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=== '''Introduction''' ===
Game Night and world building tools can be found under the [[Random Generators]] link.
 
'''Introduction'''
 
This adventure is set near the Ivae Or forest, and area rife with criminal and political intrigue. The purpose of the adventure is to introduce the players to major NPC's and issues of the realm they have jest been granted. As in real life all is not as it seems or clear cut when it comes to deciding how to run a kingdom. Thera are subplots involving each of the groups the players will interact with that should result in multiple moral quandaries for the party to resolve. Remember, ACTIONS LEAD TO REACTIONS, there is a strong emphasis on character interaction, and events at the "national" or strategic level occurring in the background will be intersecting with the players choices.  
This adventure is set near the Ivae Or forest, and area rife with criminal and political intrigue. The purpose of the adventure is to introduce the players to major NPC's and issues of the realm they have jest been granted. As in real life all is not as it seems or clear cut when it comes to deciding how to run a kingdom. Thera are subplots involving each of the groups the players will interact with that should result in multiple moral quandaries for the party to resolve. Remember, ACTIONS LEAD TO REACTIONS, there is a strong emphasis on character interaction, and events at the "national" or strategic level occurring in the background will be intersecting with the players choices.  


'''Dungeon Masters background & intrigue'''
=== '''Dungeon Masters Background''' ===
 
This campaign story arc is broken up into multiple acts that will occur over the course of one to two game years.
This campaign story arc is broken up into multiple acts that will occur over the course of one to two game years.


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! colspan="4" |Minor NPC Power Brokers CY 621
! colspan="4" |Minor NPC Power Brokers CY 621
|-
|-
| colspan="4" |Red Company
| colspan="4" style="text-align:center; background-color:#d33c00; color:#000000;" | Red Company
|-
|-
|[[Olrme']] - Red Cloak Sargent
|[[Olrme']] - Red Cloak Sargent
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Initial [[Notoriety]]
Initial [[Notoriety]]


'''Goal of the Adventure'''
=== '''Goal of the Adventure''' ===
 
Capture Oleg Keep, prevent the Rippers from invading
Capture Oleg Keep, prevent the Rippers from invading


'''Beginning the Adventure'''
=== '''Beginning the Adventure''' ===
 
The adventure begins with the PC's having been granted their titles are directed to march a company of infantry north to take Oleg Keep.
The adventure begins with the PC's having been granted their titles are directed to march a company of infantry north to take Oleg Keep.
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Revision as of 22:26, 29 August 2022

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Introduction

This adventure is set near the Ivae Or forest, and area rife with criminal and political intrigue. The purpose of the adventure is to introduce the players to major NPC's and issues of the realm they have jest been granted. As in real life all is not as it seems or clear cut when it comes to deciding how to run a kingdom. Thera are subplots involving each of the groups the players will interact with that should result in multiple moral quandaries for the party to resolve. Remember, ACTIONS LEAD TO REACTIONS, there is a strong emphasis on character interaction, and events at the "national" or strategic level occurring in the background will be intersecting with the players choices.

Dungeon Masters Background

This campaign story arc is broken up into multiple acts that will occur over the course of one to two game years.

Baron Eddard Dunthmore is the players primary nemesis. A 13th level warrior and Captain of a mercenary company of heavy infantry he took Oleg Keep in the tumultuous years after the Greyhawk Wars on behalf of Duke Grennel of North Province and intends to retain title to it. He has cannily played the the three major warring powers (Nyrond, North Province, and the loose coalition of humanoid tribes) against each other for the past 10 years while slowly consolidating his hold on the area surrounding the keep. Duke Grennel and Count Dunstan have both tried to leverage Dunthmores geographic position to their advantage as the Keep straddles a pass between the Ivae Or Forest and the and the old North Road connecting the regions silver and iron mines both to the Country of Knurl and North Province.

The former silver and iron mines of the northern half of the Blemu Hills are held by the hobgoblin Ripper tribe who are intent on securing better resources (arable lands + slave to work them) to sustain their growing tribe. The lowlands of Bone March have been the traditional agrarian home of the Flan people for millennia and the area is dotted with many small villages ripe for the picking. The tribe has a loose alliance with Dunthmore and initiated a series of attacks against the villages not under Dunthmores control. Dunthmore for his part follows up with harassing attacks to drive off the humanoids and garnering good will from the populace who would rather serve a human than humanoid liege. In parallel Dunthmore allows brigand activity orchestrated by the local thieves guild (also sanctioned by Dunthmore) to rob merchant convoys moving wool and whiskey through the region. A percentage of the profits are then split between Dunthmore and the hobgoblins. Count Dunstan suspects this has been going on for years but has been unable to prove it and convince the population their benefactor is really the one behind their misery. Dunthmore's and the hobgoblin alliance has never been great and and now the hobgoblins have decided to move aggressively into the lower March. Dunstans forces are capable of defeating the hobgoblins but they are spread thin and he knows the other humanoid tribes would likely follow their advance leading to their forces being overwhelmed.

As the last rightful ruler of Bone March Count Dunstan has decided to grant the players title to Oleg Keep as a reward for their service. By doing so he buys time gather his forces and those of the Dwarves of Clan Darzog to reinforce the defense of Knurl and potentially unseat Dunthmore from the keep providing the players can capture it a Northern base and powerful allies (the PC's) to launch a counter-offensive from. If the PC's fail the humanoids solidify control over the Blemu Hills and end up right on the border of Knurl.

Major NPC Power Brokers CY 621
NPC Title & Role Starting Disposition
Protoganists
Kruger Darzog Clanlord of Darzog Clan Friendly
Surlimor Elf Lord of the Ivae Or Forest Sylvan elves, counterpart to Queen lómë Friendly
lómë Elf Queen of the Ivae Or High Elves Friendly
High Druid Neutral
Antoganists
Baron Guideon Truzeer Lord of Ruusk Keep Neutral
Baron Eddard Dunthmore Lord of Oleg Keep Hostile
Trozig Hobgoblin Warchief of the Rippers Clan, son of Xobzag Hostile
Xobzag Warlord of Rippers Clan Hostile
Minor NPC Power Brokers CY 621
Red Company
Olrme' - Red Cloak Sargent Neutral
Gilren - Red Cloak Assassin Neutral


Initial Notoriety

Goal of the Adventure

Capture Oleg Keep, prevent the Rippers from invading

Beginning the Adventure

The adventure begins with the PC's having been granted their titles are directed to march a company of infantry north to take Oleg Keep.

Chronology of Events
Planned Adversary Activities Allied Activities
Rippers establish raiding camp at Wanborne
Dunstan grants tiles and land around Oleg Keep to PC's
PC's destroy the Ripper raiding party at Wanborne
Capture the harvest, supplies leave via wagon to Ripper Mines
Fireseek Cy 621 Rippers move towards

Act 1

Encounter Setting

The party advances from the lower Blemu Hills north towards the Ivae Or forest region but must traverse a series of low hills, swamps, and groves of trees.

The Major Non-Player Characters (NPC's)

Act 2

Red Company

Erferil - Captain of the Red Cloaks

Karul - Green dragon of Cardum Bog

Act 3

Encounter Setting

Major Non-Player Characters (NPC)

Trozig - Hobgoblin Warchief, son of Xobzag


Regions

Template:Settlements

Organizations

Knights of the March

MajorPersonalities

Category:NPCs