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General Tabletop Discussion
*Dungeons & Dragons
The Black Road - Help me flesh out an Adventure idea.
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<blockquote data-quote="FitzTheRuke" data-source="post: 9820850" data-attributes="member: 59816"><p>I've been planning to run an D&D.24 Adventure at my FLGS. There will be a mix of new and old players, of varying ages and backgrounds. It will probably be multiple tables, as well.</p><p></p><p>At any rate, I was thinking to run stuff from the new Forgotten Realms books, with the idea that I'd call it "Grand Tour of the Realms" - but I hadn't thought any further than that. When I started doing some early prep, I wound up with an idea that is quickly blossoming into something that I think I will run, and maybe, if I like it, build it up into something I could put on DMsGuild, or just share here.</p><p></p><p>I've run many a "Learn to Play D&D" that started with the PCs as Caravan Guards, but I've never made it last past their arrival in the next town, (where they are paid out and need to seek new adventure). This idea, well... I'll jump right in:</p><p></p><p><strong><span style="font-size: 22px">The Black Road</span></strong></p><p></p><p>The journey I have in mind is a Caravan that travels from Waterdeep to Hillsfar. It's just under 1500 miles. The quickest you could hike it is about 2 months. With the logistics of a caravan, I'd imagine it taking closer to 3. I'd expect them to go first to Goldenfields, then Womford, past Uluvin to Secomber then Zelbross, Loudwater, & Llorkh to Parnast. From there is where we get our Adventure's name, as they must travel along the Zhentarim trade route through Anauroch to Addas Babar, before they make it to the Dalelands at Dagger Falls. They will pass Teshwave and arrive at Zhentil Keep. Presumably there will be a lot of Zhents on the journey, both PC and NPC. Then to Yulash, and finally Hillsfar.</p><p></p><p>This, of course, sounds very railroady. And it is. However, I think one of the ways to solve that issue (it's only an issue if it infringes on player agency, as having a clear goal each session, or arc of sessions, is a good thing, IMO) is to have the PCs actually command the expedition, as whoever hires them to do it will either stay in Waterdeep, or if they're rich enough, "meet them in Hillsfar" by teleport. They need not follow the route exactly, and they can do "side-quests" of their own if they desire to.</p><p></p><p>Where I need help:</p><p></p><p>I will be posting ideas of my own as I come up with them (and I'll fill you all in on how it goes in this thread) but I could use a bit of help - mostly just bounce ideas with me, if you will. I'm not a Realmslore guy - until I do research, I don't know what most of the names I posted above actually are. I only vaguely remember Hillsfar and Zhentil Keep from video games in the late 80s (I have no actual recollection of them, just the names). So anyone with Realms-knowledge, feel free to chime in with details you find interesting about any of those places.</p><p></p><p>Also, anyone familiar with the history of things like the Lewis & Clark expedition, or the Oregon Trail, or any European or Asian trade routes and cool (or horrible) things that happened on them, I'd like to hear that stuff too. The TV miniseries "1883" is the kind of thing I'm thinking of for this game - though probably much worse, when it comes to dangerous beasts.</p><p></p><p>And! I've never been great at running the social or political pillar of the game, and I don't think that the current game's guidance helps in that regard. If anyone has any great suggestions for NPCs and internal struggles (and how to run them), I'd like that advice. I imagine that the caravan's number of wagons will both grow and shrink as the game goes on, and I'd like some good NPCs (drivers, hired guards, smugglers, whatever). I have no current description in my mind of the person who hires the PCs, either. Feel free to suggest!</p><p></p><p>In addition, I don't currently know <em>what they are shipping</em>. Obviously, I think there should be some secrets there. And some obvious things like picking up a Harvest of Grain from Goldenfields (which would place our Adventure as taking place from Autumn to Winter, which would make for a good "stuck in the snow" trouble when the pass through the Graypeak Mountains (Auril cultists caused the deep snow to come earlier than expected?)</p><p></p><p>Thanks for your feedback!</p></blockquote><p></p>
[QUOTE="FitzTheRuke, post: 9820850, member: 59816"] I've been planning to run an D&D.24 Adventure at my FLGS. There will be a mix of new and old players, of varying ages and backgrounds. It will probably be multiple tables, as well. At any rate, I was thinking to run stuff from the new Forgotten Realms books, with the idea that I'd call it "Grand Tour of the Realms" - but I hadn't thought any further than that. When I started doing some early prep, I wound up with an idea that is quickly blossoming into something that I think I will run, and maybe, if I like it, build it up into something I could put on DMsGuild, or just share here. I've run many a "Learn to Play D&D" that started with the PCs as Caravan Guards, but I've never made it last past their arrival in the next town, (where they are paid out and need to seek new adventure). This idea, well... I'll jump right in: [B][SIZE=6]The Black Road[/SIZE][/B] The journey I have in mind is a Caravan that travels from Waterdeep to Hillsfar. It's just under 1500 miles. The quickest you could hike it is about 2 months. With the logistics of a caravan, I'd imagine it taking closer to 3. I'd expect them to go first to Goldenfields, then Womford, past Uluvin to Secomber then Zelbross, Loudwater, & Llorkh to Parnast. From there is where we get our Adventure's name, as they must travel along the Zhentarim trade route through Anauroch to Addas Babar, before they make it to the Dalelands at Dagger Falls. They will pass Teshwave and arrive at Zhentil Keep. Presumably there will be a lot of Zhents on the journey, both PC and NPC. Then to Yulash, and finally Hillsfar. This, of course, sounds very railroady. And it is. However, I think one of the ways to solve that issue (it's only an issue if it infringes on player agency, as having a clear goal each session, or arc of sessions, is a good thing, IMO) is to have the PCs actually command the expedition, as whoever hires them to do it will either stay in Waterdeep, or if they're rich enough, "meet them in Hillsfar" by teleport. They need not follow the route exactly, and they can do "side-quests" of their own if they desire to. Where I need help: I will be posting ideas of my own as I come up with them (and I'll fill you all in on how it goes in this thread) but I could use a bit of help - mostly just bounce ideas with me, if you will. I'm not a Realmslore guy - until I do research, I don't know what most of the names I posted above actually are. I only vaguely remember Hillsfar and Zhentil Keep from video games in the late 80s (I have no actual recollection of them, just the names). So anyone with Realms-knowledge, feel free to chime in with details you find interesting about any of those places. Also, anyone familiar with the history of things like the Lewis & Clark expedition, or the Oregon Trail, or any European or Asian trade routes and cool (or horrible) things that happened on them, I'd like to hear that stuff too. The TV miniseries "1883" is the kind of thing I'm thinking of for this game - though probably much worse, when it comes to dangerous beasts. And! I've never been great at running the social or political pillar of the game, and I don't think that the current game's guidance helps in that regard. If anyone has any great suggestions for NPCs and internal struggles (and how to run them), I'd like that advice. I imagine that the caravan's number of wagons will both grow and shrink as the game goes on, and I'd like some good NPCs (drivers, hired guards, smugglers, whatever). I have no current description in my mind of the person who hires the PCs, either. Feel free to suggest! In addition, I don't currently know [I]what they are shipping[/I]. Obviously, I think there should be some secrets there. And some obvious things like picking up a Harvest of Grain from Goldenfields (which would place our Adventure as taking place from Autumn to Winter, which would make for a good "stuck in the snow" trouble when the pass through the Graypeak Mountains (Auril cultists caused the deep snow to come earlier than expected?) Thanks for your feedback! [/QUOTE]
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