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<blockquote data-quote="Branding Opportunity" data-source="post: 2259006" data-attributes="member: 31812"><p><strong>Third Adventure Synopsis</strong></p><p></p><p>Here's the third adventure synopsis, which is a little different than the first two. Let me know what you think. As before, I am copying the synopsis to the first post of this thread for reference sake.</p><p></p><p>[SBLOCK]We now take a large leap forward in time from your adventures at Godakin Keep. The time is early Coldeven, 586 CY. The war for the liberation of Sterich and Geoff has been raging with many successes and failures for the last two years. The Confederacy for the Reclamation of the Occupied Territories (or just Confederacy) now holds the banks of the Javan River, and is beginning to make inroads into the heart of Sterich.</p><p>Spies have recently reported that something strange is happening among the Occupation forces. After the betrayal of Hilden’s Grange last fall, where the orc chieftain Yagga One-Ear turned against the eldritch giant sorcerer Hawesti, there has been much infighting among the occupying forces. Reports of skirmishes between the giants and their erstwhile allies are heard with growing frequency.</p><p>Even stranger, there have been no reports of King Galmoor in Istivin since last Sunsebb. None of the magical or mundane spies of the Confederacy seem to know what happened to him; he simply seems to have disappeared.</p><p>Without a strong central leader, the giants are becoming sloppy, and lesser leaders are siphoning men and resources to benefit their own territories.</p><p>The forces of the newly titled Marquis Querchard, with the support of King Skotti, are taking advantage of this by striking hard and fast against the nonhumans. Still headquartered in the Keolandish town of Flen, they have just begun a new campaign whose ultimate goal is to retake Istivin.</p><p> </p><p>Your group has been kept busy over the last two years. Currently you are under command of Valtgraf Jorgen Wallur, a famous gnome noble from the Stark mounds. Based in his secret, underground base about 50 miles north-north-west of the ruins of the village of Steryn, you have been conducting spying and hit-and-run operations against the local occupation forces headquartered at Oytpass Keep. You are also in contact with the wood elf forces of the nearby Oytwood, who are currently trying to keep the trail that leads to their sylvan home open. Most recently a small band of mountain dwarves under the leadership of Chief Kurgi Hammerhand have crossed back over the Javan and have joined your group. They are here to support the retaking of the Oytpass Keep, but ultimately wish to retake their lost communities in the western Stark Mounds.</p><p> </p><p>For this adventure, I’m going to leave it up to you to decide on exactly what happens. The only thing that is essential is that at the end of the adventure the Oytpass Keep is held by you or allied forces. How exactly you achieve this is up to you. If you have major problems with this, please let me know.</p><p> </p><p>Forces on your side:</p><p>1. Gnomes of the Stark Mounds under Jorgen Wallur</p><p>2. Mountain Dwarves under Kurgi Hammerhand</p><p>3. Wood Elves from the Oytwood</p><p>4. Some Human Forces (mainly light infantry and skirmishers) from Gorna</p><p>5. The young adult Copper dragon Maetus who lives in the Stark Mounds, who although he is selfish, has no great love for the giants and their allies.</p><p>6. The Sisters of Righteous Vengeance, a flock of harpies from the White Oyt River valley whose initial attempt to ally with the giants was rudely dismissed and who are now out for a bit of payback.</p><p> </p><p>Forces against you:</p><p>1. The defenders of Oytpass Keep. A collection of hill and stone giants.</p><p>2. Bonespear and Bloodmoon tribes of gnolls and flinds from the Stark Mounds. They know the area exceptionally well and are good at many of the same tactics you are. They are led by a powerful flind blackguard.</p><p>3. The fallen of the battle of Gorna. Mainly wraiths, specters and wights who haunt the Stark Mounds at night. They are not allied with the giants, but present a constant danger to anyone traversing the Stark Mounds at night.</p><p>4. The Tuskbreakers, a small band of near-feral wereboars working for the giants who have difficulty following orders.</p><p></p><p>Locations which you might avail yourselves of:</p><p>1. Oytpass Keep: A small keep surrounded by a tall curtain wall. It sits an a steep-faced hill overlooking the road. Its defensive towers contain ballistae and catapults, and the gates are defended by numerous murder holes, boiling oil dispensers. The walls of the keep were reinforced magically and have heightened hardness and hit points. The main gate is magically warded and has the equivalent of SR 25. This effect can be dispelled, but this only lasts for 1d6+1 rounds.</p><p>2. Valley of Sorrow: Highly haunted area as a result of the Battle of Gorna in the 5th century CY. It is reputed to hold a magical weapon of some power.</p><p>3. Grey Wood: A small forest once connected to the Oytwood. Home of the Tuskbreakers who inhabit a complex on connected tunnels.</p><p>4. Ruins of Soraoh: Ancient Flan standing stones in the Stark Mounds. Used as a gathering place for the local gnoll and flind tribes.</p><p>5. Oytwood Trail: Connects Sterich to the Oytwood. Not maintained by anyone. Ancient path first used by the Flan people over a thousand years ago.</p><p>6. Roothome: The underground base of Jorgen Wallur’s band of gnomes. Not a full gnome community, more of a bolt hole for raids and hunting. Well-stocked with supplies and weapons. Not sized for Medium or larger-sized folk.</p><p> </p><p>Let me know if you need more info.[/SBLOCK]</p></blockquote><p></p>
