Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
D&D Older Editions
RRH2: Building the Adventure Outline
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Jacob Lewis" data-source="post: 8519307" data-attributes="member: 6667921"><p>Part III: <strong>The Revised Synopsis</strong> (Part I)</p><p><a href="https://postimg.cc/56x4fBdR" target="_blank"><img src="https://i.postimg.cc/56x4fBdR/4e-NWCS-28.jpg" alt="" class="fr-fic fr-dii fr-draggable " style="" /></a></p><p></p><p>There isn't a whole lot I want to change about the adventure. In fact, I intend to keep a lot of the overall structure and designs intact. Those familiar with the original should be able to recognize it as <em>Reavers of Harkenwold</em>, but still be able to experience something new.</p><p></p><p>The goal of liberating Harkenwold from the Iron Circle remains the central theme, which will drive both the narrative and the players. Many of the existing people, encounters, and events will be the same, but some will receive greater attention and detail. Finally, the sequence of events will likely unfold as expected, but with additional storylines and even greater flexibility.</p><p></p><p>This is only a first draft so bear in mind that things may change. As such, I'm not too worried about most of the specifics and details at this stage. The finer points will be brought into focus when I begin working more in depth on the individual sections and encounters. For now, I just want to see how many pieces I will need to make everything fit.</p><p></p><p>========================</p><p><span style="color: #BF0000"><strong>Chapter 1</strong> A Call For Heroes</span> (Level 1-2)</p><p>The first chapter will be composed of the first and second chapters from the original adventure. Using the expanded map for Toadwallow Caverns, that will fill out most of this chapter. Everything else will mostly be used as written. The only thing addition to this will be an expedition to the ruined village of <strong>Marl</strong>, which I will explain more below.</p><p></p><p><strong>Dar Gremath</strong>, the rebel leader in <strong>Albridge</strong>, would be a logical choice to send the party to Marl. He already has them taking direct actions against the Iron Circle. Perhaps he needs them to find some important Intel, or recover supplies in a hidden cache. Whatever the reason, it would make a good diversion for some one-off encounters with random creatures. It will also be a good opportunity for a first encounter with the <strong>Fell Court</strong>. The party runs into a group of tiefling spies and felldrakes who appear to be scavengers, but the heroes may find clues about who they really are and why they are here.</p><p></p><p>Once the party has dealt with the bullywug menace, <strong>Tor's Hold</strong> is free to join the fight. If they participated in any actions against the Iron Circle, the heroes will have likely gained their notice and will be considered a minor threat that needs to be dealt with. The party should reach level 2 before they the next chapter begins.</p><p></p><p>========================</p><p><span style="color: #BF0000"><strong>Chapter 2</strong> The Devil's Bargain</span> (Level 2-3)</p><p>This chapter will be the first major deviation from the original adventure. Instead of going straight to the Windsong elves, the party will continue their efforts to free other settlements in Harkenwold from oppression and strengthen their forces. Here I will introduce the Ashmadai and give some details about their involvement with the Iron Circle. I will also introduce some new characters, including a potential long-term villain who is not just another members of the Iron Circle. Changing up the bad guys should add a little more depth, variety, and political intrigue to the overall story.</p><p></p><p>After freeing the west end of Harkenwold, the characters turn to the east where <strong>Dardun </strong>and <strong>Easthill </strong>are held captive by tyranny and fear. Dardun in particular has become a foothold for the Iron Circle. Reavers patrol the village streets and routinely tyrannize Dardun's residents. The heroes will quickly realize that it would be too dangerous for them to openly show any opposition. However, they will soon make unexpected contact with a suspicious tiefling who offers them safe passage. In return, he employs their services to help with a situation in Easthill.</p><p></p><p>The tiefling is <strong>Mordai Vell</strong>, a cunning, deceptive, and charming opportunist who only desires power for himself. He is also a leader in a secret cult of Asmodeus worshipers called the <strong>Ashmadai</strong>. His organization is currently working with the Iron Circle, but the ambitious tiefling is no longer content with their current arrangements. He sees the heroes as a golden opportunity to disrupt the Circle's operations while keeping his own hands clean.</p><p></p><p><span style="color: rgb(84, 172, 210)"><em>(Sidebar: Mordai Vell is an interesting character and will likely become one of the major villains in my campaign. Not only is he working to quietly undermine his arrangement with the Iron Circle while still supporting their efforts, he is also in contention for control of the Ashmadai. His chief rival, a fanatic dwarf and worshiper of Asmodeus named <strong>Favria</strong>, is the leader of another sect of Ashmadai. Although the dwarf does not approve of Mordai's methods or share his ambitions, she cannot deny the effectiveness of his abilites. Since the Iron Circle arrived, however, her willingness to cooperate and submit to their leadership has caused Mordai to lose some of his standing within the cult. That is something which he cannot tolerate.