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| [[Category:Campaigns]] | | [[Category:Campaigns]] |
− | | + | ==Overview== |
− | ==Resources== | + | Also known as the Dwarven Campaign, this campaign revolves around the dwarven fortress of [[Khelez-Mar]] in the [[Drachensgrab Mountains]] of [[The Pomarj]]. The fortress was liberated by the [[Blackrazor Guild]], and a number of its dwarven contingent -- since retired from the guild -- now reside here. |
− | * [http://www.griffcrier.com/forum/viewforum.php?f=26 Khelez-Mar Discussion Forum]
| + | ===Current Status=== |
− | * [http://spreadsheets.google.com/ccc?key=pGpTHTc_cA7bDeZQSBMF6Jw Treasure & XP Spreadsheet]
| + | With the first story arc complete, the campaign has been placed on hiatus. |
− | * [[Khelez-Mar_Sagas|Campaign Sagas]]
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− | | + | |
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| ==Cast of Characters== | | ==Cast of Characters== |
− | | + | [[:Category:Khelez-Mar Campaign PCs|View the "Khelez-Mar Campaign Player Characters" category]] |
− | ===Living=== | + | ===Active=== |
| * [[Kull]] | | * [[Kull]] |
− | * [[Moriam]], cleric of Ulaa, dwarven/human goddess of earth and mining | + | * [[Moraim]], cleric of [[Ulaa]], dwarven/human goddess of earth and mining |
− | * [[Manasi]], Touv wizard and mind-bender | + | * [[Manansi Malabre]], Touv wizard and mind-bender |
− | * [[Sir Ottomar]], Knight of the Shield | + | * [[Sir Ottomar of River Valley]], [[Knights of the Sword|Knight Commander of the Sword]] |
| * [[Rencor]] | | * [[Rencor]] |
| * [[Heydrich]] | | * [[Heydrich]] |
| * [[Vogg]] of Clan Toron | | * [[Vogg]] of Clan Toron |
| | | |
| + | ===Retired=== |
| + | None |
| ===Dead=== | | ===Dead=== |
− | ==Setup==
| + | None |
− | ===What Has Come Before=== | + | ===Character Creation=== |
− | Several years ago I ran a series of adventures based around clearing out a re-discovered dwarven stronghold in the Drachensgrabs (north east of Obsidian Bay).
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− | | + | |
− | The brave adventurers delved into the sublevels of the stronghold and discovered that it had fallen to humanoids who were mostly defeated, but their master, a dread necromancer, was able to overcome the doughty dwarves. Fortunately, the necromancer died in his victory, falling to the remaining high priest of Moradin in the stronghold's Temple. The dwarven high priest was mortally wounded and died in the Temple, arising as a Sacred Guardian, waiting for the forces of good to reclaim the temple and help to rescue his corrupted flock.
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− | | + | |
− | Similar to the high priest, many of the dwarves had opted to undergo a dwarven religious ceremony allowing their spirits to fight on after they died as sacred spectral warriors, defending their home (think the warrior chick in Conan). However, when they were slain with negative energy attacks, their spiritual service became corrupted and they became powerful undead. Their oaths to protect the stronghold would not allow them rest even if their undead form was destroyed. They would simply rise again the next night until they were properly laid to rest in the dwarven crypts far below.
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− | | + | |
− | In between the undead remains and the crypts happened to be a red dragon who had been residing in the lower levels of the abandoned stronghold for some time. He had his own problems fending off incursions from the UnderOerth monsters who were being sent against him in unrelenting waves.
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− | | + | |
− | The dragon was powerful but trapped in the lower levels. He struck a deal with the party to find and defeat who or whatever was attacking him from below and in return, he would leave the stronghold to the dwarves (taking his hoard with him, of course).
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− | | + | |
− | The party found and defeated a foul Illithid and his Drow monk thrall (and lots of underdark beasties), ending the threat to the dragon. Then the party decided that they could not allow the dragon to leave with all of the looted dwarven relics and treasure.
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− | | + | |
− | The battle that followed was epic, and the hardy adventurers were able to defeat the dragon after a truely well coordinated team effort that taxed all of the characters to the limit.
