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==='''Beginning the Adventure'''===
==='''Beginning the Adventure'''===
The adventure begins with the PC's having been arrested for breaking into Oleg Keeps rare stocks of whiskey and given their skills offered a chance at redemption or death. They are magically branded as thieves and sent to Coregilia to meet their contact who will provide them the instructions for their next steps.
The adventure begins with the PC's having been arrested for breaking into Oleg Keeps rare stocks of whiskey and given their skills offered a chance at redemption or death. They are magically branded as thieves and sent to [[Coregilia]] to meet their contact who will provide them the instructions for their next steps.
{| class="wikitable"
{| class="wikitable"
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|-
|-
|CY 618
|CY 618
|Oleg Keep is restored to human control and trade resumes.  
|[[Oleg Keep]] is restored to human control and trade resumes.  
|-
|-
|CY 619
|CY 619
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|-
|-
|CY 620
|CY 620
|Cardum and Oleg Whiskey begins to be traded with Ratik and shipped south via Johnsport.
|[[Cardum]] and Oleg Whiskey begins to be traded with Ratik and shipped south via Johnsport.
|-
|-
|CY 622-624
|CY 622-624

Revision as of 18:34, 8 February 2024

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Introduction

This adventure is set along the eastern coast of the North Kingdom and the western lands of Oerik. The purpose of the adventure is to introduce the players to a coastal adventure that should bring them into initial contract with the Barbarians from the Tholian peninsula. At some point they should discover that the Barbarians do not appear to be acting alone and are in possession of information and items long thought lost to the Flanaess.

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.

Rumors

There are many rumors circulating about current (and past) events that have an impact on the various factions the PC's will be interacting with. In some cases the rumors reflect elements of the greater campaign setting and can affect how NPC's act if not perturbed by the PC's action. Refer to the timeline section for additional information.

Random Encounters

Wilderness - Blemu Hills

Prominent Locations

Business

  • Greysmere Covenant

Temples & Religious Sites

  • Ruined Templed of Obad-Hai

Residences

  • Dourstone Residence

Coach Houses, Inns & Taverns

Other Notable Sites

  • Bronzewood Lodge

Notoriety & Black Points

The PC's will be interacting with various individuals and factions who have a vested interest in seeing that events go the way they planned. The PC's actions will be noticed and as situation permits be responded to directly or indirectly. Keep track of the PC's Notoriety as the campaign progresses because it will act as a trigger event to aid in making decisions on behalf of the larger factions. Generally speaking a localized disruption by the PC's say attacking or even killing 1-2 low or mid level NPC's associated with the Ripper Clan or Dunthmore's insurrection or criminal underground in a routine encounter will not necessarily result in a heavy handed response from the organization. However if they discern what could be considered a systemic house cleaning or major disruptions to their plans will be noticed and investigated, potentially in force.

Goal of the Adventure

Discover the links across time and space between the Barbarians of the north and their Suel brethren from Western Oerik. The lands of Western Oerik were ruled by the Empire of Lynn a millennia before the present day. Their magicians and artisans were unrivaled and at the time of their demise they had created a huge military industrial complex. The remnants of their empire broke up into the Sundered Suns and they now sell their items.

Beginning the Adventure

The adventure begins with the PC's having been arrested for breaking into Oleg Keeps rare stocks of whiskey and given their skills offered a chance at redemption or death. They are magically branded as thieves and sent to Coregilia to meet their contact who will provide them the instructions for their next steps.

Chronology of Events
Planned Adversary Activities
CY 618 Oleg Keep is restored to human control and trade resumes.
CY 619 The Barbarian "allies" of Lord Valor are tracked down and watched by spies from Oleg Keep.
CY 620 Cardum and Oleg Whiskey begins to be traded with Ratik and shipped south via Johnsport.
CY 622-624 Barbarians resume raiding along the North Coast of the Great Kingdom, and sack Johnsport.
CY 625 The PC's skirmish with the Barbarians and notice they are using items of Suel manufacture long thought lost.
CY 625-626 The spies report the Barbarians have resumed trade long dormant trade with Western Oerik.
CY 627 The Castellan of Oleg Keep sends the PC's to investigate the Barbarians plans.

Act 1 The quiet port of Coregilia

Act 2 The water gates

Regions

Empire of Lhynn

Organizations

Scarlet Brotherhood

MajorPersonalities

Name: Lexana Brightshore
Lexana Brightshore
Lexana is an evil but older human woman with curly blonde hair. Her slender frame is clad in a flowing orange cloak embroidered with golden thread, which billows behind her as she moves with graceful, fluid motions. Wears a brown leather outfit with an intricate pattern of interlocking trees and roses on the chest. She walks with a (ornate oaken staff adorned with a green crystal) on the top.

Race: Human

Class: Sorcerer (Water)

Alignment: Lawful Evil

Ability Scores:

Strength: 10 (+0)

Dexterity: 14 (+2)

Constitution: 10 (+0)

Intelligence: 16 (+3)

Wisdom: 14 (+2)

Charisma: 16 (+3)

Skills: Survival +5, Nature +3, Perception +4, Athletics +1, Stealth +6

Damage Immunities: Cold, Poison

Condition Immunities: Charmed, Exhaustion, Frightened, Paralyzed, Petrified, Poisoned

Senses: darkvision 30 ft., passive Perception 14

Languages: Common, Elvish (Sindarin)

Challenge Rating: 5 (2 ranger levels + 3 wizard levels)