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
*Dungeons & Dragons
Lost City of Barakus: Campaign Discussion and Advice
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="Neil the Knight" data-source="post: 6994026" data-attributes="member: 6801269"><p>A few posts ago I talked about getting the party to Endhome now I wanted to run an idea by you guys about one of the first hooks I want to drop the party. Admittedly it's not actually from this module. The adventure is called Mad Gods Key and it's from Dungeon Magazine #114.</p><p></p><p>This is the adventure summery:</p><p>"The PC's become involved when they run across Theldrants business being pillaged by a pair of street thugs. Shortly after the PC's deal with the thugs, Theldant arrives at the destroyed shop and immediately begins a panic search for Zagig's key (a key that opens any lock). The adventures quickly discover that the thugs know nothing about the key and were in fact told to loot the place by someone named Irontusk. Theldant does not want the city watch involved with the search for the key and pleads with the PC's to help him.</p><p></p><p>After pressuring the thugs the heroes quickly learned that the half-orc irontusk can be found in Barge end, a crowded and treacherous shantytown sprawling on the river bank just north of Greyhawk. However just as they arrive Irontusk is tipped off to the PC's approach. The hulking brute makes a run for it across a number of gypsy river barges in an exciting chase scene. After catching him, the heroes learn that he sold the key to a gang of criminals called the Green Daggers.</p><p></p><p>Armed with the information form Irontusk, the PC's then break into the Green Dagger gangs base of operations. After braving a number of simple traps and various guards the heroes do battle with the thieves. From them they learn of a mysterious cleric of Boccob who hired the gang to steal the key. </p><p></p><p>The hero's later hear of the brash theft at the Greyhawk library, of a tome sealed by an unopenable lock, by a cleric of Boccob . Both leads send them to the temple of Boccob for answers. Although getting an audience with the senior member of the clergy provides difficult, the PC's do manage to speak with the same acolyte who was robbed almost a month ago and left near naked in an alleyway. His assailants left only one thing behind, a strange stone pendant depicting a fist squeezing out a large teardrop. With a bit of research the heroes learn that the pendant comes from the Cairn Hills North of the city. This particular pendant can only come from one place, The Tomb of Blood Ever Flowing , an ancient abandoned sepulcher deep within the Cairn Hills. </p><p></p><p>When they reach the tomb, the heroes must make their way through a series of chambers leading ever deeper into the blood-stained halls, fight a number of guards (living and not), and navigate through some dangerous traps. The characters eventually make their way to the heart of the temple, a shrine of Vecna to discover that the key has lost its power and then the book leads to further questions and adventures."</p><p></p><p>At the end of the adventure you face the head cultist named Veltargo and his "pet" an owlbear skeleton. In the adventure they have used Zagig's key to oppen the tome and tear out a a dozen or so pages related to summoning unique and powerful undead.</p><p></p><p>After my first read through of LCoB I found that there was a bit of a lack of motivation or investment for the party to go after Devron. Yes there are clues and promise of treasure that lead the party to the lost city but once there if they so wish it is quite easy to gather all your earnings and simply leave Devron in his chamber behind his stone of madness.</p><p></p><p>One of the ideas I am toying with is to have a reoccurring villain to help tie the whole campaign together and to get the party more invested in the over arcing story line. This is where Veltargo comes in. I was thinking of linking him to (or have him be) Asgaroth, a reocurring character in the LCoB. In the book Asgaroth is some kinda dark necrotic cleric who you never run into (because he has been dead for hundreds of years) but the party stumbles apon a few of his unfinished projects.</p><p></p><p>So my thought is bringing Asgaroth back to life. He and Veltargo would be part of a cult dedicated to freeing Devron. The book they stole was a history of the Arthemin (the people who built Barakus and imprisoned Devron) and they plan to use the information contained within it to free the Lich. The party would run into Asgaroth on numerous occasions through out the adventure each time learning more about his plot and finally facing down with him at the stone of madness deep within Barakus.</p><p></p><p>Other than that I think Mad Gods Key will be fairly easy to meld with LCoB. I would possibly associate the Greentree Bandits with the Green Dagger gang. Their hide out would need to be moved to the Southern warehouse district and slums. The temple of Boccob and the Greyhawk library would be part of the Wizards Acadamy in Endhome. Barge End can be placed in the shanty town West of the city. And the temple of Blood Ever Flowing set in the Duskmoon hills instead of the Cairn hills.</p><p></p><p>Let me know what you think and I would love to hear from anyone who has run Mad Gods Key.</p></blockquote><p></p>
