsummer’s  Eve, Month of Flamerule and very close to the events of Shieldmeet which occurs every 4 years

    ü  Explain the events of the Spellplague

    ü  Make the PCs roll History, Streetwise or Arcana Checks  to know the history and lore of Cormyr and their respective backgrounds

    Where they would start

                    The PCs will start in the kingdom of Suzail. Make available to them the options to shop and interact with some of the locals before they go into the Purple Wyrm and have the adventure unfold. Here are some key places where they might go to buy or wander Suzail and see its many wonders.

    Porscha’s Potions: She is a hefty dwarven woman and proud owner of the establishment. Here the PCs may purchase consumables and alchemical items. She is also looking for hired hands to help her retrieve some reagents found in King’s Forest. Though in a past life she was an avid adventurer that could brave such a simple task, the truth is she has obligations to run the store. She is willing to pay good money for the following items: 

    (8 successes before 4 failures)

    - [Nature (DC: 14) gray leaf] x1 Price 10gp

    - [Nature (DC: 15) tree sap] x3 Price 10gp

    - [Nature (DC: 17) red root] x2 Price 20gp

    - [Nature (DC: 19) faerie dust] x1 Price 50gp

    *Extra work: after the PCs get these items to her she will ask that if they should chance an encounter with fire beetles, extract their bellies as she needs them for research. Treasure: 1,000gp per sack.

    Best Defenses: This store is run by an aged dragonborn of no small reputation. Khargosh, a seasoned war veteran and close friends with Markas Pegason. He sells sturdy armors at reasonable prices. And especially to any close friends of Markas Pegason he is willing to give up to 20% off.  He’s always telling stories and reminiscing of wars past.

    Guston’s Blades: the place is owned by a human called Philip Guston, a former cavalier from Damara. He sells any kind of weapon and, like Khargosh he will give 10 to 20% off in any weapon if you prove that you are closely related to Markas Pegason.

    Brash Smithy: this place is owned by a Minotaur named Nash. He supplies both armors and weapons store with the finest material in Faerûn. Though he growls a little inside whenever he knows the shop owners are giving away discounts. Truth is ores and mineral veins are scarce nowadays in regions spared from the plague and getting these items costs money and effort so he doesn’t take too kindly to their kind deals. Nash currently needs help gathering ores as a separate order for the High King as rumors of a potential war with a neighboring land might erupt in the not-so-distant future. Any ally of Markas Pegason can undertake the “Mining Expedition” quest to help find any mines with prominent sources of minerals for war. He wants to pay these prestige individuals to travel north of Wheloon where he believes there are more potential mines. With a Successful Nature Check the PCs can detect veins of minerals which Nash will pay handsomely for.

    (6 successes before 3 failures)

    -          [DC: 15] the PCs discover copper veins at a price of 10gp.

    -          [DC: 17] the PCs discover iron veins at a price of 30gp.

    -          [DC: 19] the PCs discover silver veins at a price of 50 gp.

    Purple Dragons Barracks: these are stationed in many places across Suzail. It takes a lot of skill and dedication to the crown to become a knight of the purple Dragon. Though if any PC should like to become one he or she has to meet a certain criteria. See Forgotten Realms Players Guide, page 60.

    War Wizard: One of the most powerful arcane fighters in all the realms. These skillful mages use their powers to drive back evil forces and keep them at bay. Though if any PC should like to become one he or she has to meet a certain criteria. See Forgotten Realms Players Guide, page 69.

    Keep quests in the Journal

                    Any PC who wishes to undertake any of these quests can do so but only after the main story takes place. However they may approach these individuals and asks them of these quests so they may do them at a later time. For this they may add these entries in a sort of “journal”. A journal will help the PCs recall any detail that they may forget at a later time.

    Traveling

                    After the main story is done the PCs may undertake any of the side quests provided above. It takes time for a PC to reach a destination and for it he or she has to roll a certain number of skill checks to get from one place to the other.

                    Finding Items for Porscha Skill Challenge

                    Experience: 1100XP

    Primary Skills: Nature, Endurance, Perceptions

                    Requirements: 6 successes before 3 failures

                   

    Nature (DC: 18): The PC uses his or her skill to guide the rest of his or her companions through any difficult terrain they may encounter. Also, the PC warns them of any potential venomous plant that they encounter.

