kiznit
Explorer
Well, it's Summer Campaign time.
My brother and I are putting together a new gaming group now that the old campaign has petered out, and I've been on a nostalgia kick - I never got the opportunity to play in any of the original D&D modules, but bit by bit over the past couple of years I've been purchasing the cheap downloads just out of overall Dungeon Master curiosity and idea-thievery - and I'm looking to build a 3.5 super-campaign all based off the original B-series, the S-series, G series, and concluding with the D series. Who wouldn't jump at the chance to run their way through all the classics again?
I've been DMing a long time, and I'm big on putting my own personal touch on the adventures I run (Well, who isn't?). B2, for all its classic greatness, is a bit of a silly set-up. Middle-of-nowhere keep next to what is basically a monster hotel. What are the players doing out there? What's the status of the keep? How are all these monsters functioning in the same living space? These are the nagging things I've got to figure out and spice up a notch or two, and I figured I'd shoot my plans at you guys for comment and critique.
So first, the introduction:
First, Kendall Keep. I'm actually using Return to the Keep on the Borderlands for most of my information, with a little supplemental stuff from the original module and from Kenzer's version of the Little Keep. I figured I'd put it up against the mountains in a pass overlooking the "Valley of Bones", a desolate wasteland home to monstrous humanoids and worse. I'm throwing some vineyards on the mountainside, and with the missing castellan (who went off to fight the Legion and never returned) to be replaced by a brotherhood of friendly irish-type monks, and the small keep community that they watch over. The hidden temple is deep underground beneath the caves, with various groups in conflict above them.
Goblins and hobgoblins who work directly for the temple acquiring slaves for sacrifices and to be sold to slavers are in conflict with bandits (who just want to raid caravans), kobolds (who just want to do their thing) and orcs (who are trying to expand out of the Valley of the Bones). Gnolls are mercenaries who work for the highest bidder. Putting all these guys in the same cave system still seems a little far-fetched, so I figure the orcs will be an invading war-party, the bandits will be spying, and the gnolls will be in negotiations with temple representatives. Or something like that.
Any suggestions on my introduction, or ideas on how to tie these guys together? I need help!
My brother and I are putting together a new gaming group now that the old campaign has petered out, and I've been on a nostalgia kick - I never got the opportunity to play in any of the original D&D modules, but bit by bit over the past couple of years I've been purchasing the cheap downloads just out of overall Dungeon Master curiosity and idea-thievery - and I'm looking to build a 3.5 super-campaign all based off the original B-series, the S-series, G series, and concluding with the D series. Who wouldn't jump at the chance to run their way through all the classics again?
I've been DMing a long time, and I'm big on putting my own personal touch on the adventures I run (Well, who isn't?). B2, for all its classic greatness, is a bit of a silly set-up. Middle-of-nowhere keep next to what is basically a monster hotel. What are the players doing out there? What's the status of the keep? How are all these monsters functioning in the same living space? These are the nagging things I've got to figure out and spice up a notch or two, and I figured I'd shoot my plans at you guys for comment and critique.
So first, the introduction:
So that's the set-up. Now some ideas I've been brewing:It's been twelve years since the battle of Raven's Crossing. The dreaded Legion of Iron had swept through the lands to the west and decimated the countryside in bloodlusted worship of their six-armed God, leaving nothing behind but crows, ashes and dust. What refugees that escaped told horror stories of burning lands and enslaved kingdoms behind them, of no mercy shown to the innocents that stood in the way of the Legion's conquest.
But the heroes of Raven's Crossing held them off. That was over a decade ago. Inspired by stories of their valor, you find yourself driven with the desire to cross the decimated remains of the westlands to the fabled coastal kingdoms where fortunes can be made and great adventures can be had.
Two years ago a single caravan made it through the Westlands. They told a story of a lone keep on the northern border, looking out over the valley of Bones, that continues to provide a safe haven for travelers and merchants. Rumors of possible plunder and adventure for those brave souls that are willing to take up the challenge.
Last year brought more caravans from the west and more rumors. The once-proud city of Nyos Vasra now caters to the mad whims of an egomaniacal warlord far to the south. Tribes of mauraders, monsters and worse plague the passes above. Slavers ply their trade across the smaller coastal towns. Desperate kingdoms to the north send out the call for hardy adventurers for help.
Explore the Westlands and your name will echo among the ranks of heroes before you! Now is your chance to prove your worth.
First, Kendall Keep. I'm actually using Return to the Keep on the Borderlands for most of my information, with a little supplemental stuff from the original module and from Kenzer's version of the Little Keep. I figured I'd put it up against the mountains in a pass overlooking the "Valley of Bones", a desolate wasteland home to monstrous humanoids and worse. I'm throwing some vineyards on the mountainside, and with the missing castellan (who went off to fight the Legion and never returned) to be replaced by a brotherhood of friendly irish-type monks, and the small keep community that they watch over. The hidden temple is deep underground beneath the caves, with various groups in conflict above them.
Goblins and hobgoblins who work directly for the temple acquiring slaves for sacrifices and to be sold to slavers are in conflict with bandits (who just want to raid caravans), kobolds (who just want to do their thing) and orcs (who are trying to expand out of the Valley of the Bones). Gnolls are mercenaries who work for the highest bidder. Putting all these guys in the same cave system still seems a little far-fetched, so I figure the orcs will be an invading war-party, the bandits will be spying, and the gnolls will be in negotiations with temple representatives. Or something like that.
Any suggestions on my introduction, or ideas on how to tie these guys together? I need help!