Sunday, May 7, 2017

The Northlands Saga, Part Three: Vengeance of the Long Serpent



Half a year after the Siege of the Winter King's Palace, the PCs come to meet the return of Jarl Olaf Henrikson's ship. But those who depart bear injuries and looks of terror and defeat. One of the sailors, a man by the name of Hallbjorn, greets the PCs and tells his tale.

The jarl set sail for new lands in the Far North. When they camped out at the nearest shore, a war party of Ulnat lead by an otherworldly figure was among them. Jarl Henrikson died in the battle; pursuing their attackers for vengeance, Hallbjorn's team discovered a strange name from some Ulnat who also suffered their depravities: Althunak. Sadly, although they tried to fight, the cult of the demon-god was too great, and there must be survivors to spread word back in Silvermeade Hall.

Inga, the next inheritor in line, gave the party her blessings to go and avenge her father's death. Sailing upon her old father's ship with Hallbjorn as navigator, the PCs set sail for the Far North.

The journey was cold and uncomfortable, yet full of adventure: whale hunting, finding a wrecked Jomsviking ship, and two storms (one of which was accompanied by giant enemy crabs!), the PCs lost Hallbjorn during the torrential weather and Vigbjorn was appointed the new ship's leader.

Two days afterwards, the PCs found a lone Ulnat woman adrift at sea by the name of Aluki. Knowing only her native tongue, Syrasi acted as translator, where they discovered their worst fears: the Cult of Althunak is indeed growing in number.



Directing them to her home village of Larquiv, the PCs met with one of their elders and learned that the tribe has dominion over a meteorite-turned-tomb known as Heroes' Rock. With its ample supply of cold iron, it's been coveted by other tribes, as well as containing weapons capable of cutting through demonflesh. Also the Cult of Althunak in the region's being led by an Ulnat man by the name of Elvanti, who departed his tribe out of spurned love and returned south with abyssal minions and unholy powers. Ever since he's been a scourge in the Far North for 10 years.

And so the PCs sailed to Heroes' Rock, intent on proving their worth to gain access to the sacred weapons therein to use against the Cult. The trials within are physical as well as mental, for after fighting a corpse-stitched troll invested with spiders the PCs met face to face with the specters of the Ulnat heroes of old. Askeladden proved their worth by retelling the party's deeds of valor, and as such were lent the magical items necessary to fight the Children of Althunak.

After departing, the PCs decided to go about Ulnataland, liberating villages from the cult's clutches. The first village of Gualivik was right near Heroes' Rock, where cultists were loading up the enslaved tribespeoples' weapons into a wagon and burning the rest. After using a magical distraction, Vigbjorn charged forth in a surprise attack, slaying their leader with one blow. Slaying several more, the cultists were routed and the PCs gained the loyalty of 12 Ulnat warriors in future assaults.

The PCs' next destination was the last camp of the Long Serpent, bearing cairns containing the bodies of Jarl Henrikson and the comrades who fought by his side. Sailing past a razed village, the party found a mysteriously empty igloo village awash with demonic dogs lead by an Althunak shaman. The cry of a nearby baby motivated the heroes to save it before the monsters could get a hold. It was a hard battle, but once again the PCs were victorious.

The party set out to liberate another village, finding a group of elders frozen by Elvanti's curse. Using the fireball wand from Heroes' Rock, Syrasi destroyed the abyssal ice, prompting the wrath of the local cultist and his two demonic allies. The battle was won, and 10 more Ulnaut from the village enlisted their aid. The next village was relocated, tracks in the snow leading west to the temple being built in progress in the middle of a quarry.

Aluki and 39 Ulnat warriors were there to help the PCs, who then formulated a plan. The idea was that Syrasi and Amund, aided by magical flight, would take Askeladden and Vigbjorn down, raining death on the cultists' tents while the Ulnat went down the gravel slope to the northeast to free the slaves.

The plan was quick and precise, the PCs firing arrows and hurling rocks as they landed, with Vigbjorn killing a shaman before he could complete a summons while Syrasi torched the remainders with a fireball. The Ulnat were having about as much success, and quickly the bulk of the cultists' forces were pushed to the large demonic statue of Althunak (a beastly visage of a many-fanged humanoid with an orb in one hand and a sickle in the other). There the two forces encountered the red-robed High Priest, flanked by two more serpentine demons and loyal bodyguards standing atop the stone steps.


Dire Bear by Just Jingles of Deviantart


What at first seemed like an ordinary practitioner of the dark arts turned out to be a werebear, as he changed form and gave Askeladden and Vigbjorn a run for their money. Thanks to some timely hexes from Syrasi and an aerial boulder assault from Amund, the party chipped away, cursed, blinded, and finally killed the high priest, causing the cult's forces to scatter. Feeling emboldened, the slaves took up the arms of the fallen and killed the remaining cultists with the warriors. But the final victory came when the statue of Althunak was brought crashing down. The demon-god's influence would not take root in Ulnataland if they had anything to say about it!