[QUOTE="Neil the Knight, post: 6994026, member: 6801269"] A few posts ago I talked about getting the party to Endhome now I wanted to run an idea by you guys about one of the first hooks I want to drop the party. Admittedly it's not actually from this module. The adventure is called Mad Gods Key and it's from Dungeon Magazine #114. This is the adventure summery: "The PC's become involved when they run across Theldrants business being pillaged by a pair of street thugs. Shortly after the PC's deal with the thugs, Theldant arrives at the destroyed shop and immediately begins a panic search for Zagig's key (a key that opens any lock). The adventures quickly discover that the thugs know nothing about the key and were in fact told to loot the place by someone named Irontusk. Theldant does not want the city watch involved with the search for the key and pleads with the PC's to help him. After pressuring the thugs the heroes quickly learned that the half-orc irontusk can be found in Barge end, a crowded and treacherous shantytown sprawling on the river bank just north of Greyhawk. However just as they arrive Irontusk is tipped off to the PC's approach. The hulking brute makes a run for it across a number of gypsy river barges in an exciting chase scene. After catching him, the heroes learn that he sold the key to a gang of criminals called the Green Daggers. Armed with the information form Irontusk, the PC's then break into the Green Dagger gangs base of operations. After braving a number of simple traps and various guards the heroes do battle with the thieves. From them they learn of a mysterious cleric of Boccob who hired the gang to steal the key. The hero's later hear of the brash theft at the Greyhawk library, of a tome sealed by an unopenable lock, by a cleric of Boccob . Both leads send them to the temple of Boccob for answers. Although getting an audience with the senior member of the clergy provides difficult, the PC's do manage to speak with the same acolyte who was robbed almost a month ago and left near naked in an alleyway. His assailants left only one thing behind, a strange stone pendant depicting a fist squeezing out a large teardrop. With a bit of research the heroes learn that the pendant comes from the Cairn Hills North of the city. This particular pendant can only come from one place, The Tomb of Blood Ever Flowing , an ancient abandoned sepulcher deep within the Cairn Hills. When they reach the tomb, the heroes must make their way through a series of chambers leading ever deeper into the blood-stained halls, fight a number of guards (living and not), and navigate through some dangerous traps. The characters eventually make their way to the heart of the temple, a shrine of Vecna to discover that the key has lost its power and then the book leads to further questions and adventures." At the end of the adventure you face the head cultist named Veltargo and his "pet" an owlbear skeleton. In the adventure they have used Zagig's key to oppen the tome and tear out a a dozen or so pages related to summoning unique and powerful undead. After my first read through of LCoB I found that there was a bit of a lack of motivation or investment for the party to go after Devron. Yes there are clues and promise of treasure that lead the party to the lost city but once there if they so wish it is quite easy to gather all your earnings and simply leave Devron in his chamber behind his stone of madness. One of the ideas I am toying with is to have a reoccurring villain to help tie the whole campaign together and to get the party more invested in the over arcing story line. This is where Veltargo comes in. I was thinking of linking him to (or have him be) Asgaroth, a reocurring character in the LCoB. In the book Asgaroth is some kinda dark necrotic cleric who you never run into (because he has been dead for hundreds of years) but the party stumbles apon a few of his unfinished projects. So my thought is bringing Asgaroth back to life. He and Veltargo would be part of a cult dedicated to freeing Devron. The book they stole was a history of the Arthemin (the people who built Barakus and imprisoned Devron) and they plan to use the information contained within it to free the Lich. The party would run into Asgaroth on numerous occasions through out the adventure each time learning more about his plot and finally facing down with him at the stone of madness deep within Barakus. Other than that I think Mad Gods Key will be fairly easy to meld with LCoB. I would possibly associate the Greentree Bandits with the Green Dagger gang. Their hide out would need to be moved to the Southern warehouse district and slums. The temple of Boccob and the Greyhawk library would be part of the Wizards Acadamy in Endhome. Barge End can be placed in the shanty town West of the city. And the temple of Blood Ever Flowing set in the Duskmoon hills instead of the Cairn hills. Let me know what you think and I would love to hear from anyone who has run Mad Gods Key. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Lost City of Barakus: Campaign Discussion and Advice
Top