</em></span></p><p><span style="color: rgb(84, 172, 210)"><em></em></span></p><p><span style="color: rgb(84, 172, 210)"><em>Unlike Favria, Mordai Vell is willing to look outsider the cult of Asmodeus for support when he needs it. He has had successful dealings with the Fell Court in the past, and continues maintaining good relations with his fellow tieflings. Recently, he has convinced their leader, Melech Ambrose, to look into a potential alliance with the Iron Circle who have recently gained a hold in Harkenwold. Mordai is an expert manipulator and opportunist who will use the Fell Court, and anyone else, in a manner that will benefit him the most. The co-leader of the Ashmadai wants power for himself, and is willing to play this dangerous game. It just happens to be a game for which he is an accomplished master. )</em></span></p><p></p><p>The village of <strong>Easthill </strong>has been plagued by a cult of devil worshipers who call themselves the Ashmadai. The group, led by a fanatic dwarf named Favria, has thoroughly cowed the village elder and kidnapped a hunter named Adalbar. Adalbar had been quietly organizing the citizens for a fight, but now no one is there to lead them. The Ashmadai have established a defensible stronghold in the ruins of an old manor overlooking the town. Now there are reports that they have been abducting the locals for their infernal rituals and sacrifices. Mordai, who poses as a trader and business investor in Dardun, has financial interests with Easthill's quarry. He will show concern for his associates and contacts, if needed, but he feels that a substantial reward is the best way to gauge their moral compasses. After all, he may need new recruits to replenish the ranks soon.</p><p></p><p>What Mordai doesn't tell the heroes is that the Iron Circle put the Ashmadai there to keep the locals distracted from what is happening elsewhere. Favria was content to oblige seeing it as an opportunity to operate in the open for a change, something that Mordai avoids at all possible costs. Mordai hopes that the heroes will deal with his rival, or at least drive her away. Either way, the Iron Circle will see that their confidence was misplaced in her and that he was the better (now only) option. Of course, if the characters are defeated, it is no skin off his tail.</p><p></p><p>Regardless of the outcome, Mordai disappears without a trace. Instead of a reward, the characters find an ambush by members of the Fell Court who have grown suspicious of their recent activities. In truth, Mordai had tipped off the Fell Court who are now looking for adventurers fitting their description after an incident in Marl. If the party survives the encounter, they may run into Mordai again. What happens then depends on what the party suspects, what they can prove, and what Mordai believes he can get away with.</p><p></p><p>And in case you're wondering, the tiefling has multiple alibis and contingencies to avoid suspicion from every side. If the Iron Circle suspects that he hired the adventurers to disrupt their plans, Mordai will point to an imposter within the Fell Court. Or if Favria survives and suspects that the tiefling was responsible for sending the party against her, he'll likely shrug and call it a test from Asmodeus, which he will also point out that she passed. Mordai Vell will be a hard target to pin down, and even then he still has a few tricks up his sleeve.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 8519307, member: 6667921"] Part III: [B]The Revised Synopsis[/B] (Part I) [URL='https://postimg.cc/56x4fBdR'][IMG]https://i.postimg.cc/56x4fBdR/4e-NWCS-28.jpg[/IMG][/URL] There isn't a whole lot I want to change about the adventure. In fact, I intend to keep a lot of the overall structure and designs intact. Those familiar with the original should be able to recognize it as [I]Reavers of Harkenwold[/I], but still be able to experience something new. The goal of liberating Harkenwold from the Iron Circle remains the central theme, which will drive both the narrative and the players. Many of the existing people, encounters, and events will be the same, but some will receive greater attention and detail. Finally, the sequence of events will likely unfold as expected, but with additional storylines and even greater flexibility. This is only a first draft so bear in mind that things may change. As such, I'm not too worried about most of the specifics and details at this stage. The finer points will be brought into focus when I begin working more in depth on the individual sections and encounters. For now, I just want to see how many pieces I will need to make everything fit. ======================== [COLOR=#BF0000][B]Chapter 1[/B] A Call For Heroes[/COLOR] (Level 1-2) The first chapter will be composed of the first and second chapters from the original adventure. Using the expanded map for Toadwallow Caverns, that will fill out most of this chapter. Everything else will mostly be used as written. The only thing addition to this will be an expedition to the ruined village of [B]Marl[/B], which I will explain more below. [B]Dar Gremath[/B], the rebel leader in [B]Albridge[/B], would be a logical choice to send the party to Marl. He already has them taking direct actions against the Iron Circle. Perhaps he needs them to find some important Intel, or recover supplies in a hidden cache. Whatever the reason, it would make a good diversion for some one-off encounters with random creatures. It will also be a good opportunity for a first encounter with the [B]Fell Court[/B]. The party runs into a group of tiefling spies and felldrakes who appear to be scavengers, but the heroes may find clues about who they really are and why they are here. Once the party has dealt with the bullywug menace, [B]Tor's Hold[/B] is free to join the fight. If they participated in any actions against the Iron Circle, the heroes will have likely gained their notice and will be considered a minor threat that needs to be dealt with. The party should reach level 2 before