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<blockquote data-quote="Stormtower" data-source="post: 3805626" data-attributes="member: 43631"><p>Our current campaign is rolling along smoothly. "Azarr Kul's Ambition" is a homebrew adaptation of the Shattered Gates of Slaughtergarde and Red Hand of Doom. The relevant campaign logs are on my wiki site (link in sig).</p><p></p><p>PCs:</p><p>Jack Dunstan, male human fey heritage warlock 5/fighter 4 (scythe wielder with redcap blood)</p><p>Ayotunde Taenik, female human cleric 9 of Shandae (nubile young dreadlocked healer)</p><p>Kaelin, (fe)male? human rogue1/fighter5/holy liberator 3 (gender ambiguous freedom fighter)</p><p>Klar, male half-orc ranger 2/barbarian4/Eye of Ijruk 3 (fearless double-axe wielding death machine)</p><p>Altaer Fangmaw, human sorcerer 9 (talkative, wide-eyed young arcanist with fiery brass dragon heritage)</p><p></p><p>After two deaths in the Slaughtergarde Armory they've rolled through much of the Red Hand of Doom... but after sacking Ulwai Stormcaller's forces in the Ghostlord's Lair they face their most difficult challenge: the Siege of Brindol. They have allowed two Wyrmlords (Saarvith and Ulwai) to escape along with the black dragon Regiarix... but have also succeeded in bringing many allies to help defend Brindol. The siege should be the highlight of what's already been a very rewarding campaign.</p><p></p><p>The published WotC mods have been excellent - I intentionally varied the pace of my usual campaigns (we tend towards deep immersion and sandbox exploration) to stay aggressively "on schedule" with the modules' intent and it's been a rewarding experience. I found the two modules to mesh almost perfectly and was able to find a heretofore undeveloped location in my milieu to drop in the Valley of Obelisks (Slaughtergarde) and the Elsir Vale (Red Hand). When the campaign wraps up over the next 5-6 sessions, I'll run some Goodman Games 3.5/OGL mods and then it's back to some pure homebrew for the next campaign branch in Gaia's Dream.</p></blockquote><p></p>
[QUOTE="Stormtower, post: 3805626, member: 43631"] Our current campaign is rolling along smoothly. "Azarr Kul's Ambition" is a homebrew adaptation of the Shattered Gates of Slaughtergarde and Red Hand of Doom. The relevant campaign logs are on my wiki site (link in sig). PCs: Jack Dunstan, male human fey heritage warlock 5/fighter 4 (scythe wielder with redcap blood) Ayotunde Taenik, female human cleric 9 of Shandae (nubile young dreadlocked healer) Kaelin, (fe)male? human rogue1/fighter5/holy liberator 3 (gender ambiguous freedom fighter) Klar, male half-orc ranger 2/barbarian4/Eye of Ijruk 3 (fearless double-axe wielding death machine) Altaer Fangmaw, human sorcerer 9 (talkative, wide-eyed young arcanist with fiery brass dragon heritage) After two deaths in the Slaughtergarde Armory they've rolled through much of the Red Hand of Doom... but after sacking Ulwai Stormcaller's forces in the Ghostlord's Lair they face their most difficult challenge: the Siege of Brindol. They have allowed two Wyrmlords (Saarvith and Ulwai) to escape along with the black dragon Regiarix... but have also succeeded in bringing many allies to help defend Brindol. The siege should be the highlight of what's already been a very rewarding campaign. The published WotC mods have been excellent - I intentionally varied the pace of my usual campaigns (we tend towards deep immersion and sandbox exploration) to stay aggressively "on schedule" with the modules' intent and it's been a rewarding experience. I found the two modules to mesh almost perfectly and was able to find a heretofore undeveloped location in my milieu to drop in the Valley of Obelisks (Slaughtergarde) and the Elsir Vale (Red Hand). When the campaign wraps up over the next 5-6 sessions, I'll run some Goodman Games 3.5/OGL mods and then it's back to some pure homebrew for the next campaign branch in Gaia's Dream. [/QUOTE]
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