A Frostburn Campaign - Dreams of Ice and Madness (Fishing for Comments)

Would you play in a long-term game with Pregens? (10 Pregens for 6 players)

  • Yes

    Votes: 6 50.0%
  • No

    Votes: 6 50.0%

BlackTiger

First Post
Hey EN World. Been awhile :P My players (Hey Eric!) Know the drill. Spoiler Alert.


-


I'm looking for specific encounter ideas, feedback or criticism on my campaign design theory, and anything else you all feel like contributing.


-


A friend of mine awhile back created an epic character to show players what Epic Characters should really be like. He created a Half-Orc Barbaian named Verne who was trapped in a crappy world locked in the grip of an eternal winter, spreading from the North pole, with the added problem of driving entire races insane. Trapped among a bunch of cowering exiles in a 'warm' river valley near the southern pole, the world at large having given up, he decided,

"Screw this. I'm going to walk to the North Pole and kick this thing's arse."

As soon as I heard of this, I knew I had to run a Campaign where the party is journeying forever north.

The Great Races have given up and fled South, or dug beneath the earth. Something is trying to destroy this planet through eternal winter. The previous great empires of all races, and in most cases the gods they worshipped, are trapped beneath the inhospitable ice and snow that coats the world. Perhaps worst of all, there was a recent glimmer of hope, a decade when temperatures rose (Vernes fault) before things became worse than before.

Now, some would-be heroes with nothing to lose have found reasons to head north, into the heart of winter and ice.

So, I'm planning to run this as a 'summer campaign' when I go home from my college, with my old gaming buddies. The time frame, my knowledge of my players, and some personal choices are influencing my design decisions, but I'm finding that tossing this idea at people and listening to what comes up is a very useful tool for new ideas. I may post some of the finer details later, but here's my design philosophy so far:

1. Write this 'arc' of the campaign from about level 1-8, with journey milestone-based levels instead of raw XP tracking. This gets PCs into their Prestige classes. About those PCs and PrCs -

2. Pre-generated characters. This is a contentious issue I know, but I'm playing in a campaign right now which has used this to good effect. You lay out the past and the paths ahead for the PCs, but everything else is really up to the Player, giving them lots of room to personalize and grow (Including two very obvious prestige classes in different directions, or to stay the course in their class). Each PC also has a big 'choice' built into them based on campaign themes. But this has the advantage of knowing what's on the table, without limiting the player's options because...

3. Without weird PrCs, races, or classes on the table, I am very comfortable with giving out bonus feats that players otherwise might not take (Self-Sufficient, Mountaineer, etc) as a carrot for participation beyond games (Updating campaign wiki, campaign journals, etc), and I'm using XP for party crafting and spells as a reward for in character roleplaying goodness (I have a very mixed group of players; Powergamers, tacticians, RPers and dedicated backpack-packing realists. I plan to limit these at first, but know some people will seek them and encourage the less involved players to participate as well).

As for the actual game, there's a couple things going on.



The goal is exploration. I've recently discovered the idea of a 'hex crawl' and found that it might be useful in certain regions. Of course, all the exploration and personal development builds towards and uncovers the case of the winter.

I envision the typical BBEG / Lieutenant problems along the way, mostly villains who have found ways to use the unnatural winter to personal or group advantage, or in the service of some nasty gods. Also, even some of these gods have been hollowed out and usurped by the Winter, along with their cults.

Dungeons along the way and encounters are ways for Players to dig into the History of the world, and the source of Eternal Winter.

The feral power of the natural world (including the unnatural winter) regularly butts heads the discipline and knowledge of the old empires.

Rediscovering the old gods (That is, the PHB Pantheon) is a big deal to the party, beyond just the cleric and Paladin (Ex; The Druid is in a somewhat 'abusive' divine relationship with Auril, an evil winter deity, Dwarves like the fighter had to leave great halls and monuments to Moradin behind, etc)



Aside from encountering standby cold-themed enemies (Frostworm, Winter Wolves, Rejkar from MM3) what other encounters does this world put in people's heads?

I foresee being chased by and having to outpace a young Frost Giant, angry with the PCs interference in his carefully controlled tribe of Snow Goblins, encountering a verdant valley ruled over by a tyrannical yak-Folk, an old lighthouse keep (up in the mountains, since all this ice has dramatically reduced sea level) an iceberg, once home to a Rimefire Eidolon, killed by the cult of Iborighu (Rival deity of Hleid, see Frostburn) a coastal city on the last unfrozen sea, it's population driven out by monsters searching their homes for... Something, and the giant, glassy expanse of what was once an ocean, frozen over, where the party has to try not to get attention from huge predators lurking beneath thin sheets of frozen water.

Maybe having to push a treasure-boat that never made it from drydock into that southern sea to appease a giant gold and gem munching planar dragon turtle, so that it will push a huge iceberg up the coast and use it to block off a river of coldfire, currently pouring into a crevasse between tectonic plates trying to freeze the very heart of the world - Okay, that's little ridiculous.


But, hey, it's D&D...

Questions? Ideas?
 

log in or register to remove this ad

Sounds like a fun game. I'd do it *in spite* of the pregens, which IMO are unnecessrary extra work for a DM and don't really help the game.

UA has arctic race variant you might look at (esp for kobolds/goblins as enemies).

When I think of cold, I think of Cania and some of the fun baatezu that can be found there; always interesting when those critters make it onto the material plane.

Beyond the cold theme, I would consider encounters with displaced and desparate warm-weather creatures. Perhaps the players try to aid a cursed cold one (Sandstorm) and it attacks them when they warm it up.

Conflict between white and silver dragons is great; I find white dragons to be one of the more evocative and usable dragons (because they aren't as unreachable in power as the others).

