The Last Hurrah

Aholibamah

First Post
In the tired and weary but nearly triumphant Republic of New Edom, victory appears to be at hand. For the first time, a major expedition is planned which will invade the Great Kingdom of the Drenai--with the aid of Drenai themselves! Having built an alliance with the kingdoms of Cadwald and Courdewayne.

Link for the Celtic Great Kingdom(http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?39954)
Link for the Republic of New Edom
{http://www.thecbg.org/e107_plugins/forum/forum_viewtopic.php?24252)

there is a general agreement that the Duchy of Deva and the Lords of the Haralaw Isles are the key enemies.

I'd appreciate any input or suggestions for the important elements and adventure path listed below, any requesting of details that might help me flesh out my ideas, criticisms or completely out of the box ideas. I should also add that my players at this stage have had a lot to do with advising the general plans.


Important Elements:
1. New Edom has a new High Lord named Crowl; a bitter but eloquent and shrewd man who lost a hand fighting hobgoblins on the border. It is his grand strategy that the new alliance is pursuing.

2. Two major thrusts of the planned military campaign: one is a land based one entirely which will move mainly forces of Courdewayne and Cadwald against the Duchy of Deva; the other will be supported by Yasg privateers and Cadwaldish ships but will mainly be New Edomites invading the Harlaw Isles.

The Adventure Path

1. The pcs (now at around 10th-11th level) will arrive at the city of Cordwin in Courdewayne (if someone can come up with a better name I'd be happy) and there are responsible for the safety and keeping of a disgruntled Harlaw claimant. Part of the plan is that this prince will accompany the invasion force and try to raise his people to his banner. (I'm trying to come up with an adventure for this but I thought something intriguish might be good)

2. The initial invasion calls for an attempt to get directly onto the main inhabited island. The best way is nevertheless difficult; a river entrance is guarded by a tribe of Sahuagin who are aligned with the current rulers of the Harlaw family. Once this underwater fortress is taken (by the pcs leading aquatic allies) longships can take the army up river inland.

3. The Harlaw prince (minded by the pcs) heads for his own lands to raise his personal forces. However it is discovered that they are terrified by an incursion of demonic forces sent by the Harlaw ruler to claim the lands.

4. The pcs and their ally attempt to rally certain of his clansmen to their banner; in so doing they have a chance to discover an heirloom weapon in a forgotten tomb that might give their prince the proper claim.

5. Meanwhile the rest of the army catches up (ideally helped along the way by now friendly locals) but by now the Harlaw ruler has rallied an army of powerful foes. Here a great battle is fought with magics, monsters and mighty heroes on both sides. The pcs have opportunities to discover much about enemy plans and the region to give their army an edge.

6. (Supposing victory) At the fortress-city of Harleigh the pcs are key to finding a way into the fortifications that will not involve a long costly siege or wasteful assault. In so doing they learn that this is the home of the lich that has been their true nemesis all along. They learn that for whatever reason the lich has prepared a powerful gate into another world to raise yet another force there. There are hints that they may find in this other world why the lich is the enemy of their people and what he truly has in store for them...
 

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I'd ordinarily say that the overarching plot is way too detailed to ensure that players will stick to it without a great amount of railroading. However, you seem to have forestalled that:

Aholibamah said:
I should also add that my players at this stage have had a lot to do with advising the general plans.
 

Yes, I should make that perhaps even plainer: my players have certain plans they have proposed; because they are great heroes I've had their country's leaders listen to them and build around these plans. It was they who found this disgruntled prince; they who want to focus on an invasion of these islands; they who have helped build this new alliance. So I'm trying to go and run with all this.
 


THe 'twist' of being betrayed by one of their allies - either for personal gain or because he's an enemy agent - is a cliche. That doesn't mean it's not worth using.
 


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