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− | | + | |
− | With the dragon defeated, the dwarves of Khelez-Mar were able to lay their fellows to rest, ending the torment of undeath and allowing them to join their father's in the Halls of Moradin with pride.
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− | | + | |
− | Khelez-Mar was reclaimed and the party were named Dwarf-Friends and given a princely reward.
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− | | + | |
− | ===Khelez-Mar Reclaimed===
| + | |
− | In the time since, the dwarves of Khelez-Mar have called upon their Dwarf-Friends a few times for assistance. But the stronghold is well beyond the borders of the Domain of Obsidian Bay. They have thus far relied upon secrecy to stave off further threats until they can rebuild the defenses and reinforce their reclaimed home.
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− | | + | |
− | However, tensions between the Domain of Obsidian Bay and the Empire of Mak have been building towards war. Frontier settlements like the Cathedral of Liberty, Mogelsville and Khelez-Mar are facing grave threats as Turrosh Mak sends more orcs to harrass the Domain and test their defenses.
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− | | + | |
− | Khelez-Mar has gained some strategic importance to the City of Obsidian Bay as a supplier of war material, especially now that the Mithril veins have been re-opened. The dwarven weapon and armorsmiths are busy deep in their stonghold.
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− | | + | |
− | Obsidian Bay is somewhat short on regular army forces, but have sent a contingent of Knights of the Shield to Khelez-Mar to aid the defense. In addition, there are several powerful adventurers who now live in or frequent Khelez-Mar, including Duklar Ironforge, Dwarf of Renown and Hero of Obsidian Bay, Sven Kildare, the Terramancer of the Order of the Broken Staff, Luc Krolnochak, Hero of Obsidian Bay and Moraim, Priest of Ulaa, Liberator of Geoff.
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− | | + | |
− | ===The Looming War===
| + | |
− | But there are more and more orcish forces in the Drachensgrabs. It is only a matter of time before Khelez-Mar is found. And though they are strong in their Halls, a concerted effort by Mak would at the least cut off a vital supplier of war material to OB, and possibly overrun the stronghold again.
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− | | + | |
− | So the dwarves of Khelez-Mar are seeking allies who can thin the number of orcs in the Drachensgrabs, and help with the defense of their home.
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− | | + | |
− | ==Themes==
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− | '''The Dwarven Imperative!'''
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− | | + | |
− | The party will be called upon to perform skirmish warfare in the Drachensgrab Hills. They will encounter the normal sort of beasties to be found in the Hills plus bands of Orcs/humanoids.
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− | | + | |
− | This will be a mostly outdoors campaign. Maybe a few dungeon crawls. But lots and lots of Orcs!
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− | | + | |
− | Some themes for adventures:
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− | | + | |
− | <ol>
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− | <li> Scouting forces</li>
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− | <li> Strike force against enemy encampments</li>
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− | <li> Find someone who is missing</li>
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− | <li> Escort diplomats/leaders</li>
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− | <li> Secure strategic resources</li>
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− | <li> Defend strategic resources</li>
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− | <li> Find/create staging areas</li>
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− | <li> Launch strikes against enemy strongholds</li>
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− | </ol>
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− | | + | |
− | ==Character Creation== | + | |
− | | + | |
− | ===Stats, Level & Gold===
| + | |
| * Point buy: 30 | | * Point buy: 30 |
| * Character level: 12th | | * Character level: 12th |
− | * Starting Gold: [http://www.griffcrier.com/downloads/starting_equipment.xls Per the starting gold spreadsheet] | + | * Starting Gold: Per [[Starting Wealth Guidelines]] |
| + | * Further details on the [[Khelez-Mar Primer]]. |
| | | |
− | ===Location=== | + | ==Setup== |
− | You could come from Obsidian Bay, have relocated to OB from Keoland or the Wild Coast, or really anywhere you want, just have some reason for being in Obsidian Bay.
| + | A few years ago a group of adventurers re-discovered the dwarven stronghold [[Khelez-Mar]] in the [[Drachensgrab Mountains]]. Since then the dwarves have moved back, and the stronghold thrives once more. However, tensions between the nearby [[Domain of Obsidian Bay]] and the [[Orcish Empire]] of [[Turrosh Mak]]have been building towards war. |
| | | |
− | You could also start as a dwarf or human who is already living in Khelez-Mar. In this case, you would probably originally be from the Principality of Ulek and either be part of the original explorers that re-discovered Khelez-Mar, or reinforcements that arrived after Khelez-Mar was re-claimed.
