Corsairs Campaign
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Introduction
This adventure is set along the eastern coast of the North Kingdom. The purpose of the adventure is to introduce the players to a coastal adventrure the should bring them into contract with the Barbarians.
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
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
Capture Oleg Keep, prevent the Rippers from invading the low country.
Beginning the Adventure
The adventure begins with the PC's having been granted their titles as Knight Protectors are directed by the Count to march a company of 50 infantry north to take Oleg Keep.
Chronology of Events | |||
---|---|---|---|
Planned Adversary Activities | Allied Activities | ||
CY 618 | Undead army under a cleric of Nerull advances towards Knurl | ||
CY 627 | Rippers hold the lowlands |
Act 1 The lay of the land
Regions
Organizations
MajorPersonalities

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)