Point of Light examples -- An unoriginal thread, yet it never hurts.....

Cyronax

Explorer
Okay, what this post is about is a call out to DMs for a working draft copy of their ideas for what a Points of Light campaign should signify. The notes I've attached (and they are rough) are for a near-post-apocalypse setting where refugees from a war against Tharizdun's release manage to survive the sacrifice/death of the gods. Its rough.

Anyway, the point is .... I want to hear new ideas. I want to have options to steal/borrow once 4E comes out.

In addition to this posted idea, I have a possible world that resembles the classic Disney cartoon called Tailspin. Basically its a bunch of isolated settlements/islands connected via airships.

Sky Pirates are a huge enemy.

Anyway, that aside, the attached info is largely an APOC version of my old campaign world.

I want other ideas to inspire. Thanks!

C.I.D.

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The Ark of Cipheron


Conceit for a ‘points of light’
4th edition Dungeons & Dragons campaign adventure



From a fragment of a burnt page from The Record of Two Worlds, from the sacked Abbey of Cipheron the Wise:

“..... was my last night in her arms. I remember being drawn along a crystal arc of reverie, to the edge of conscious thought. I believed I was dreaming, yet I awoke in a new place. I was cold. Nothing but my own did clothe me. I was like an animal. I was in some strange glade that …

----

…came out of hiding. By St. Poligran’s Mercy (the half-orc redeemer), I began to realize that I was not in my homeland anymore. Without reagents and my tome, I was effectively powerless. Whatever foul curse was laid on me, I knew I had to survive.

----

That was my first hour in this strange new land. It has been many years since that dark realization. I have attempted to keep an accurate record of time, but inaccuracies are probably unavoidable, due to the strange stars and heavens above. I am an old man now, and I still do not know where I am. My new kinsmen are all I have now, but I leave them soon. May this tome and my other works be your guide in this strange land and hopefully an understanding of what brought us here. May the new gods smile upon you and may this new world, our ‘ark of hope,’ continue to shelter us from the storms of the unknown.

Cipheron Kyle,
In the 58th Year”

- Cipheron Kyle was a young wizard drawn to the Ark for an unknown purpose.
- He slowly regained his powers, but magic worked different on this new world.
- He made new contacts with other beings and slowly formed a small community with them. Collectively, they defended themselves, though his power was clearly chief among them.
- His community prospered, and Cipheron grew very old indeed, outliving many of his younger kinsmen. He acted like an adopted father to many of these lost souls.
- One autumn, Cipheron grew ill and rumor spread that he would soon die.
- Word of his pending fate sparked a quiet rivalry to capture his legacy among some of his more villainous kinsmen, including his third apprentice Regis. Likewise, a bandit leader of cunning intellect named Murne also cast ambitions for the legacy.
- As time passed, some of the conspirators realized that they coveted along with others, and tension and the need for action increased on all sides.
- Just days before the first snows fell, the bandits gambled first and struck into the community while yet Cipheron still lived. Amid the confusion of the ensuing battle, the bandit Murne was laid low by the remaining potency of the ill Cipheron even as many buildings in the community and the abbey were on fire. It was at this point that Regis made his move and backstabbed his mentor. The young man quickly gathered Cipheron’s legacy items and a few books and fled. The rest of the abbey and the community were nearly felled by the remaining bandits and the fires.
- The survivors included the surviving (second) apprentice, Kaira (a fair girl, born native to this world). She became the nominal leader of the community and took the few remaining women and children away from the ruined site for fear of scavengers and monsters being drawn by the smells of blood (The first apprentice Melissa, had died in a fire).
- Together, they eventually founded a new, more secure home, the village of Arkhaven. It’s basically a cave, and the harvest of mushrooms supplements a largely hunter-gatherer existence.
- Several years later another group of bandits grows strong enough to project power across several communities. Their leader VVVV, even begins to credibly refer to himself as ‘king.’ This new ruler is supported by none other than the wizard XXXX, Cipheron’s treacherous apprentice.
o Together, VVVV and XXXX even manage to secure the service of several bands of craven gnolls.
o They have also pledged to the people in the locality that they will be protected, so long as they pay XXXX their allegiance, muster levees, and pay taxes (usually in goods).

First Adventure: The cave is threatened by a group of crafty yet beatable MOOKS (probably horse nomads), who came upon the settlement during a storm. They were allowed to take shelter, but ever since they’ve taken to extorting food and sometimes money (holdover currency from a dead empire controlled by INHUMANs (probably tieflings). With the rise of the ‘king,’ the bullies turn blackmailers, and have taken to making regular stops. With autumn turning to winter, people worry about what will happen.