    -Any failure in the skill check and the PCs stumble into a wrong turn, and end up being lost in an unknown section of the woods. If all PCs fail this check then the DM must roll a percentile die to determine the gravity of their situation:

    • 10-30% = poisonous shrub and the PC takes loses 1 healing surge and 5 ongoing poison damage (save ends)
    • 40-70% = quicksand! The PC must make a successful Athletics Check (DC: 18) to escape. Any fails and the PC take 1d10 damage.
    • 80+ = the PC takes a nasty fall of 40 feet, roll 2d6 for each fail throw. To climb back up the PC must roll a successful Athletics Check (DC: 15).

    Endurance (DC: 17): The PC checks his or her endurance against nasty mountain weather, torrents of rain and the shifting winds. The PC stoicism proves to be a force to be reckoned with as he or she guides his or her party through the ever changing elements.

    -Any failure in the skill check and the PCs loses one healing surge value and takes a -1 on their Perception Checks.

    Perception (DC: 17): The PC’s keen senses are a priceless tool as you detect possible shortcuts through hidden paths or abandoned roads that promises the best possible path. Also, through the PC’s keen senses the party avoids harmful plants that may poison them or carnivorous ones that hungers for fresh meat. Any PC that makes a successful roll gives a +1 to an ally’s next Nature or Endurance Check of their choice.

     

    -Any failure in this check lands the PC on the wrong track and they will end up in a monster’s lair. In this event the PCs will land on a kruthik lair.

     

    v  Kruthik Hatchling x8, Kruthik Young x1

                    -373 XP

     

     

     

     

                    Finding Items for Nash Skill Challenge

                    Experience: 1200XP

    Primary Skills: Nature, Endurance, Perceptions

                    Requirements: 8 successes before 4 failures

                   

    Nature (DC: 18): The PC uses his or her skill to guide the rest of his or her companions through any difficult terrain they may encounter. Also, the PC warns them of any potential traps that they might encounter. The PC who rolled successfully may give an ally a +1 bonus to his or her next Perception Roll.

    -Any failure in the skill check and the PCs stumble into a wrong turn, and end up being lost in an unknown section of the woods. If all PCs fail this check then the DM must roll a percentile die to determine the gravity of their situation:

    • 10-50% = jagged rocks and the PC takes 1d8 damage
    • 60+ pit trap! The PC must make a successful Athletics Check (DC: 18) to escape. Any fails and the PC take 1d6 damage.

    Endurance (DC: 17): The PC checks his or her endurance against nasty mountain weather, torrents of rain and the shifting winds. The PC stoicism proves to be a force to be reckoned with as he or she guides his or her party through the ever changing elements.

    -Any failure in the skill check and the PCs loses one healing surge value and takes a -1 on their Perception Checks.

    Perception (DC: 17): The PC’s keen senses are a priceless tool as you detect possible shortcuts through hidden paths or abandoned roads that promises the best possible path. Also, through the PC’s keen senses the party avoids harmful plants that may hinder them. Any PC that makes a successful roll gives a +1 to an ally’s next Nature or Endurance Check of their choice.

     

    -Any failure in these check lands the PC on the wrong track and if two or more PCs fail in one or more of these checks they will end up in a monster’s lair. The DM will roll a percentile deck to determine the gravity of the encounter.

     

    d%

    Level 1 Encounter s

    10-20%

    2 Goblin Warriors, 2 Fire beetles, 1 Goblin Blackblade

    30-40%

    5 Hobgoblin Warrior, 1 Hobgoblin Archer, 2 Hobgoblin Grunts

    50-60%

    2 Fire Beetles, 5 Goblin Blackblades, 2 Hobgoblin Archers

    70+

    Bugbear Warrior, Hobgoblin Warcaster, Greenscale Darter

    Treasures

                    Along their quests and after their encounters the PCs may encounter a series of treasures either locked in chest that the PC must roll a d6 to discover the contents of the treasure.

    d6

    Treasure

    1

    Potion of Barkskin, market value (180gp)

    2

    Mage’s Weapon +1, AV page 56

    3

    500gp

    4

    Symbol of Divinity lv. 2, page 83 AV

    5

    Desert Rose lv. 7, page 192 AV

    6

    1000gp

     Stage 1: At the inn of the Purple Wyrm

    Setting: when the PCs have done all their shopping and made their acquaintances with the locals have them be reminded that they must meet with their friend and mentor Markas Pegason at the inn of the Purple Wyrm.