Enriched with loot and a sacred staff from Aluki's elders, the party decided to stay in the region for a bit, at least until the next adventure...



GM's Notes: The Jomsvikings ordinarily do not make an appearance proper until Raven Banners Over Gatland. But they are one of the few recurring villains in Northlands, and they do have a reputation of utterly mercenary and ruthless folks, so I wanted to scatter things like that throughout the campaign as a taste of things to come.

I read that some real-world Inuit tribes made use of meteorite iron to forge metal harpoon tips and tools. And since cold iron is a classic weakness to many demons, I figured that the Cult of Althunak would have a vested interest in trying to subjugate or destroy Laquirv. Hero's Rock was just an ordinary tomb in the original module, but I decided to turn it into a repurposed meteorite containing cold iron, with the legendary weapons gaining said properties too.

The Ulnat scout in the lone kayak in the original adventure is a man by the name of Yilithi. I felt that so far the Northlands had a significant proportion of male NPCs in major roles, so I threw in a woman who would also act as a sort of guide to the Far North to even things up a bit. Given that the players liked her enough to have her on as a Leadership cohort later on, I think I made the right decision.

The Second Temple of Ice and Stone was originally high up on a plateau. I misinterpreted the incline lines on the map to be going down instead of up, but by that point the players were already formulating plans based on this.

There were more demonic monsters than would ordinarily be in the original adventure path. I wanted to add some variety in the encounters beyond cultists and cult shamans with identical stat blocks, and wanted to play up the usefulness of the cold iron weapons.

The use of a fly hex and the party riding on a rock-throwing giant as they descend is one of the things I love about Pathfinder. It adds in great and unorthodox plans like that while still having a variety of enough options that things won't get old. Granted, actual long-term flight is well below the group's level at this point in the campaign.

The Slumbering Tsar Saga, Session 2




After a partial foray into Old Death's lair, the party finishes up camp and makes a second venture. Going further into the canyon, they come across an odd statue garden with a living golem, as well as an insane derro sorcerer and the real Old Death inside the cave proper who ambush the party. True to his name, Old Death was a half-dragon basilisk who can just as easily kill with a lightning breath as his gaze attack, while the derror sorcerer utilized trickery and illusion to make it look like his spells were coming from inanimate statues. After a vicious battle the party's victorious and lays claim to the dungeon's many treasures.

Finishing up, the party decides to head for the Pillars of Chaos, the other realm mentioned by the gargoyles. But before doing that, they come across a pair of troll entrepreneurs by the name of Otis and Lortis operating a winch elevator for folk seeking to delve the rift's lower reaches. Trusting in their spells and athleticism, the party turns down the trolls' offer and makes their way to the Pillars.

Pulsing green electric arcs of pure chaos, an in-depth observation by Alexis notices that a hidden passage up the Pillars leads to Orcus' layer on the Abyss, but little beyond that is known. Deciding not to risk it, the party decides to depart, but not before being attacked by a pair of chaos beasts! Thorgrim's lizard companion is momentarily cursed into a shapeless, but not before it recovers in time thanks to Arliden's help.

After exploring some outer fissures with little to show for it beyond an easy way up, the party makes their trek back to the Camp, but decide to pay a nearby grave mound in the Ashen Wastes a visit. The outer guards of dread ravens and basilisk were trivial, but the huge barrow worms further inside were a tough encounter and even managed to overpower Thorgrim and his companion. Even so, the party's veteran experience saw them through, ready for the horrors beyond.

GM's Thoughts: This was a shorter than usual session, in small part due to the Pillars of Chaos being a bit of a red herring. But overall I more or less played the encounters straight. The barrow worms were a surprise difficulty spike, especially in light of the barrow's other guardians. While such encounters do have a place in many RPGs, in Pathfinder they often feel like temporary speed bumps.

Tuesday, May 2, 2017

Dragons of Renewal, DL7: Dragons of Light


Cover Art by Larry Elmore

The second in the Winter Night arc, Dragons of Light is perhaps one of the most iconic moments in the series, for the PCs will recover the ancient secret of the creation of the Dragonlances.

Overview

While heading for the Whitestone Council by boat, the PCs find themselves shipwrecked on the shores of Southern Ergoth. While exploring the environs, the group reunites with the Qualinesti elves who fled their forest nation back in the Autumn Twilight arc. The party also encounters two other groups of elves, the Silvanesti refugees who still bear old grudges against the Qualinesti, and the native Kagonesti who are being exploited by both groups.

Theros Ironfeld, the blacksmith from Solace, is more or less a guest of the Qualinesti and has a grafted silver arm artifact which he found in a tomb. He'd much rather leave the area on account that he doesn't want to have his talents be used for kin-slaying and grudges. There is also the silver dragon D'argent, in disguise as one of several randomly determined NPCs, who seeks to lead the party to Foghaven Vale where the secrets of the Dragonlance's creation can be found via a pool of heated dragonmetal. More importantly, said secret is at risk of being discovered first by the Dragonarmies, who will surely either taint or re-appropriate them to their own dark designs.