The extent of the world:
- The Turan Moor (a moorland suitable for refuge; horse have difficulty in parts of this area).
- The Cave and Village are on the edge of the Moor, though the apprentice
sometimes goes into the moorlands to hunt out reagents. They are about a two day
journey (24 miles) from the lake.
- The King’s Keep; a fort with a palisade, as well as a manor house under construction. More and more folk are building homes nearly abutting the new king’s abode.
- The Vaeradrimm (wood elf for the ‘pure lake’) and on its shores are the hovels of simple fishermen, as well as the village of Vek’s Field (named after Vek the Sellsword, a troubadour and mercenary who once came through the area in spring and autumn; he hasn’t been seen in nine years).
- There are several islands on the lake, one of which has an old ruined keep. The
King has already stated that he will one day construct another fort on top of the
ruin, but for now he wants to secure his position. (He also fears the castle, due to
credible reports that its haunted).
- Rhuk-Larin/Rapids End. Rhuk Laring is a mining village south/down river (by about 60mi.) of Vek’s Field/King’s Fort. A new-formed clan of dwarves eventually colonized the area, and now trade with the humans who have formed a small thorp called Rapid’s End. They mine mainly iron, and will trade with the villagers for salted meats, liquor, and wool. Rapids’ End also has a working mill.
- There is a small thorp on an island in the river about half-way between Vaeradrimm and Rapids’ End. The village is mainly fisherfolk, a shrine to the gods, a warehouse, and an inn. The town is named after the inn: The Middle River Inn. The king has appointed a bailiff.
- The Old Road. An ancient, overgrown highway of heavy stones once crossed the river north of the Vaeradrimm. There are remnants of pilings for an ancient bridge, long since destroyed. No one knows where either end of the road goes, and it serves no purpose for the local bandits since they themselves don’t know where to go either. Stones from the road closest to Vaeradrimm have been used to construct walls for some dwellings, as well as the king’s keep. If one follows the road, one will find ruins.
- The Darkness/Outside World. To the west, not along the Old Road – just west about a 6 day march – is said to be a small farming community with a well that is protected by a warrior-monk who goes by the moniker Sir Hezom the Younger (a native born cleric). He named the community New Espar. He is known to be a fair man who also espouses views that point to an otherworldly origin. His community is wary of the new king, particularly because of the king’s past as a raider (and the reputation of Magus Regis).
o To the east of New Espar and the kingdom is trackless wilderness. Sir Hezom and his folk have some information on other settlements to the south and west of New Espar.
 Sir Hezom and his warriors can tell a complimentary or visibly honorable person about the distant town of Cragsmere, a settlement known for its well protected ingress-egress and its isolation. The town was young when Hezom the Older arrived on this second world, but has now progressed markedly. They even have a minting house which stamps the town’s lord on its coin. The town is ruled by a native born man named King HHHH.
o The Ruins at North Falls – approximately 12 days north by foot (6-7 days by horseback) is another series of rapids and cliffs. At the top of the cliff is an ancient watchtower, long crumbling into disrepair. The ruins are typically called the Ghost Tower of the North. There was a village at the base of the falls at one time, but it succumbed to the darkness about 15 years back.
o If an unimpeded view can be found, Mt. Snowcrown can be seen if one looks north. It’s a high craggy peak.


Future Adventures:
2) -
3) – The Eladrin Rider. A well-clothed and equipped warrior rides through the area and fords the river to the north of the lake. One of the king’s men sees the rider, and reports back to the king about the finery and well-made weapons on the rider. The king calls for a posse of riders to be formed a mere four hours after the rider’s passing. A PC or one of their friends saw the rider as well.

Native Races of the World:

- Tieflings – solitary creatures, rarely seen. They are feared and are appeased or hid from if encountered.
- Gnolls. They prowl the wilds with primitive weapons and hide armor. They tend to organize only for big game, usually they are solitary creatures. To organize, they have a long-range yapping howl that can be heard for miles. They speak of legends of the dead tiefling empire. They also call many of the humanoids in this region, ‘the new ones’ – implying that the humanoids here are new arrivals. This is backed up by scant archaeological evidence, and stories that Vek used to tell.
o The first known non-hostile contact was between the evil apprentice (now a middle-age wizard) and the group that now serves the king.
 

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