| + | It is only a matter of time before Khelez-Mar is found, and though they are strong in their Halls, a concerted effort by Mak would at the least cut off a vital supplier of war material to [[Obsidian Bay]], and possibly overrun the stronghold again. The dwarves of Khelez-Mar are therefore seeking allies who can thin the number of orcs in the Drachensgrabs, and aid with the defense of their home. |
− | | + | |
− | ===Race===
| + | |
− | Any standard race would do, although keep in mind you'll be interacting with dwarves a lot, and you'll be resting up in Khelez-Mar or Obsidian Bay. So Wood Elves are probably not a good choice, lol! Humans and dwarves will be just peachy. Gnomes and halflings will be pretty good. Half-elves will be okay. Full elves will be welcomed as allies but probably are not going to become fast friends like Legolas and Gimli (unless they do something above and beyond to help the dwarves of Khelez-Mar).
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− | | + | |
− | ===Class===
| + | |
− | Again, this is pretty much whatever you want to play. However, if you want to play a base class from a book other than the Players Handbook, I want to see it beforehand and I'm not guaranteeing I'll approve it. The Knight is approved.
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− | | + | |
− | For prestige classes, please ask first. Not all of the prestige classes even from the Complete books are appropriate for the setting.
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− | | + | |
− | ===Feats===
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− | Don't choose non-standard feats listed in HeroForge without running it past me, please. Feats from the PHB and the Complete Books are okay, but try to keep some rp flavor in mind (for example, if you take the Disciple of the Sun feat for a cleric, make sure the cleric's god has SUN in the portfolio. If you're taking a Greyhawk regional feat, like Blackmoorian Rhymes, be from Blackmoor or have a story about how you spent a lot of time there in your early training, etc).
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− | | + | |
− | ===Alignments===
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− | Any good will work best. Lawful neutral will be okay, chaotic neutral is prohibited.
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− | | + | |
− | ==Khelez Mar Setting==
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− | ===Rulers===
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− | This will include the ruling powerstructure (secular and sacred).
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− | | + | |
− | ===Religion===
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− | Which religions are represented within Khelez-Mar.
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| + | Read more Setup at the [[Khelez-Mar Primer]]. |
| ===Resources=== | | ===Resources=== |
− | Adventuring resources within the stronghold.
| + | * [[Khelez-Mar Sagas|Read the Khelez-Mar Sagas.]] |
− | | + | * [[Khelez-Mar Primer|View the Khelez-Mar Primer.]] |
− | ===Rest===
| + | * [http://www.griffcrier.com/forum/viewforum.php?f=26 Khelez-Mar Discussion Forum] |
− | What you can do during downtime.
| + | * [http://spreadsheets.google.com/ccc?key=pGpTHTc_cA7bDeZQSBMF6Jw Treasure & XP Spreadsheet] |
− | | + | ===Locations=== |
− | ====Private rooms====
| + | *[[Khelez-Mar]] - Dwarven City |
− | You each have a good sized private room (10x10). It is typically cool and dry, and is worked stone (not carved out of a wall like a cave). The door is solid stone on a continuous hinge (a solid cylinder of stone that runs the length of the door), and even though it’s quite heavy, it swings open and shut easily. The door has a built-in lock and can be barred from the inside.
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− | | + | |
− | In each room you have a bed, chair, table, and lockable chest and wardrobe. Those of you who wear armor also have an armoring dummy in the room (on which you place your armor when you’re not wearing it), and those of you with more a more scholarly bent have a low bookcase. All of the furniture is sturdy and well made, though not ostentatious. For most of you, these are the nicest quarters you have ever had (not for Sir Ottomar, of course, though you certainly find them appropriate and suitable).
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− | | + | |
− | Sir Rencour, after spending some time in your room, you discover (almost by accident), that your walls are covered with expertly made tapestries of blank dwarven stonework. Ahh, dwarven humor.
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− | | + | |
− | ====Taverns====
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− | | + | |
− | There are currently three taverns in addition to the Feast Hall (where you all ate when you first came to Khelez-Mar).