One way or another, the PCs trek to Foghaven Vale, where a giant stone sculpture in the shape of a dragon has a detachment of ogre soldiers working for the Dragonarmies as well as many traps and guardians. During their exploration the party will come across Fizban again, who chastises a disguised D'argent for oathbreaking, and the two battle. The outcome varies, although it will most likely end up with the silver dragon leaving or disappearing.

Things to Change/Look Out For




Shipwreck

This is a rather short entry, the canon way of ensuring that the PCs end up at Southern Ergoth is via an attack by a white dragon, either Sleet from the previous chapter or Odenkeer's Squall. Personally I took a page out of Jester David's Dragonlance campaign, where he dropped instances of the King of the Deep (from the Spring adventure Dragons of Faith) manipulating sea life to harry Solamnic warships. In my own game I had a tentacled monstrosity attack the ship acting at the behest of the King of the Deep, and thus caused heavy damage forcing it either to dock or crash into Southern Ergoth.

Elves at the Mercy of Elves

The sectarianism of the elven refugees and the enslavement of the Kagonesti is a plot point touched upon to show that people in Krynn are hardly united. However, it is minor at best in the adventure itself, where the main concern is for the party to get to Foghaven Vale. There's also the fact that the parallels of the lighter-skinned Qualinesti and Silvanesti treating the indigenous dark-skinned Kagonesti as slaves can very easily sway many gaming groups to make the latter's liberation a primary concern. The elf-on-elf prejudice isn't something the module at large deals with or explores fully. Instead the Qualinesti and Silvanesti elves become united once at the Whitestone Council, and the Kagonesti endure further poor treatment in the future.

Personally, I touched upon this only briefly in my own campaign, although instead I used it as a plot device to get the PCs to not trust the heads of the Houses. The Qualinesti were vaguely aware of the Silver Arm's power and planned to use Tika (who gained the Silver Arm instead of Theros) as a bargaining chip at the Whitestone Council. Laurana, who the PCs were on good terms with, helped her and the party escape house arrest. Afterwards Tika helped lead the party to find Silvara (one of D'argent's identities) who's been helping the resistance against the Dragonarmies.

Another idea is to have one or more high-ranking elves get kidnapped by Thunderbane's ogres as a ploy to turn the elven communities against each other by pointing fingers as blame. If the PCs find the truth they can unite the elves against a common foe and give them additional incentive to journey to Foghaven Vale. One might also wish to tone down, change, or remove the poor treatment of Kagonesti as well depending on your group.

D'argent & Fizban






In the book series, the silver dragon D'argent took the guise of a Kagonesti elven woman named Silvara in order to walk unhindered in Ansalon.  This is so that she can secretly aid heroes against the Dragonarmies without tipping off the latter of possible intervention by the good dragons. To prevent folks who read the books from being clued in, Dragons of Light presented 7 other alternate identities of existing NPCs in the adventure. Although she tries her best to stay in character, D'argent seeks to get the party to go to Foghaven Vale, acts in a Lawful Good fashion, and will attempt to hide when draconians and dragons are near.

Some of the choices present more challenges than others. The animal NPCs Dargo (Silvara's dog) and the sabre-tooth kitten Star (Theodenes' pet) can't communicate verbally. Vanderjack is a mercenary leader known for his amorality, and it may be implausible that she managed to keep up the charade among Vanderjack's cronies. Having her as the Qualinesti noble Porthios may seem odd for one in such a position to accompany the party on his own across trackless wilderness instead of staying behind with his people during impending war (unless you use the kidnapped elf subplot above). The AD&D version posits that D'argent may be disguised as a Player Character, which will require fore-planning with a player in advance and might "ruin" the surprise as to her true identity.

Personally, I kept her as Silvara, on account that only one player read the books, and in 13th Age established her as an Icon representing a distant resistance fighter several of the PCs already knew tangentially in their travels. But for non-13th Age gamers, having her as Silvara or the gnome Theodenes is the easiest choice preparation and plot-wise.

The fight between Fizban and D'argent takes some careful handling. First off, the players are very likely to feel confused, and the sudden transformation of D'argent into a silver dragon may lose some of its dramatic impact when the gaming group's still trying to figure out what's going on. Additionally, this very well has the chance of causing the party to view Fizban as an enemy in the future, and may very well take his silence on the matter of the Oath (where the good-aligned dragons refuse to intervene against the Dragonarmies since their eggs are being held hostage) as evidence that the wacky old wizard is not all he appears to be and is hiding something sinister.