    Patrons: the establishment is often visited by many fine patrons and seldom do they allow the entrance of a dour, unsavory visitor. Many of its patrons consist of knights of the purple dragon, traders and shop owners. The races are many but the most notably are the humans, Halflings and the dragonborns; though there is the occasional visit of tieflings.

    -Once the PCs enter the establishment read:as you swung the doors wide the sound of bustling, laughter, cheers and booming burping exploded all around you. The place was as lively as anything you have never seen. There was a band of traveling bards enchanting many onlookers with their lively song and spinning tales. From every side many a bar maiden crossed your path as they carried meals and drinks like a busy network.

    -Once the PCs present their letter of invitation read:a sturdy dwarven woman by the name of Pilika Brushdoidle, the inn’s manager, quickly greets you and bids you to choose a seat to your liking and tells you that Markas would pay for all your expenses. She also said that he might be a few minutes late. ‘Now don’t ‘cha worry goodsirs and goodwoman just wait and order aaaaaaaaaaaaaanything your little hearts desires from me menu: only the best for Cormyr’s finest guests.’”

      Group Interaction

                    This is a good opportunity as any for the PCs to get to know each other. They may tell of their origins and of their past meetings with Markas Pegason. Also the PCs can describe the place that they called home for so many years.

    *If the PCs wish to interact with the patrons they have to roll a successful Charisma Check to hear the town’s latest gossips.

    ü  [DC: 12]: read the description of Suzail (FRPG, page 88)

    ü  [DC: 14]: read the King’s Forest plot site (FRCG, page 106)

    ü  [DC: 16]: read the Vast Swamp plot site (FRCG, page 107)

      Moving Along

                    After this one of the tavern maidens will carry the PCs orders to their tables. Also, if there is a warlord in the party this young, bloomed woman will show a distinct interest in that PC.

    -The warlord PC may roll a Diplomacy Check (DC: 14) to initiate a conversation with the waitress.

    -Bar maiden:hello, I find it so exciting to meet a warlord. I find them so interesting, going into battle with no fear while maintaining their comrades alive. I would like to hear your tales after you finish your business here. I get off in about an hour, what do you say?

    -Regardless if he makes it or not the maiden will make a Perception Check with +5 bonuses to her roll.

    -Successful:you look so familiar. Your eyes… they’re like the eyes of a boy I once knew while I lived in Mulsantir with my family. Is your name…Tatsuoki?” But then the dwarven tavern keeper calls her in again in a hectic tone and the young girl has no choice but to disappear into the kitchen.

    -Failure:I’m sorry about that it’s just that you looked like someone I knew in Rashemen. But never mind, it’s impossible anyways.”  But then the dwarven tavern keeper calls her in again in a hectic tone and the young girl has no choice but to disappear into the kitchen.

    -Right after this read:you all dined and drank to your heart’s content and then shortly after you are greeted by a most welcoming site: Markas Pegason, Paladin of Torm is finally come! Though the toil of ages seems to have caught up to him his human frame seems just as strong as when your eyes first laid eyes on him. He sports a gleaming armor with a broadsword strapped to his back and in his arm he carried the standard shield of the Knights of the Purple Dragon. His green-ashen eyes fall upon all of you and you notice a hint of reminiscent air in him.” 

     

    -Markas:It’s been too long… how you all grown into such fine warriors, all of you. Mayhap I would’ve arranged an earlier reunion so my damned mind wouldn’t go reminiscing like this!” The baldurian native couldn’t help but laugh. “Now come, let us go into a much quieter place where we can talk more comfortably. I personally can’t stand the din.

    -When the PCs are ready to exit the scene have them roll an Insight Check on Pilika (DC: 18), the dwarven tavern-keeper, to notice a strange shift in her demeanor as they all left the tavern and ascended to the living quarters with the paladin. 