they the next chapter begins. ======================== [COLOR=#BF0000][B]Chapter 2[/B] The Devil's Bargain[/COLOR] (Level 2-3) This chapter will be the first major deviation from the original adventure. Instead of going straight to the Windsong elves, the party will continue their efforts to free other settlements in Harkenwold from oppression and strengthen their forces. Here I will introduce the Ashmadai and give some details about their involvement with the Iron Circle. I will also introduce some new characters, including a potential long-term villain who is not just another members of the Iron Circle. Changing up the bad guys should add a little more depth, variety, and political intrigue to the overall story. After freeing the west end of Harkenwold, the characters turn to the east where [B]Dardun [/B]and [B]Easthill [/B]are held captive by tyranny and fear. Dardun in particular has become a foothold for the Iron Circle. Reavers patrol the village streets and routinely tyrannize Dardun's residents. The heroes will quickly realize that it would be too dangerous for them to openly show any opposition. However, they will soon make unexpected contact with a suspicious tiefling who offers them safe passage. In return, he employs their services to help with a situation in Easthill. The tiefling is [B]Mordai Vell[/B], a cunning, deceptive, and charming opportunist who only desires power for himself. He is also a leader in a secret cult of Asmodeus worshipers called the [B]Ashmadai[/B]. His organization is currently working with the Iron Circle, but the ambitious tiefling is no longer content with their current arrangements. He sees the heroes as a golden opportunity to disrupt the Circle's operations while keeping his own hands clean. [COLOR=rgb(84, 172, 210)][I](Sidebar: Mordai Vell is an interesting character and will likely become one of the major villains in my campaign. Not only is he working to quietly undermine his arrangement with the Iron Circle while still supporting their efforts, he is also in contention for control of the Ashmadai. His chief rival, a fanatic dwarf and worshiper of Asmodeus named [B]Favria[/B], is the leader of another sect of Ashmadai. Although the dwarf does not approve of Mordai's methods or share his ambitions, she cannot deny the effectiveness of his abilites. Since the Iron Circle arrived, however, her willingness to cooperate and submit to their leadership has caused Mordai to lose some of his standing within the cult. That is something which he cannot tolerate. Unlike Favria, Mordai Vell is willing to look outsider the cult of Asmodeus for support when he needs it. He has had successful dealings with the Fell Court in the past, and continues maintaining good relations with his fellow tieflings. Recently, he has convinced their leader, Melech Ambrose, to look into a potential alliance with the Iron Circle who have recently gained a hold in Harkenwold. Mordai is an expert manipulator and opportunist who will use the Fell Court, and anyone else, in a manner that will benefit him the most. The co-leader of the Ashmadai wants power for himself, and is willing to play this dangerous game. It just happens to be a game for which he is an accomplished master. )[/I][/COLOR] The village of [B]Easthill [/B]has been plagued by a cult of devil worshipers who call themselves the Ashmadai. The group, led by a fanatic dwarf named Favria, has thoroughly cowed the village elder and kidnapped a hunter named Adalbar. Adalbar had been quietly organizing the citizens for a fight, but now no one is there to lead them. The Ashmadai have established a defensible stronghold in the ruins of an old manor overlooking the town. Now there are reports that they have been abducting the locals for their infernal rituals and sacrifices. Mordai, who poses as a trader and business investor in Dardun, has financial interests with Easthill's quarry. He will show concern for his associates and contacts, if needed, but he feels that a substantial reward is the best way to gauge their moral compasses. After all, he may need new recruits to replenish the ranks soon. What Mordai doesn't tell the heroes is that the Iron Circle put the Ashmadai there to keep the locals distracted from what is happening elsewhere. Favria was content to oblige seeing it as an opportunity to operate in the open for a change, something that Mordai avoids at all possible costs. Mordai hopes that the heroes will deal with his rival, or at least drive her away. Either way, the Iron Circle will see that their confidence was misplaced in her and that he was the better (now only) option. Of course, if the characters are defeated, it is no skin off his tail. Regardless of the outcome, Mordai disappears without a trace. Instead of a reward, the characters find an ambush by members of the Fell Court who have grown suspicious of their recent activities. In truth, Mordai had tipped off the Fell Court who are now looking for adventurers fitting their description after an incident in Marl. If the party survives the encounter, they may run into Mordai again. What happens then depends on what the party suspects, what they can prove, and what Mordai believes he can get away with. And in case you're wondering, the tiefling has multiple alibis and contingencies to avoid suspicion from every side. If the Iron Circle suspects that he hired the adventurers to disrupt their plans, Mordai will point to an imposter within the Fell Court. Or if Favria survives and suspects that the tiefling was responsible for sending the party against her, he'll likely shrug and call it a test from Asmodeus, which he will also point out that she passed. Mordai Vell will be a hard target to pin down, and even then he still has a few tricks up his sleeve. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
D&D Older Editions
RRH2: Building the Adventure Outline
Top