Overall, the implied power levels of D'argent and Fizban are far above the PCs at this level, and the best the party can do is interrupt the latter's concentration when spellcasting if they choose to take sides. Personally I recommend changing things to treat Fizban as merely a high-level wizard whose focus is on D'argent (and not someone who outright nullifies any damage or ill effects). Allow the party the chance to drive off Fizban, perhaps via making him miscast a spell at a crucial moment which teleports him away. The party is unlikely to buy Fizban's selective senility if D'argent flees, and will likely press the issue until they get answers or drive off the wizard. I personally recommend having him speak of the Oath as something of great weight in this case, and that he risks the lives of innocents upon speaking of it further. This worked back in my high school days when I ran the adventure for 3.5, although more specifics of the campaign escape me at the moment.

Finally, I recommend having D'argent shapechange into her true form at the Battle of the High Clerist's Tower out of desperation, particularly if it seems that the Dragonarmies are going to win. Although this will be covered in more detail in my Dragons of War blog post, it provides a better plot incentive for her to encourage the party to venture to the city of Sanction where the good dragon eggs are being held. If the Dragonarmies believe that the good dragons violated the Oath, the dragons' children will be in danger.

The Stone Dragon & Vanderjack's Band


Beastclaw Raiders by Wonchun Choi


One of the possible encounters in this adventure is with the mercenary leader Vanderjack, who is seeking out the treasure of Foghaven Vale. Whether a disguise of D'argent or not, the members of his band are disguised sivaks who seek to betray him. This will cause him to ask the party for help and offer to join them, worried that his one-allies are seeking to beat him to the Vale's treasure first.

This is plausible, but instead I handled things differently, and in keeping with Dragonlance's love of large battles.

For my own game the PCs teamed up with his mercenary band and assaulted the Vale as more or less a sort of event-based series of encounters. Vanderjack's main force pushed on against the ogres while the PCs took out archers and siege weaponry among the Vale's higher points. Working together the groups took out the main force, but just as they got closer to the Stone Dragon a force of Blue Dragonarmy elite undead (created by Lord Soth) descended to wreak havoc. This forced the main army into the Stone Dragon's entrance, where a triggered cave-in separated them from the undead at the consequence of many lives lost (so as to not give the party a mass of NPCs for more conventional encounters). In your own campaign you might have the Dragonarmies receive reinforcements, forcing the main army to hang back while the PCs hurriedly rush to prevent the dragonmetal's destruction.

Dragonarmy Presence (or Lack Thereof) in the Stone Dragon: This is another major point of difference between the two editions. In AD&D, the giant Thunderbane and his ogres more or less acted as the major bad guys in the Vale, with the Stone Dragon more or less occupied by Fizban and a host of traps and guardians. In the 3.5 version, there were sivak draconians and Flight Marshal Odenkeer seeking to poison the dragonmetal. The climactic encounters of the session involved a fight against the Marshal in the lower reaches and later a fight against his draconic mount Squall in the Epilogue of the adventure.

I incorporated the threat of Odenkeer and his minions in my own 13th Age game, but gave him several magical lightning javelins as a unique magic weapon to use during the fight (he had higher ground) and as treasure. Personally speaking I think that the addition of these enemies is a good idea in that it adds a sense of urgency and raises the stakes for the PCs to safeguard the Stone Dragon. The addition of Squall's flight of dragons may be a bit much of one fight right after another, but it can have value in showing off the Dragonlances' powers. But this can just as easily be accomplished during the Battle of the High Clerist's Tower later on, and it's likely that the PCs already have a Dragonlance from the previous Winter adventure. As a result, this this may not be necessary.

In Conclusion

Dragons of Light is mostly a wilderness and dungeon crawl with a great discovery at the end. The major things to look out for are D'argent's form and her battle with Fizban. Overall it has a lot of working parts in the form of NPCs, but certain encounters may be de-emphasized or played up based on what you as Dungeon Master want the players to focus on.

Join us next time as we cover Dragons of War and the Battle of the High Clerist's Tower, the most famous mass conflict in the entire saga!

Sunday, April 23, 2017

The Northlands Saga, Part Two: Wyrd of the Winter King



Six months since the PCs rescued the jarl's daughters from the witch Sibbe, a new threat emerged from unknown shores. A messenger came to Silvermeade Hall, speaking of a series of attacks. Each time, a mysterious "Winter King" came to the coasts of towns and villages, making unreasonable demands and slaughtering when the fighting broke out. A few times his iceberg retreated, only to leave an unnatural winter in its wake, bringing famine and subjecting survivors to a slow death. His next route is the domain of Halfstead. In discussion with the war council, the jarl and the PCs and his advisors figure out the iceberg's likely route (thanks to Armund) and seek to attack him first in the middle of the ocean before he gets too close. Several longships are outfitted for war, and the jarl and the PCs set out for battle. Syrasi, a Nuklander elf recently hired to be the jarl's magical expert, tagged along as did the troll-kin warrior Vigbjorn.