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− | | + | |
− | The first tavern is Sidh’Rak (pronounced Sid Rack, the literal translation is the Final Bastion). This is a largish tavern with space for about 50 people to be comfortable in the main room. There are also some rooms above the tavern, presumably for rent for visitors to Khelez-Mar who have not been granted private quarters. Currently, there are few who come to the fortress who are not invited, and those few who are invited are given quarters or at the least, do not have to rent a room so these are generally empty.
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− | | + | |
− | During the invasion and fall of Khelez-Mar some 100 years ago, Sidh’Rak was the last position to fall on the main level, and from what can be determined, had perhaps the strongest resistance in the entire fortress.
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− | | + | |
− | There is generally a good mix of people in Sidh’Rak but the militia and those who engage in military missions outside of the fortress patronize Sidh’Rak more than the other establishments. Sidh’Rak can be a little boisterous at times, since there are frequently dwarves and humans mixing here. The occassional bar fight is not unknown but fatal violence is not tolerated, nor is extreme drunkenness (by dwarven standards, usually defined as too drunk to hit a table top with an axe).
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− | | + | |
− | Of note: when Khelez-Mar was retaken, those exploring the tavern found an encoded runic scroll hidden under a broken ale barrel. After the dwarves deciphered the scroll they found a recipe for a drink called Grimfal (Eternal Strength).
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− | | + | |
− | Grimfal is a strong, spicy alcoholic drink served hot. One or two tankards has little effect except to induce a mild intoxication (by dwarven standards), but for dwarves, 3 or 4 tankards produces an effect identical to a barbarians rage class ability.
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− | | + | |
− | After the effects of the rage wear off, the dwarves may suffer some ill-effects. The best case scenario is that they become fatigued as a barbarian would be after ending a rage. However the ill-effects can be quite a bit more severe, even including death from over-exertion. Roll percentile then subtract the imbibing character's Con score to determine the effect (die roll cannot be modified below 1. An imbibing character will always become at least fatigued).
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− | | + | |
− | Table 1: After-effects of Grimfal Rage
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− | 1-20 Fatigued
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− | 21-30 Exhausted
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− | 31-40 Disabled
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− | 41-55 Blinded
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− | 56-65 Confused
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− | 56-60 Staggered
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− | 61-70 Unconscious
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− | 71-80 Ability Damage – 1d10 damage to either Str, Dex or Con
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− | 81-89 Ability Drain – 1d4 damage to Int, Wis or Con
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− | 90-100 Dead
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− | | + | |
− | Grimfal is not to be imbibed lightly.
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− | ===Regiment=== | + | ==References== |
− | What other adventuring types are within the stronghold to lend a hand.
| + | ===Print References=== |
| + | * ''Dragon #261'' |
| + | ** Dwarven Name Generators |
| + | * ''Dragon #278'' |
| + | ** A Short History of Dwarves (real world dwarven history) |
| + | ** A Dwarven Lexicon (dwarven language) |
| + | ** Cry Havoc (dwarven war cries) |
| + | ** Forge and Hammer (dwarven society) |
| + | ** The Old Words are the Best Words (dwarven sayings) |
| + | ===Web References=== |
| + | * [http://grey-starr.ca/Tools/random-female-dwarf-name.htm Female Name Generator] (based on ''Dragon'' #261) |
| + | * [http://grey-starr.ca/Tools/random-male-dwarf-name.htm Male Names] (based on ''Dragon'' #261) |
| + | * [http://www.rpginspiration.com/tables/DwarfName.ipt RPG Inspiration's Dwarven Name Generator] |
Also known as the Dwarven Campaign, this campaign revolves around the dwarven fortress of Khelez-Mar in the Drachensgrab Mountains of The Pomarj. The fortress was liberated by the Blackrazor Guild, and a number of its dwarven contingent -- since retired from the guild -- now reside here.
With the first story arc complete, the campaign has been placed on hiatus.
It is only a matter of time before Khelez-Mar is found, and though they are strong in their Halls, a concerted effort by Mak would at the least cut off a vital supplier of war material to Obsidian Bay, and possibly overrun the stronghold again. The dwarves of Khelez-Mar are therefore seeking allies who can thin the number of orcs in the Drachensgrabs, and aid with the defense of their home.