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Forgotten Realms Campaign NEW (UPDATED 7/17/06)
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<blockquote data-quote="Ranger5" data-source="post: 2954249" data-attributes="member: 17981"><p><strong>Campaign 180</strong></p><p></p><p>So with the most recent post it might seem that the campaign is over. But this is not the case. Yes the near TPK was unexpected, and we even discussed as a group if the whole scenario should be a dream, but that was thrown out. The group decided to continue the fight after the first battle when they could have easily escaped.</p><p></p><p>So, we then started to discuss what to do next. One idea that came up was to play more "morally ambiguous" characters and continue to adventure in the region of Damara. After some back and forth on some ground rules, I decided to run an "evil" campaign.</p><p></p><p>The basic idea is that all the characters are a part of the Guild of Damara. Think of it like the mafia. Here is a little blurb I wrote up for the players:</p><p></p><p><em>The Guild of Damara, or simply the Guild, came into being shortly after the fall of Zhengyi and his army and the rise of Gareth Dragonsbane as the new king of Damara. The Guild was originally the Citadel of Assassins, who had supported Zhengyi's army, and was lead by a powerful dark cleric of Bane named Banak. With the fall of Zhengyi, King Gareth and his cohorts turned their considerable power into helping the lands of Damara cement relationships within and without. Their other goal was to bring down not only the Citadel of Assassins but the other nefarious guilds operating in the region and especially in the city of Heliogabalus. And the paladin-king and his companions were proving to be very capable in their plans of rooting out the lesser evil organizations and were beginning to close in on the Citadel itself.</em></p><p><em></em></p><p><em>Then in a surprising and bold move, Knellict, second in command of the Citadel and a powerful wizard, arrived at King Gareth's castle in Heliogabalus with two gifts. One was Banak himself, beaten and bound, and the other was a mysterious artifact of the Witch-King. In return for these two gifts, Knellict asked that the Citadel of Assassins be left alone and allowed to go on. To even further facilitate the king, Knellict offered to rename the Citadel of Assassins to simply the Guild, and move their base of operations to Heliogabalus. And finally, he proposed that this new Guild would absorb the remaining nefarious guilds into it and apply the same guidelines and strictures that would allow them to do legitimate business. As Knellict put it so aptly to King Gareth, "The past is the past. The future is yet to be written. And it’s nothing personal, it’s just business."</em></p><p><em></em></p><p><em>The king, despite some protests from his cohorts, could see the advantages of having a guild of the less than savory sorts since in business, they seemed to excel. And Damara was in desperate straights due to the recent war. Any influx of wealth to the region could only help. And his motto was "Keep your friends close, but keep your enemies closer."</em></p><p><em></em></p><p><em>So in the intervening years, the Guild has grown into an incredibly wealthy and powerful organization. It is still lead by Knellict and even though it seems that if he really did try he could overthrow the King, he chooses not to. His reasons are his own. And even though the Guild deals in legitimate business dealings, there are still the shadowy, nefarious dealings they still have their hands in as well - banditry, assassinations, etc - but never outright and in the open. Though it is unwise to cross anyone in the Guild for those people seem to disappear never to be heard from again.</em></p><p><em></em></p><p><em>The Guild has bases throughout Damara and the surrounding regions, including Vaasa. The Citadel itself has been largely abandoned due to Knellict's agreement with King Gareth. However, rumors speak of a secret base somewhere in Vaasa that is home to many of the vilest of the Guild's members. Their reason for being there is unknown.</em></p><p></p><p>So with that I am starting all the players off at 12th level since that is where they were almost at when their other guys bit the dust. And this will be somewhat of a sequel to the previous adventure since some of the things I did not get to will pop up in this game.</p><p></p><p>Well this will be the first time I do not run a heroic game. I am fairly certain this will work since we are all good friends and pretty mature players at that.</p><p></p><p>Anyway, stay tuned for the new campaign, appropriately entitled, "Down the Dark Path".</p></blockquote><p></p>
[QUOTE="Ranger5, post: 2954249, member: 17981"] [b]Campaign 180[/b] So with the most recent post it might seem that the campaign is over. But this is not the case. Yes the near TPK was unexpected, and we even discussed as a group if the whole scenario should be a dream, but that was thrown out. The group decided to continue the fight after the first battle when they could have easily escaped. So, we then started to discuss what to do next. One idea that came up was to play more "morally ambiguous" characters and continue to adventure in the region of Damara. After some back and forth on some ground rules, I decided to run an "evil" campaign. The basic idea is that all the characters are a part of the Guild of Damara. Think of it like the mafia. Here is a little blurb I wrote up for the players: [I]The Guild of Damara, or simply the Guild, came into being shortly after the fall of Zhengyi and his army and the rise of Gareth Dragonsbane as the new king of Damara. The Guild was originally the Citadel of Assassins, who had supported Zhengyi's army, and was lead by a powerful dark cleric of Bane named Banak. With the fall of Zhengyi, King Gareth and his cohorts turned their considerable power into helping the lands of Damara cement relationships within and without. Their other goal was to bring down not only the Citadel of Assassins but the other nefarious guilds operating in the region and especially in the city of Heliogabalus. And the paladin-king and his companions were proving to be very capable in their plans of rooting out the lesser evil organizations and were beginning to close in on the Citadel itself. Then in a surprising and bold move, Knellict, second in command of the Citadel and a powerful wizard, arrived at King Gareth's castle in Heliogabalus with two gifts. One was Banak himself, beaten and bound, and the other was a mysterious artifact of the Witch-King. In return for these two gifts, Knellict asked that the Citadel of Assassins be left alone and allowed to go on. To even further facilitate the king, Knellict offered to rename the Citadel of Assassins to simply the Guild, and move their base of operations to Heliogabalus. And finally, he proposed that this new Guild would absorb the remaining nefarious guilds into it and apply the same guidelines and strictures that would allow them to do legitimate business. As Knellict put it so aptly to King Gareth, "The past is the past. The future is yet to be written. And it’s nothing personal, it’s just business." The king, despite some protests from his cohorts, could see the advantages of having a guild of the less than savory sorts since in business, they seemed to excel. And Damara was in desperate straights due to the recent war. Any influx of wealth to the region could only help. And his motto was "Keep your friends close, but keep your enemies closer." So in the intervening years, the Guild has grown into an incredibly wealthy and powerful organization. It is still lead by Knellict and even though it seems that if he really did try he could overthrow the King, he chooses not to. His reasons are his own. And even though the Guild deals in legitimate business dealings, there are still the shadowy, nefarious dealings they still have their hands in as well - banditry, assassinations, etc - but never outright and in the open. Though it is unwise to cross anyone in the Guild for those people seem to disappear never to be heard from again. The Guild has bases throughout Damara and the surrounding regions, including Vaasa. The Citadel itself has been largely abandoned due to Knellict's agreement with King Gareth. However, rumors speak of a secret base somewhere in Vaasa that is home to many of the vilest of the Guild's members. Their reason for being there is unknown.[/I] So with that I am starting all the players off at 12th level since that is where they were almost at when their other guys bit the dust. And this will be somewhat of a sequel to the previous adventure since some of the things I did not get to will pop up in this game. Well this will be the first time I do not run a heroic game. I am fairly certain this will work since we are all good friends and pretty mature players at that. Anyway, stay tuned for the new campaign, appropriately entitled, "Down the Dark Path". [/QUOTE]
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