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Lead-in to Cormyr: Tearing of the Weave
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<blockquote data-quote="Vanye" data-source="post: 3410820" data-attributes="member: 1787"><p>The only problem with starting a 1st level party IN Cormyr is a biggie: by the laws of Cormyr, an adventuring party requires a charter to be a legal adventuring group (as opposed to a bunch of thugs with weapons & armor) and that costs 1000g. There are ways around that (running dirty, and hoping you don't get caught by the Purple Dragons, forging one, finding sponsors, etc) but it can be a crimp.</p><p></p><p></p><p>Personally, I just started a campaign in Cormyr, with the aim of using the Cormyr module when it came out. I started the pc's in Tilverton, however;</p><p>( I'm going to end up weaving the destruction of Tilverton into the backstory for the module). I placed old Keep on the Borderlands Caves of Chaos in the mountains northwest of town, making it a staging area for a possible goblin/hobgoblin invasion from the tribes in the Stonelands. The PC's resuced the merchant and his wife (I believe it was in cave set D). I made the merchant a native of Tilverton who had been captured, and he and his wife were so grateful, they hired the players as guards, and will be paying their charter fee in return. </p><p></p><p>The players are currently in Ashabenford, heading south to Archendale to investigate a problem with orcs, on the behest of a friend of one of the dwarven PC's fathers. (possible tie in to Red Hand of Doom, heavily modified). The orcs will be the symptom of a deeper problem, drow followers of Kirransalee (allowing for the City of the Spider Queen, updated to 3.5) who have a gate into Cormyr (to their temporary allies in Wheloon.....for Tearing the Weave)...and if they decide to investigate the dwarven family heritage, they may go after the Lost Mines of Tethyamar (which I'll create using the old Dwarven Kingdoms of Krynn boxed set, which had some dwarven geomorphs)....</p></blockquote><p></p>
[QUOTE="Vanye, post: 3410820, member: 1787"] The only problem with starting a 1st level party IN Cormyr is a biggie: by the laws of Cormyr, an adventuring party requires a charter to be a legal adventuring group (as opposed to a bunch of thugs with weapons & armor) and that costs 1000g. There are ways around that (running dirty, and hoping you don't get caught by the Purple Dragons, forging one, finding sponsors, etc) but it can be a crimp. Personally, I just started a campaign in Cormyr, with the aim of using the Cormyr module when it came out. I started the pc's in Tilverton, however; ( I'm going to end up weaving the destruction of Tilverton into the backstory for the module). I placed old Keep on the Borderlands Caves of Chaos in the mountains northwest of town, making it a staging area for a possible goblin/hobgoblin invasion from the tribes in the Stonelands. The PC's resuced the merchant and his wife (I believe it was in cave set D). I made the merchant a native of Tilverton who had been captured, and he and his wife were so grateful, they hired the players as guards, and will be paying their charter fee in return. The players are currently in Ashabenford, heading south to Archendale to investigate a problem with orcs, on the behest of a friend of one of the dwarven PC's fathers. (possible tie in to Red Hand of Doom, heavily modified). The orcs will be the symptom of a deeper problem, drow followers of Kirransalee (allowing for the City of the Spider Queen, updated to 3.5) who have a gate into Cormyr (to their temporary allies in Wheloon.....for Tearing the Weave)...and if they decide to investigate the dwarven family heritage, they may go after the Lost Mines of Tethyamar (which I'll create using the old Dwarven Kingdoms of Krynn boxed set, which had some dwarven geomorphs).... [/QUOTE]
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