[QUOTE="Branding Opportunity, post: 2259006, member: 31812"] [b]Third Adventure Synopsis[/b] Here's the third adventure synopsis, which is a little different than the first two. Let me know what you think. As before, I am copying the synopsis to the first post of this thread for reference sake. [SBLOCK]We now take a large leap forward in time from your adventures at Godakin Keep. The time is early Coldeven, 586 CY. The war for the liberation of Sterich and Geoff has been raging with many successes and failures for the last two years. The Confederacy for the Reclamation of the Occupied Territories (or just Confederacy) now holds the banks of the Javan River, and is beginning to make inroads into the heart of Sterich. Spies have recently reported that something strange is happening among the Occupation forces. After the betrayal of Hilden’s Grange last fall, where the orc chieftain Yagga One-Ear turned against the eldritch giant sorcerer Hawesti, there has been much infighting among the occupying forces. Reports of skirmishes between the giants and their erstwhile allies are heard with growing frequency. Even stranger, there have been no reports of King Galmoor in Istivin since last Sunsebb. None of the magical or mundane spies of the Confederacy seem to know what happened to him; he simply seems to have disappeared. Without a strong central leader, the giants are becoming sloppy, and lesser leaders are siphoning men and resources to benefit their own territories. The forces of the newly titled Marquis Querchard, with the support of King Skotti, are taking advantage of this by striking hard and fast against the nonhumans. Still headquartered in the Keolandish town of Flen, they have just begun a new campaign whose ultimate goal is to retake Istivin. Your group has been kept busy over the last two years. Currently you are under command of Valtgraf Jorgen Wallur, a famous gnome noble from the Stark mounds. Based in his secret, underground base about 50 miles north-north-west of the ruins of the village of Steryn, you have been conducting spying and hit-and-run operations against the local occupation forces headquartered at Oytpass Keep. You are also in contact with the wood elf forces of the nearby Oytwood, who are currently trying to keep the trail that leads to their sylvan home open. Most recently a small band of mountain dwarves under the leadership of Chief Kurgi Hammerhand have crossed back over the Javan and have joined your group. They are here to support the retaking of the Oytpass Keep, but ultimately wish to retake their lost communities in the western Stark Mounds. For this adventure, I’m going to leave it up to you to decide on exactly what happens. The only thing that is essential is that at the end of the adventure the Oytpass Keep is held by you or allied forces. How exactly you achieve this is up to you. If you have major problems with this, please let me know. Forces on your side: 1. Gnomes of the Stark Mounds under Jorgen Wallur 2. Mountain Dwarves under Kurgi Hammerhand 3. Wood Elves from the Oytwood 4. Some Human Forces (mainly light infantry and skirmishers) from Gorna 5. The young adult Copper dragon Maetus who lives in the Stark Mounds, who although he is selfish, has no great love for the giants and their allies. 6. The Sisters of Righteous Vengeance, a flock of harpies from the White Oyt River valley whose initial attempt to ally with the giants was rudely dismissed and who are now out for a bit of payback. Forces against you: 1. The defenders of Oytpass Keep. A collection of hill and stone giants. 2. Bonespear and Bloodmoon tribes of gnolls and flinds from the Stark Mounds. They know the area exceptionally well and are good at many of the same tactics you are. They are led by a powerful flind blackguard. 3. The fallen of the battle of Gorna. Mainly wraiths, specters and wights who haunt the Stark Mounds at night. They are not allied with the giants, but present a constant danger to anyone traversing the Stark Mounds at night. 4. The Tuskbreakers, a small band of near-feral wereboars working for the giants who have difficulty following orders. Locations which you might avail yourselves of: 1. Oytpass Keep: A small keep surrounded by a tall curtain wall. It sits an a steep-faced hill overlooking the road. Its defensive towers contain ballistae and catapults, and the gates are defended by numerous murder holes, boiling oil dispensers. The walls of the keep were reinforced magically and have heightened hardness and hit points. The main gate is magically warded and has the equivalent of SR 25. This effect can be dispelled, but this only lasts for 1d6+1 rounds. 2. Valley of Sorrow: Highly haunted area as a result of the Battle of Gorna in the 5th century CY. It is reputed to hold a magical weapon of some power. 3. Grey Wood: A small forest once connected to the Oytwood. Home of the Tuskbreakers who inhabit a complex on connected tunnels. 4. Ruins of Soraoh: Ancient Flan standing stones in the Stark Mounds. Used as a gathering place for the local gnoll and flind tribes. 5. Oytwood Trail: Connects Sterich to the Oytwood. Not maintained by anyone. Ancient path first used by the Flan people over a thousand years ago. 6. Roothome: The underground base of Jorgen Wallur’s band of gnomes. Not a full gnome community, more of a bolt hole for raids and hunting. Well-stocked with supplies and weapons. Not sized for Medium or larger-sized folk. Let me know if you need more info.[/SBLOCK] [/QUOTE]
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