Eventually after several days of sailing they come to a thick mist and strong storm, with a massive iceberg 3 miles in diameter adrift at sea. Misfortune occurs as soon as the ships set shore, for the Winter King's fell magic sends out giant icicles as siege weapons, forcing the ships to pull back as the PCs and One-Eyed Sven's team leaps to dry land. Weathering storms, undead warriors, and ice mephits, the party later finds Sven unconscious, as well as a giant bridge leading to a mysterious palace. Deciding not to leave him to die, the party does their best to tend to Sven's wounds and keep him warm as they continued exploring.



The western gates were heavily guarded by some surprisingly tenacious skeleton warriors, forcing the party to get their bearings and rest for a few hours. Around that time the jarl's main force circled around to the north side of the iceberg, ascended the cliffs, and assaulted the north side of the palace. After resting up and looting a nearby accounting house, the PCs saw some vikings engaged in combat around the plaza. The PCs helped them out, and got an update of the jarl's progress. The northeast section of the palace is being cleared out, but the undead warriors were very tough and so not much progress was made. The PCs decided to clear out the rest of the south side, finding a treasury with a magical shrunken boat, a lot of loot, and an old shrine to Althunak, an obscure demon god of frost who absorbed the souls of vanquished foes via cannibalism.

The PCs ascended the eastern spire to get a better vantage point. From below, peering down into the courtyard, the jarl's forces were matched up against equally fearsome zombie soldiers. Spotting a giant block of ice hanging by fragile chains, Askeladden relayed a message spell to the jarl of their plan while Syrasi got ready to loose a crossbow bolt at the chains.

The plan worked, the undead forces were tricked under the block as the jarl's party gave a false retreat. The party's efforts did not go unnoticed, as a series of long, slow claps emanated from across the bridge to the north. An armored man astride a skeletal steed was there, and his voice carried over clearly as though he were right next to them. Unusually talkative, the Winter King introduced himself as Prince Uth'ilopiq, of a long-dead civilization, and how he went by many names for his terrible deeds in service to his abyssal lord. He challenged the party to battle, but not before the tower on the far end blocked off the stairwell entrances with giant icicles, preventing any reinforcements in helping the PCs.



A pitched battle was held on the bridge. Two of the vikings with the party went down, Syrasi's glitterdust blinded his steed, and the Winter King's summoned winds nearly knocked Vigbjorn and Askeladden off the bridge. Heavily exhausted and wounded, with allies and summoned monsters falling alike, it was unclear who the victor would be. The tower was about to launch another icicle, this time at the docked northern ships, but not before the rest of Sven's team disabled it by killing the mages and jumping to the bridge to join the battle below (albeit a bit late).

But Askeladden struck the killing blow, and the Winter King, laughing, pulled himself deeper onto the blade, speaking in a whisper of how they struck the killing blow, but not before he tore open a "wound that will never heal." The iceberg was tied to his essence, and mere seconds later cracks in the earth and tremors threatened to rend the castle apart. Chaos descended around the party as the Winter King laughed moments before he was beheaded.

The party rushed as fast as they could, using the magical shrunken boat when it seemed that all was lost. The palace and its unholy legacy sank beneath the waves, as the party rejoined the jarl's ship, the Long Serpent, and set off back to Silvermeade Hall.

It was a joyous yet somber occasion. As people were thankful that the Winter King's reign of terror was brought to an end, so too did they mourn the many warriors who died that day to spare them his wrath. Bodies which were recovered were placed in ships set out to sea, lit by burning arrows as is custom. And a long, dark winter set in.


DM's Notes

I will admit that I made some minor alterations to the adventure, although the crux of it is more or less the same. Originally the Winter King's iceberg was but an unknown factor, and the party got there by going a-viking in exploring unknown waters. I decided to make Prince Uth'ilopiq a more immediate threat and played up the angle of Jarl Henrikson leading a raiding party to make war. I felt that this gave more of a "push" for the characters, both to act first before the iceberg got to Halfstead. The icicle siege weapons were originally just strong winds which blown the ships back, but this more obvious threat would better connect things as an obstacle to disable to help the longships safely approach and dock.

The Winter King was also originally intended to be fought in his throne room, but since it seemed that the party was wandering elsewhere and happened to be exploring next to a grand bridge I had their fateful encounter there instead.

Monday, April 17, 2017

The Slumbering Tsar Saga, Session 1


Welcome to the Edge of Oblivion


The party arrived at the Camp, just in time to notice a maddened hill giant rampaging through town, with the PCs right in the way. After dispatching him, Thorgrim used his knowledge of the environment to track down his last movements, along with Arliden's brief mental connection to get a sense of the giant's fate. It turns out that the giant was the leader of a mercenary band of ogres, offering to escort representatives from Bard's Gate to a fissure in the Chaos Rift, only to be ambushed by gargoyles. The giant said some things in his native tongue, a language none of the party knew but could remember a few choice words for later reference.