                    At a length the PCs reach a room with many lounge chairs and a cozy hearth. There were also beds on the next room and a bathtub at the other side. A huge, round table stood in the middle and the seasoned paladin began to put the chairs all around the table. There were also many chandeliers hanging across the room to give the place all around vision.   

    -After this have the PCs choose a seat. Here they may tell Markas of their exploits and all their adventures, in which case he will hear with earnest and sincere interest. When they have told their share of tales Markas Pegason will begin to spin his own tale.

    -Markas:I am so deeply amazed at such intriguing tales. To tell you the truth I did not think many of you would make it today, what with all this Spellplague talk and all. Toril is in its most critical state and the people lose hope and succumb to their despair. But after hearing of your tales it does me good to know that there is courage yet in this world; even the last remnant of fighting hope stands right here in front of me today. I will not lie to you; these are trying times for us. There have been a high number of murders, happening in all of Cormyr. We have heard goblins banding with unsavory creatures in King’s Forest and attacking our posts and the human tribes in Storm Horns. There have been breakouts in the prison City of Wheloon and the Vast Swamp has become untamed and attacking as far as Marsember, due to this the Spice Traders’ are too afraid to sail to make commerce overseas for fear their caravans and boat might be overtaken by the waves of monsters.

    -The PCs may stop him right there to inquire what the Royal Court has decided as the next stage of action.

    -Markas: In two tendays our High King Foril is sending the best of the knights of the purple dragon and the war wizards to drive back these infidels and, if possible strike at the heart of the Vast Swamp; for rumor has it that there is a single source that is driving them to attack. We will find this transgressor and by the will of Torm bring it to justice!

    -The PCs may do a Perception Check (DC: 18) to hear that someone with heavyset steps had stopped at their door and promptly locked it from the outside!

    -Markas: “By the loyal fury of Torm!

    Without warning several shady creatures phased through the walls and down the ceiling, they seem to be wailing some incoherent names or a mismatched words.

    -Shadow: “Markas… the Master comes for you!

     

    v  5 specters, 4 wraiths

     

     

     

      Features of the Area

    At the start of the encounter have one of the wraiths chop one of the chandeliers to start a fire. This will get the players interested in the area as they may want to put out the fire. The flames will occupy a square during the first round of the encounter and any creature that enters or ends in a square occupied by the fire will take 1d6, fire damage per square. At the start of each round if the fire is not put out the DM will roll a d8 to determine where the flames will spread out to.

    d8

    Fire Trajectory

    1

    North

    2

    South

    3

    East

    4

    West

    5

    North East

    6

    North West

    7

    South East

    8

    South West

    -Putting out the flame: in order to do this the PCs may move to find a water source as a free action, as a minor action they may fill a pale with it and toss it over the flame as a standard action with a range of 4.

             Treasure

    ü  1250gp, Chainmail Shirt x2, Heavy Shield x2, Magic Bastard Sword x2

    -Right after this read:Markas looks at you with appraise at how far your skills have gone. But with the fire quickly spreading and eating away at the walls and exits he offered going through the windows.

    -To do this the heroes must roll a successful Athletics or Acrobatics Check (DC: 17) to jump through the window. However a failure means the PC take 2d8 damage.

    -Markas:By the loyal fury of Torm! I think I’m getting too old for this.”

    -After this read: “with haste the patrons of the tavern helped to put the spreading fires out! Though the damage was kept to a minimum it was evident that it made a dent in Pilika’s establishment. A few days have passed after these events and there was no sign of the dwarven tavern keeper. Needless to say some people broke out in panic, but king Foril announced that his forces will drive back these fiends and bring back the peace to Cormyr. Markas Pegason said that he wants your help but he needs you stronger if you are to come with him to the Vast Swamp. The army will ride in two tendays; this will give you enough time to do any work around the city and abroad. Come back to him when you have gained more experience.

    -The PCs that have unaligned and up alignments may roll a Perception Check (DC: 18) to know the following: you know not if it was innate instincts, but you felt as though there was some unseen prescence aflame and growling; it’s as though it was hovering around you.

    -For those who are aligned to evil and chaotic read:you know there was something watching over you!

    Scene 2: Make ready for the coming Storm

     

     

     

     

     

     

     

     

     

     

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