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Tower on the Ithfell
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<blockquote data-quote="The_Warlock" data-source="post: 4581958" data-attributes="member: 21215"><p>Tower on the Ithfell</p><p></p><p>This is playtest campaign using a D20 variant system combining rules from a number of 3rd party systems (Most prominently True20, Omni, and Pathfinder) as well as all new rules. Since it was decided that a thorough 1st level and up campaign was needed to find the remaining kinks after several rounds of edits, and character creation flushes, thus was born “Tower on the Ithfell.”</p><p></p><p>I'm using a large number of pre-made adventure modules from multiple different editions, as well as interjecting home made plots and adventures...well, if they go in a direction that matches up, but in the end, a little bit of this and that. The biggest challenge is that I'm doing no conversions ahead of play sessions. I am merely taking pre-made creatures and NPCs and converting them on the fly to the generic advancement numbers in the system framework we are testing.</p><p></p><p>Attached is the rough map of northeastern Impiltur where the adventures will take place.</p><p></p><p></p><p>Characters:</p><p></p><p>Hogan, a half-orc from one of the mountain tribes of men and half-orcs. The tribes herd and hunt in the southern Earthfasts, trading with coastal cities of Impiltur.</p><p></p><p>Berk and Bendix, elven siblings from the Gray Forest. Berk learned a love for the breezes and winds in the tree cities in the forests fastness, while Bendix took after their other parent and lived in the hidden hill villages of the forest border, learning to heal and hunt.</p><p></p><p>Thoven, a young man from one of the smaller valley settlements that can trace it's founding to before the Fiend Wars. With inventive and unorthodox fighting skills, Thoven seems to prefer to trust his fresh face and natural nimbleness to get him out of the trouble he often finds himself in.</p><p></p><p>Ghorash, dark haired and paranoid exile from Rashemen far to the east. It's said that the Witches who rule there allow no man to wield magic, going so far as to hunt them down and make them disappear. </p><p></p><p></p><p>Setting: </p><p></p><p>The newly re-unified Impiltur, circa 1109 DaleReckoning in the Forgotten Realms. Imphras the Great has mobilized the Warsword of Impiltur to aid Thesk across the Easting reach against an incursion by an army sent by the Red Wizards. The city of Phent is under seige, and packs of gnoll harriers from the army roam the plains of Thesk.</p><p></p><p>Having only just in recent history defeated the Hobgoblin Kingdom of Herrekhatur and scattered it's warriors, the army of Impiltur is one of seasoned veterans, but not nearly as numerous as Imphras or his advisors would like. While taking the majority of the standing army to assist their trade ally, Thesk, seems the right thing to do, the vast majority of the upland country of Impiltur is a barely explored frontier. Something needed to be done.</p><p></p><p>Enter the Royal Borderlands Contract. As the Warsword musters, King Imphras' heralds let it be known that any freeborn man or woman with skills in herding, hunting, farming, mining, crafts of value in a hinterland, or skill with blade, bow or magic may apply for a royal grant of 100 pieces of gold, and the expenses of caravan travel, if they take binding oath to relocate to the uplands around one of the three recently constructed fortresses in the frontier. Indentured citizens may apply, so long as the value of their debt does not exceed the royal grant. Farmers and herders who bring seed and stock also gain rights to a plot of land within site of the fortress they choose to call home.</p><p></p><p>While tales of humanoids and beasts in the rocky uplands and mountain valleys scares many a merchant, the chance to make one's own destiny away from the competition of the bustling cities, with a solid foundation of coin, draws many to the offer. Those unable to expand farm or business, and restless youths with training in the arts of war and survival, all flock to Filur to sign the contract.</p><p></p><p></p><p>Tarsakh 1-10, 1109 DR</p><p>With the warm spring winds from the southern Inner Sea warming the coast of the Easting Reach, preparations are in order for the Warsword to ship to Thesk, as hundreds of citizens and newly arrived foreigners take the Royal Borderlands Contract, and gather in the caravan yards of Dilpur to begin their treks northward.</p><p></p><p>Having met in the lines to sign the contract and discussed their plans, Hogan, Berk, Bendix, and Thoven decide that their skills compliment each other well and they will journey together. Spending some time gathering the tales of merchants and road guards, they come to the decision that they shall make toward the Tower Ithfell, the northeastern most of the three frontier forts. </p><p></p><p>A defensible keep built on a small plateau near the Vastar and Demon's Tongue passes, it seems to also have the greatest opportunity for those with a mercenary's skill – known tribes of lesser humanoids in the woods and valleys, lost caves and holds of the orcs and dwarves that long fought in the Earthspurs, and odd ruins from the old days before even the Old Kingdom of Impiltur.</p><p></p><p>After a whirlwind spree of purchases in the well stocked shops of Dilpur, they join the latest Borderland Caravan on the 10th of Tarsakh and head toward glory.</p></blockquote><p></p>