Following the trail, the party set sight on the Chaos Rift, a deep series of trenches seemingly slashed into the land itself. Although their attempt at sneaking into the gargoyle aerie failed, the party's fast reflexes got the drop on several of the winged monsters. After wiping out 8 of their number without suffering any casualties, the gargoyles offered a truce. They not only will stop fighting and give their only prisoner (an elf from Bard's Gate named Holcolm), they would give one piece of hidden treasure to the party if they can find their lost leader. The party accepted, venturing deeper into the cave, only to find the gargoyle leader's fate at the hands of a fungal slime colony. After readily dispatching it and a close call with an infestation of said fungus, the party returned. Alexis conjured up a wild tale of heroism to the assembled gargoyles, explaining how after valiantly dying in battle, the gargoyle passed on leadership of the tribe was granted to him. Amazingly the gargoyles fell for it, and from then on became loyal minions. The party decided to use their knowledge of the Rift first, deciding to call upon them for battle only when the time is right.



Arliden offered to take Holcolm back to the relative safety of the Camp, while the rest of the party followed up on rumors of a monster named Old Death who managed to do in a few of the gargoyles. They also heard word of two stony pillars where green lightning pulses from on a plateau in the middle of the canyon, but first came the monster.

The party hardly entered Old Death's canyon before coming into view of legions of petrified adventures, and was promptly attacked by an abyssal basilisk. Using spell-conjured mud and fog to blind it they kept the fiend's foul gaze at bay while they slowly worn down its defenses. Afterwards the group came into contact with a giant spider corpse made to look like a living being in the middle of a giant web and killed its two ettercap architects. But at this point the day was growing late, and so the party decided to retreat and make camp.

The Slumbering Tsar Saga, Cast of Characters


Aside from Northlands, my other weekly game is Slumbering Tsar with an entirely different group. It started about a month earlier than Northlands, and the adventure has a very different feel to it which keeps things interesting. A dark fantasy vibe in a desolate region scarred by the lingering taint of evil, where the only major center of civilization is a tent-city of outcasts and refugees. The central feature is the city of Tsar, once a grand and evil temple-city of the demon god Orcus now dusty ruins from a long-ago battle.

This post focuses on the PCs, our possibly-doomed, possibly-victorious heroes who dare to set foot in Orcus' once-greatest domain!

Meet the Cast




Nobu Itoma: An ascetic exile who trained in a Stoneheart Mountains monastery, his wanderings brought him to Tsar, driven by both personal motivation to master his elemental talents and to rid the world of the Desolation's spreading vileness.

Mechanical Information: Kineticist from Occult Adventures.  Calls upon the powers of stone and fire to barrage enemies in a hail of elemental fury.


Alexis Karamazov: An exile from the Wizarding Academy of Endholme no longer welcome due to his participation in conspiring to overthrow a noble dynasty (thus violating Endholme's policy of political neutrality). Aside from his fellow PCs, his other steadfast companion is his faerie dragon familiar who oddly seems to be as magically powerful as its master.

Mechanical Information: Sorcerer specializing in area of effect and debuffing spells. Fond of creating pits, summoning monkey swarms, and using telekinetic water-filled barrels as cover and the occasional siege weapon.



Arliden (Arl) Penthe: an Orange-ranked cleric of Solanus (god of healing), Arliden was dissatisfied with his higher-ranking peers' reactive measures against plague, maladies, and other causes of suffering. Hearing of the Desolation's reputation, he sought to travel to this region to stem the tide of foul magics and cleanse the hapless souls trapped there. But unlike many healers of the cloth, is more than willing to turn an enemy's own life force against them in a near-vampiric fashion.

Mechanical Information: a psychic Vitalist, Arliden is the primary provider of the silent telepathic network the group uses to communicate with each other. He is fond of delving into the minds of enemies and aiding the party with healing and morale boosts. Can fire off a bolt of energy in a cinch.


Thorgrim Stoneborn: a duergar veteran of the deep realms of the earth, Thorgrim's original reason for coming to the Camp was rumors of a Silverhelm Clan war party searching for the bones of their former king who fell during the Battle of Tsar. His frosty demeanor makes him a peculiar ally, but such a mindset has served the party well in this dreadful land.

Mechanical Information: Hunter with a penchant for physical combat and a mighty giant lizard animal companion. Is the most physically-inclined member of the party, Nobu coming in second. Use of teamwork feats and Eternal Guardian maneuvers (Path of War Expanded) allows him to exploit enemy movements and attacks by turning threatened squares into difficult terrain and provoking attacks of opportunity for those who try to fight him or his trusty lizard.

Thursday, April 13, 2017

Dragons of Renewal, DL6: Dragons of Ice



Dragons of Ice Cover by Larry Elmore

Note: The original DL5 was a setting overview of the world of Krynn before there was a full campaign setting. Since future up-to-date books adequately cover this ground, I "skipped" that sourcebook.