I'd also highly recommend elemental weirds (I believe there are two in Frostburn) as recurring NPCs, given the exploration/history theme.

Depending on whether you've decided the source of eternal winter, the Xixecal (epic) is a logical and fun choice, as are some of the elder evils.
 

Things to meet?
Undead: frost wights, who froze to death; ghouls, who turned to cannibalism as the crops died (think Alive); lichs (who took to undeath because it seemed like the only way to survive).

Cold fairies, wind/water/ice elementals/para-elementals.

The weather itself, especially for your pack-stuffing ultra-realists. And the need for food. And the party slowly going mad. The diaries of polar expeditions sometimes walk a fine line between heroic epic and horror.

Lots of little city states grouped around hot springs, lava vents, or powerful spellcasters.

I could picture an underground city populated only by ghouls: the lava vents kept them from freezing, but then the crops failed and they ran out of mushrooms and rothe. They were warm, but eventually they got hungry.
Now the ghouls wait, starved to torpor due to a lack of fresh meat, waiting for someone to open the great basalt gates of their access tunnel.

Portals to the plane of fire that let terrible things into this world: someone tried to summon a furnace, but it got out of the summoning circle. It's burned its summoner to cinders and now wanders the halls of the citadel looking for more things to burn.

A citadel maintained by constructs that were badly programmed: they're still building walls, but they've accidentally killed all the people.
 

I'm working through several campaign ideas at the moment for my next game but the overall theme will be Fimbulwinter. Fimbulwinter is the great winter that precedes Ragnarok in Norse myth.

I'll be running my game in Forgotten Realms and I and will set the game in the northern Moonsea where the Prince of Frost, heir of the Vyshaan, an ancient elven/eladrin house responsible for pretty much all of the civil wars and great disasters of the elves/eladrin, is seeking his final revenge. The Winter Court plans to eradicate elven/eladrin civilisation from Toril.

The Prince of Frost has tapped into the power of Ulutiu, a slumbering or imprisoned deity, with a view to corrupting him and ultimately releasing him as a xixecal whose release will unleash a dire winter/fimbulwinter upon the area around the Moonsea.

The various wards and magics of the elven lands of Cormanthor and Myth Drannor are being corrupted by Moander, a formerly slumbering and imprisoned deity of rot and corruption.

While the rituals of corruption are taking place, the region gets colder and colder. Summer becomes winter and winter becomes something else.

However, the orcs and giants are prepared and they march.

While the ultimate villain appears to be the Prince of Frost, in actuality it is a fallen celestial, now baatezu, known as the Branded King. This gives me a good excuse to use ice devils.

I also want to use the art, at least, from Menace of the Icy Spire from Dungeon and revisit G2 Glacier of the Frost Giant Jarl (I may have that title wrong) but have the frost giant jarl be a frost titan. Menace of the Icy Spire has a really good skill challenge for dealing with a blizzard that you might want to yoink.

I plan to use the Feywild quite a bit. Besides the Prince of Frost I want to use a fomorian king who controls a network of portals (as suggested in both the Manual of the Planes and the Forgotten Realms Campaign Guide). I suspect there will also be a battle on the frozen layer of Hell at some point, possibly a climactic final battle with the Branded King.
 

I ran a wilderness campaign based around an ice age world sometime ago. One adventure I didn't get to run (as I moved away from the area) was an adventure inspired by a scene from Robert Holdstock's "Celtika" novel. The adventure was based around a "haunted" frozen lake. The lake is guarded by totem-worshipping shaman. The PCs have come to lake to find something under its frozen surface - in the book it was the remains of the Argo, in my adventure it was a portal. This immediately poses a number of problems for PCs:

1) Getting through the thick ice without attracting the attention of, or dealing with, the surface residents (see 6 below).
2) Diving into the lake & surviving the environmental hazards - cold, dark, wet and depth.
3) Diving into the lake and surviving the monsterous hazards - the haunted lake is teaming with undead (drowned ones, aquatic ghouls etc).
4) Searching the lake floor for whatever it is they're looking for in the cold, wet, dark depths. The BBEG lives at the bottom the lake in some ruins, of course.
5) Did I mention there was a dragon that lived in the surrounding mountains?
6) Did I also mention the lake shore has a number of mystical wackos, treasure hunters and adventurers living along it waiting to figure out how to liberate large quantities of treasure/magic/eternal life from the lake?

Clearly the solutions to some of these problems require magical rituals, some of which the PCs may not possess but they can deal with the local residents to obtain missing items. Other problems, such as swimming in cold dark water may require awesome skill checks along with magic or novel equipment (homemade diving bell anyone?). Loads of ways the problems can be solved depending on the set-up.

I was pitching this adventure around 10-15th level, which would have given the PCs some good magic to help and some good skills to attempt some heroic stuff: I calculated that a swimming barbarian might be able to swim several hundred feet down into the depth just by holding his breath with an good endurance roll.
 

Man this sounds like a lot of fun.. one thing to watch out for is the monotony that a campaign set entirely in an unrelentingly harsh environment can bring. Just as if they were actually caught in that kind of place, players can tend to get a little stir-crazy and withdrawn at the prospect of always having to make sure their characters don't have exposed skin, melting water to drink, etc. If things start to go down that road maybe have an out.. a side trek into Sigil maybe for some esoteric spell component or something. Overall, I think that this is an awesome idea though...very interested in hearing more about it.

And, personally, I would ditch the pregens...as a player I hate having my options so limited.
 


I agree with agree with the no pre-gens thing. Pre-gens are useful for one-shots ("Cousin Bob is in town and wants to play!") and introductions.
 

Remove ads

Top