[QUOTE="The_Warlock, post: 4581958, member: 21215"] Tower on the Ithfell This is playtest campaign using a D20 variant system combining rules from a number of 3rd party systems (Most prominently True20, Omni, and Pathfinder) as well as all new rules. Since it was decided that a thorough 1st level and up campaign was needed to find the remaining kinks after several rounds of edits, and character creation flushes, thus was born “Tower on the Ithfell.” I'm using a large number of pre-made adventure modules from multiple different editions, as well as interjecting home made plots and adventures...well, if they go in a direction that matches up, but in the end, a little bit of this and that. The biggest challenge is that I'm doing no conversions ahead of play sessions. I am merely taking pre-made creatures and NPCs and converting them on the fly to the generic advancement numbers in the system framework we are testing. Attached is the rough map of northeastern Impiltur where the adventures will take place. Characters: Hogan, a half-orc from one of the mountain tribes of men and half-orcs. The tribes herd and hunt in the southern Earthfasts, trading with coastal cities of Impiltur. Berk and Bendix, elven siblings from the Gray Forest. Berk learned a love for the breezes and winds in the tree cities in the forests fastness, while Bendix took after their other parent and lived in the hidden hill villages of the forest border, learning to heal and hunt. Thoven, a young man from one of the smaller valley settlements that can trace it's founding to before the Fiend Wars. With inventive and unorthodox fighting skills, Thoven seems to prefer to trust his fresh face and natural nimbleness to get him out of the trouble he often finds himself in. Ghorash, dark haired and paranoid exile from Rashemen far to the east. It's said that the Witches who rule there allow no man to wield magic, going so far as to hunt them down and make them disappear. Setting: The newly re-unified Impiltur, circa 1109 DaleReckoning in the Forgotten Realms. Imphras the Great has mobilized the Warsword of Impiltur to aid Thesk across the Easting reach against an incursion by an army sent by the Red Wizards. The city of Phent is under seige, and packs of gnoll harriers from the army roam the plains of Thesk. Having only just in recent history defeated the Hobgoblin Kingdom of Herrekhatur and scattered it's warriors, the army of Impiltur is one of seasoned veterans, but not nearly as numerous as Imphras or his advisors would like. While taking the majority of the standing army to assist their trade ally, Thesk, seems the right thing to do, the vast majority of the upland country of Impiltur is a barely explored frontier. Something needed to be done. Enter the Royal Borderlands Contract. As the Warsword musters, King Imphras' heralds let it be known that any freeborn man or woman with skills in herding, hunting, farming, mining, crafts of value in a hinterland, or skill with blade, bow or magic may apply for a royal grant of 100 pieces of gold, and the expenses of caravan travel, if they take binding oath to relocate to the uplands around one of the three recently constructed fortresses in the frontier. Indentured citizens may apply, so long as the value of their debt does not exceed the royal grant. Farmers and herders who bring seed and stock also gain rights to a plot of land within site of the fortress they choose to call home. While tales of humanoids and beasts in the rocky uplands and mountain valleys scares many a merchant, the chance to make one's own destiny away from the competition of the bustling cities, with a solid foundation of coin, draws many to the offer. Those unable to expand farm or business, and restless youths with training in the arts of war and survival, all flock to Filur to sign the contract. Tarsakh 1-10, 1109 DR With the warm spring winds from the southern Inner Sea warming the coast of the Easting Reach, preparations are in order for the Warsword to ship to Thesk, as hundreds of citizens and newly arrived foreigners take the Royal Borderlands Contract, and gather in the caravan yards of Dilpur to begin their treks northward. Having met in the lines to sign the contract and discussed their plans, Hogan, Berk, Bendix, and Thoven decide that their skills compliment each other well and they will journey together. Spending some time gathering the tales of merchants and road guards, they come to the decision that they shall make toward the Tower Ithfell, the northeastern most of the three frontier forts. A defensible keep built on a small plateau near the Vastar and Demon's Tongue passes, it seems to also have the greatest opportunity for those with a mercenary's skill – known tribes of lesser humanoids in the woods and valleys, lost caves and holds of the orcs and dwarves that long fought in the Earthspurs, and odd ruins from the old days before even the Old Kingdom of Impiltur. After a whirlwind spree of purchases in the well stocked shops of Dilpur, they join the latest Borderland Caravan on the 10th of Tarsakh and head toward glory. [/QUOTE]
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