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<blockquote data-quote="Celebrim" data-source="post: 6509793" data-attributes="member: 4937"><p>I'm currently in the 4th year of DMing a campaign set on the east coast of Sartha (Free Coast region) on the world of Korrel, my homebrew, using rules homebrewed from D&D 3e. The campaign began with a city wrecking tsunami, and an angry invading Saughin army looking for someone they called 'Keeropus'. PC's attempts to protect people lead to the uncovering of a widespread conspiracy by a group calling themselves 'The Esoteric Order of the Golden Globe', which had ties to necromancers, goblin rebels, and antitheist heretics. The players have since learned that the Esoteric Order, led by the Archmage Keeropus the Many-Hearted, is trying to build and place in orbit a small second sun which will be under mortal control, and thereby allow wizards to hopefully be able to perform the healing magic which is currently the province of only priests.</p><p></p><p>The PC's are currently 7th level. They are now on a buccaneer's ship, engaged in chasing Keeropus's black sailed schooner across the Sea of Storms during hurricane season, in hopes of beating Keeropus to a legendary perfect black pearl which he needs to finally complete his artifact. Yes, this chapter is "The Isle of Dread", and will be loosely based of the legendary module. However, treachery is afoot aboard the ship, and the Priestess Gale Lightbringer is now at the mercy of her terrible enemy - the blood thirsty and vengeful god Nuati the Storm Lord.</p><p></p><p>Can the heroes survive the journey? Can the reach the island in time to stop Keeropus? What secrets will they find when they reach it, and what to make of the warning of Jasper the Alley Cat, that there are enemies they may need to stop more dangerous even than the Archmage?</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6509793, member: 4937"] I'm currently in the 4th year of DMing a campaign set on the east coast of Sartha (Free Coast region) on the world of Korrel, my homebrew, using rules homebrewed from D&D 3e. The campaign began with a city wrecking tsunami, and an angry invading Saughin army looking for someone they called 'Keeropus'. PC's attempts to protect people lead to the uncovering of a widespread conspiracy by a group calling themselves 'The Esoteric Order of the Golden Globe', which had ties to necromancers, goblin rebels, and antitheist heretics. The players have since learned that the Esoteric Order, led by the Archmage Keeropus the Many-Hearted, is trying to build and place in orbit a small second sun which will be under mortal control, and thereby allow wizards to hopefully be able to perform the healing magic which is currently the province of only priests. The PC's are currently 7th level. They are now on a buccaneer's ship, engaged in chasing Keeropus's black sailed schooner across the Sea of Storms during hurricane season, in hopes of beating Keeropus to a legendary perfect black pearl which he needs to finally complete his artifact. Yes, this chapter is "The Isle of Dread", and will be loosely based of the legendary module. However, treachery is afoot aboard the ship, and the Priestess Gale Lightbringer is now at the mercy of her terrible enemy - the blood thirsty and vengeful god Nuati the Storm Lord. Can the heroes survive the journey? Can the reach the island in time to stop Keeropus? What secrets will they find when they reach it, and what to make of the warning of Jasper the Alley Cat, that there are enemies they may need to stop more dangerous even than the Archmage? [/QUOTE]
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