Dragons of Ice is the first appropriately-named chapter in the Winter arc, and also marks the splitting of the party as well as the inclusion of a DMPC for an appreciable segment of the campaign.

Overview

The PCs makes their way to the City of Tarsis, once a thriving port now a land-locked shanty due to the ravages of the Cataclysm. Looking for safe passages for the Abanasinian refugees, it becomes clear that Tarsis' port is of no use. Thus the must stay in Thorbadin and only an end to the wars will things return to normalcy. The party meets up with a detachment of the Knights of Solamnia seeking to research of ways to defeat the Dragonarmies. During this time the PCs learn of the Dragon Orbs in the hidden Library of Khrystann, and Tarsis falls under siege by the Blue Dragonarmies. Escaping with Derek Crownguard and the Solamnic Knights, the PCs flee the city and get word to head south to Icewall Glacier from an old couple advising them to follow "the path of the white bear."

While traveling south to Icewall Glacier, the PCs find and save a polar bear being tortured by minotaurs and camp out in a shipwreck during a storm. They are later found by a tribe of Ice Folk, who offers them hospitality and explain their recent troubles with thanoi (walrus-men) and minotaurs. If the PCs accompany them back to their village, Derek Crownguard shows the PCs a map of Ansalon. He explains that the free peoples of Krynn are gathering at the isle of Sancrist to discuss an organized resistance against the Dragon Empire. The White Dragonarmy attacks the Camp, and the PCs take part in mass combat. After the battle the Ice Folk seek vengeance at Icewall Castle, the headquarters of the White Dragonarmy.

After entering, the PCs have opportunities to discover a Dragonlance-bearing knight (now dead) encased in ice; fight the White Dragon Highlord Feal-Thas and recover his personal journals; and possibly discover the Dragon Orb guarded by his draconic mount Sleet in the lower reaches. Having dealt a great blow to the Dragonarmies, the PCs head to the nearby Ice Mountain Bay with grateful Ice Folk to find and unearth a sea-worthy vessel. Their trials over in southern Ansalon for the time being, the PCs take off for Sancrist only to encounter stormy conditions and possibly a dragon attack which leaves them shipwrecked.

Things to Change/Look Out For



Siege of Tarsis


Dragon Attack from Pathfinder: Burnt Offerings


Originally, the PCs' main headquarters in Tarsis is the Red Dragon Inn. Splitting up to investigate, the Winter team headed for the Library while the Spring team stayed behind. When the Blue Dragonarmy invades, the Spring team escapes thanks to the timely arrival of Alhana Starbreeze shortly after an aerial assault levels the Inn. In both teams' cases, the adventure encourages the PCs to flee the city.

This will be covered in Spring, but given that Alhana Starbreeze is literally a character they never met before and the PCs might be heroic types who don't want to abandon innocents, I propose a few changes.

First, have both Alhana Starbreeze and Derek Crownguard meet the Autumn PCs (along with any new PCs) before the adventure proper, using the Inn as a sort of informal "war room." That way nobody will be taken aback at an elf appearing out of nowhere demanding the PCs flee without their comrades.

Secondly, provide for a way for the Winter and Spring teams to let each other know that the other side is safe, or prepared drills beforehand in case of an invasion (which the adventure points to as likely given the mayor's appeasement to the Dragonarmies). In my campaign I had Khrystann's local chronicler, a gnome journalist of my own creation by the name of Widge Pathwarder deliver a message to the Spring team. Depending on the system you're using, and if using a smaller 4 person party, it's likely that the PCs have access to scrying magic at this point, too.

Thirdly, place an emphasis on evacuating civilians. Tarsis is unready for a full-on siege, but the PCs are likely to want to help in whatever way they can. The base adventure includes an encounter where the party can rescue an old couple from opportunistic looters, but otherwise most of the events do not provide opportunities for the PCs to feel like Big Damn Heroes. In my own campaign I included an encounter where the PCs had to break apart a Dragonarmy barrier in the middle of the street to free captured citizens. They also had the opportunity to help guide civilians into nearby sewer entrances while blue dragons rained lightning from the skies. I modified the kapak assassin encounter to occur in the tunnels with civilians below so that the PCs needed to play things smart (kapaks release a cloud of poison gas upon death).

Splitting the Party

Back in the Character Creation post I discussed this upcoming eventuality, but as of now there are some more things to add.

The original Chronicles party was a whopping 8 person band, and the addition of DMPCs over the adventures swells this number even further. Thus a party split in these circumstances is manageable. However, if your gaming group is a more reasonable 3 to 5 group, making new PCs is likely in order. For my own campaign the new PCs more or less comprised the Spring team, fellow folk who suffered losses at the Dragonarmy's hands. The Winter team was the original Autumn PCs. Granted, you may prefer a mixture of old and new PCs in each team, but for maximum role-play potential consider assigning PCs to one of two teams based on their backstories and character concepts:

Winter Team:

Solamnic Knight: This chivalrous order plays a huge part in the later adventures of this arc, and can make for some nice contrast with Derek Crownguard.

