Yenrak
Explorer
This will be a sort of campaign diary. My players do not read the forums so I'm not really worried about giving too much away.
It's going to be a sandboxy blend of The Lost Mines of Phandelver, Legacy of the Crystal Shard, The Accursed Tower (2E IWD module), and Storm Kings Thunder. Probably with the Sunless Citadel and Forge of Fury thrown in there too. I've got Homlett and Orlane transplanted into Ten Towns, too. So Elemental Evil and Dragons Cult (reptile god?) too.
Not sure what will happen. But that's part of the point.
If you have thoughts or suggestions, please chime in.
Here's the prelude I emailed them today.
PRELUDE: DREAMS OF ICE AND DRAGONS
Welcome to the Forgotten Realms.
You live on the western edge of the continent of Faerun. A place of many cultures and races, Faerun is dominated by human lands--kingdoms, city-states, carefully maintained alliances of well-armed rural communities. Interspersed among the lands of the human are old dwarven kingdoms, hidden elven enclaves, pockets` of gnomes, and shires of halflings. It is a faction-riven place, with the schemes of cults, guilds, wizards, secret societies, foreign powers, and competing ideologies contending for control and influence.
And, of course, there are monsters. Goblins bands stomp through the hills, orc tribes pour from mountains, trolls lurk in the fens, the woods are filled with dark things, giants crack earth as they bound across the land, swift shadows on the ground often signal some horror above--even dragons. And it is said that beneath the earth terrors unknown and unimaginable sliver and stalk.
Running along the Sea of Swords from north of the wealthy lands of Amn to the Sea of Moving Ice is the land of your home, the Sword Coast. In many people's minds, this is generally divided into two regions, the Western Heartlands and the Savage Frontier. The cities of Luskan, Neverwinter, Waterdeep, Daggerford, and Baldur's Gate abutt the windswept sea and form a sea-borne trading route threatened always by the threats of piracy on the waves and worse below.
You are not sleeping well. Your dreams are haunted by visions of the far north of the Sword Coast, a place called Icewind Dale. Freezing winds sweep across the tundra. The cold wasteland is stalked by dire wolves, Yeti, and ice goblins. Human tribes of barbarians follow herds of reindeer. Dwarves dig into the earth to find shelter from the biting wind, mining for iron and mithril. Behind walls, men cower and betray.
Fur-hooded figures move through cold shadows with malintent. Boats sink into a black lake. Dark glass pendants drape around necks. A dragon that seems to be made of bone and ice dives from above breathing blue fire. An icy White Witch commands dark arm reaching from the very earth. A black tower hovers above a frozen sea. The frozen dead lurch out of cracks in the earth. An icy wraith king commands an army of the undying.
Why these dreams of Icewind Dale? Is this a god whispering to you your destiny? A premonition? A warning?
What you know of Icewind Dale is not comforting. The Ten Towns clustered around three icy-cold lakes are the principal outposts of what passes for human communities, populated by folks feeling the more civilized lands to the south, some seeking freedom and some seeking wealth--many mad, on the run, foolhardy, or desperate. Even in summer, the roads are little more than tracks and in winter they often vanish entirely beneath the snow. The principal economy of the Ten Towns is based around fishing knucklehead trout, valued for their flesh but even more valuable for their bones, which the skilled craftsmen of the Ten Towns carve into beautiful pieces of scrimshaw that is as worth as much as gems and jewelry in the lands to the south.
You wake up shivering, your skin cold, teeth chattering, eyes bloodshot from cold winds, lips chapped. It's still summer.
The small bowl of water beside your bed appears frozen. You blink. The frost is gone. A trick of the light perhaps. But when you touch the water, it is chilled beyond reason.
Icewind Dale is far off and yet, in your sleep, the frozen land has reached out and grabbed hold of your mind. The cold beckons.
It's going to be a sandboxy blend of The Lost Mines of Phandelver, Legacy of the Crystal Shard, The Accursed Tower (2E IWD module), and Storm Kings Thunder. Probably with the Sunless Citadel and Forge of Fury thrown in there too. I've got Homlett and Orlane transplanted into Ten Towns, too. So Elemental Evil and Dragons Cult (reptile god?) too.
Not sure what will happen. But that's part of the point.
If you have thoughts or suggestions, please chime in.
Here's the prelude I emailed them today.
PRELUDE: DREAMS OF ICE AND DRAGONS
Welcome to the Forgotten Realms.
You live on the western edge of the continent of Faerun. A place of many cultures and races, Faerun is dominated by human lands--kingdoms, city-states, carefully maintained alliances of well-armed rural communities. Interspersed among the lands of the human are old dwarven kingdoms, hidden elven enclaves, pockets` of gnomes, and shires of halflings. It is a faction-riven place, with the schemes of cults, guilds, wizards, secret societies, foreign powers, and competing ideologies contending for control and influence.
And, of course, there are monsters. Goblins bands stomp through the hills, orc tribes pour from mountains, trolls lurk in the fens, the woods are filled with dark things, giants crack earth as they bound across the land, swift shadows on the ground often signal some horror above--even dragons. And it is said that beneath the earth terrors unknown and unimaginable sliver and stalk.
Running along the Sea of Swords from north of the wealthy lands of Amn to the Sea of Moving Ice is the land of your home, the Sword Coast. In many people's minds, this is generally divided into two regions, the Western Heartlands and the Savage Frontier. The cities of Luskan, Neverwinter, Waterdeep, Daggerford, and Baldur's Gate abutt the windswept sea and form a sea-borne trading route threatened always by the threats of piracy on the waves and worse below.
You are not sleeping well. Your dreams are haunted by visions of the far north of the Sword Coast, a place called Icewind Dale. Freezing winds sweep across the tundra. The cold wasteland is stalked by dire wolves, Yeti, and ice goblins. Human tribes of barbarians follow herds of reindeer. Dwarves dig into the earth to find shelter from the biting wind, mining for iron and mithril. Behind walls, men cower and betray.
Fur-hooded figures move through cold shadows with malintent. Boats sink into a black lake. Dark glass pendants drape around necks. A dragon that seems to be made of bone and ice dives from above breathing blue fire. An icy White Witch commands dark arm reaching from the very earth. A black tower hovers above a frozen sea. The frozen dead lurch out of cracks in the earth. An icy wraith king commands an army of the undying.
Why these dreams of Icewind Dale? Is this a god whispering to you your destiny? A premonition? A warning?
What you know of Icewind Dale is not comforting. The Ten Towns clustered around three icy-cold lakes are the principal outposts of what passes for human communities, populated by folks feeling the more civilized lands to the south, some seeking freedom and some seeking wealth--many mad, on the run, foolhardy, or desperate. Even in summer, the roads are little more than tracks and in winter they often vanish entirely beneath the snow. The principal economy of the Ten Towns is based around fishing knucklehead trout, valued for their flesh but even more valuable for their bones, which the skilled craftsmen of the Ten Towns carve into beautiful pieces of scrimshaw that is as worth as much as gems and jewelry in the lands to the south.
You wake up shivering, your skin cold, teeth chattering, eyes bloodshot from cold winds, lips chapped. It's still summer.
The small bowl of water beside your bed appears frozen. You blink. The frost is gone. A trick of the light perhaps. But when you touch the water, it is chilled beyond reason.
Icewind Dale is far off and yet, in your sleep, the frozen land has reached out and grabbed hold of your mind. The cold beckons.
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