Kagonesti/Qualinesti Elf: The Qualinesti made a colony on the Isle of Sancrist, as did the Silvanesti. The two groups are on poor terms with the native Kagonesti.

Politician/Commander Types: From the Battle of the High Clerist Tower to the Whitestone Council, Dragons of Winter is full of opportunities for leaders of men to decide the fate of Krynn.

Dragonarmy Deserters/Turncoats: The final chapter in Winter involves infiltrating the heart of the Dragon Empire in its largest city. Naturally heroes with a connection to this fell bastion of evil will be invaluable.

Craftsmen/Artisans/Tinkers: Although the base adventure assumes that Theros Ironfeld will craft the Dragonlances once their secret is discovered in Foghaven Vale, this role can just as easily be filled by a PC, especially if they lost an arm at some point in the adventure. The proximity of Mount Nevermind in Sancrist can be a good place for a gnomish tinker to meet up with colleagues.

Spring Team:

Silvanesti Elf: The first chapter involves venturing into the nightmare landscape of Silvanesti with its princess to restore it to its former glory. Enough said.

Clerics and Religious Types: Ideal for both, but this adventure particularly explores the legacy of the Cataclysm in Dragons of Faith where the PCs explore the undersea ruins of Istar. In Dragons of Truth the PCs venture to the Glitterpalace where they may speak with the Gods of Light

Kender/Guerrilla Types: Virtually all of eastern Ansalon lies under the Dragon Empire's dominion, the kender of the Goodlund Peninsula and the Nightmare Lands of Silvanesti the only places more or less unclaimed but still suffering. Dragons of Shadow (3.5) or Faith (AD&D) extensively detail these environs, and may give the PCs opportunity to ally with the Silver Fox and make inroads against the Dragonarmies on their home turf.

Derek Crownguard



The follies and potential troubles of DMPCs have been discussed in many forums. But the other major thing to address is Derek Crownguard's personality. Although I haven't read this far into the novels, his personality is rather well-known for being perpetually hostile and unlikable. In the books he was constantly at odds with Sturm Brightblade and mostly on the quest for hopes of personal promotion by bringing the Dragon Orbs to the Whitestone Council. He's representative of an old and fallen knightly order more concerned with the letter than the spirit of the code; Sturm is the more moderate contrast who will eventually bring the Knights back to glory.

Naturally, one might ask why the PCs should bother at all with him. And that is indeed a good question. The simplest explanation is to dispense with him, having any existing knightly PCs assigned to Tarsis to research the Dragon Orbs. But in my own 13th Age campaign, I not only kept him, but altered his personality a bit. In combat he was more of a supplementary role, less a full NPC and more a "stunt tactic" or element the PCs can use to trigger combined assaults with and distractions. Personality-wise, I played him more as a slightly cantankerous yet well-meaning knight. the weight of the war and its stakes darkening his mood at times. He was still obsessed with the Dragon Orbs, viewing them as an ultimate trump card. The examples of the PC Paladin (who was also the role of Prophet) encouraged him to righteousness at the Battle of the High Clerist Tower, effectively becoming the leader of the Solamnic Knights during the war.

For those reasons, my own group did not mind him as much, but I can't say for sure if this will work for your own.


Incentive to Go South



Feal-Thas, White Dragon Highlord by JL Meyer

Both versions of Dragons of Ice use the old "wise elder with vague knowledge" trope to guide the PCs to Icewall Glacier. This, combined with Crownguard's revelation of Sancrist later at the Ice Folk Camp, makes the adventure feel extremely railroady due to the fact that the PCs are finding out the next location right after the other instead of a gradual organic planning. Even more so, the PCs might decide that heading to Sancrist is more important than the assault at Icewall Castle, which can be problematic.

For my own campaign, I baked the plot hook right into the adventure's first chapter: the texts within the Library of Khrystann not only revealed the history of the Dragon Orbs, but the revelation that long ago the Wizards of High Sorcery "went far south, to a land of snow and ice to hide them from the world due to their power." And contacts within the Knights of Solamnia revealed that the Dragonarmies were conducting an excavation in the Glacier itself, apparently searching for something.

I also made it so that Icewall Castle was actually close to the ocean, near the western section of the Glacier. The Castle had a harbor with sea-worthy boats, giving the PCs even more reason to go there for a proper boat to take to Sancrist.

In Conclusion

Dragons of Ice is an overall fair beginning to the Winter arc. It starts off with a bang as the city's besieged, includes a battle against the White Dragonarmy forces on the tundra, and climaxes with the discovery of a real Dragonlance to use against the dragon Sleet. Its weakest areas involve plot hooks and incentives, but hopefully this advice should shape this up into an even greater adventure!