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Obergnom
Acolyte

Germany
5 Posts

Posted - 26 Nov 2006 :  11:39:27  Show Profile  Visit Obergnom's Homepage Send Obergnom a Private Message  Reply with Quote  Delete Topic
Hello,

this is my first post to these forums and I have a couple of questions concerning my up comming campaign.

Some background. I have been DMing campaings in the Forgotten Realms for years, sometimes close to canon, sometimes not. Lately, my group did a lot of classic adventuring. The DM of our weekly game is currently running „Vault of Larrin Karr“ by Necromancer Games set in the Forgotten Realms, but he uses the realms just for player background and some names. I was actually planning to run “The Temple of Elemental Evil”, but that would be to close (in style) to our other game.

Thats why I decided to run a more story oriented game, with as much of realms background as possible. This is the idea I came up with:

Sammaster First-Speaker returns and unites the Cult of the Dragon. He tries to become a god, with the help of the Crown of Horns, but Myrkul subdues him, becoming a near invincible godlike being, by beginning to absorb other powerful Lichs into his form. The gods are unable to stop him, because of AOs rules. A way must be found to force Myrkul to become a God, to put his power in check.

I put this into chapters:

Prelude: The characters are part of an “Army of Adventurers” recruited in Shadowdale, to slay an ancient blue dragon, that was severely wounded but not killed by a group of high level adventurers. The single survivor let the dragon directly to Shadowdale! Lord Mourngrim fears his revenge, thus hiring every single adventurer who let a “Searching for job note” in the Old Skull Inn.(To refuse is seen as treason...)

Chapter 1: The characters learn about the Cult of the Dragon. In the end Sammaster returns. (I would like him to be a Demilich.

Chapter 2: Sammaster, after analyzing the events of the 400 years of his absence, develops a plan to become a god, by using Myrkuls essence traped in the Crown of Horns. In the end, he will get the Crown, but is subdued by Myrkuls will. Myrkull becomes something like an Earth-bound God.

Chapter 3: Myrkul begins to absorb powerful Lichs. (Maybe a powerful Baelnorn, Sazz Tam... I don't know) He gets more powerful during the process. In the end, the characters need to find a way to force him to become a true god.

Themes/Opponents:

Cult of the Dragon: Necromancers (not deviating much from Standard Wizards), Dragon Shaman, Clerics of Velsharoon??, Dragons and draconic creatures, mindless undead and Dracolichs.

Cult of Myrkul: Favored Soul of Myrkul, Dread Necromancer, Gnolls, intelligent Undead, Yugoloth

Possible Locations: Dales, Cormyr, Waterdeep, Sembia, Bone Castle?

This is all I have right now, and there are many problems, as I see it:

I allways have a problem putting a story into adventures.

The Prelude: How would you handle the characters being part of a small “army” (about 50 men, maybe). Especially since they will be the worst equipped, lowest level characters around? I would like to have at least one or to encounters “on the road” (I would like to have the Dragon lair in the Desert Mouth Mountains), but those encounters should not be handled by, say the three Knights of Myth Drannor leading the army.
When they arrive, there will be a delegation of the Cult of Dragons, ready to start the transformation of the Blue Dragon into a dracolich. The player characters somehow should be the sole survivors of the army, and an the run.

1.Chapter: This one is the most difficult, since it seems a bit dull to me. I would like to introduce most of the campaign themes. That means there should be at least one adventure with Myrkul worshiping Gnolls (Maybe referring to him by a different name, like “old death” or something like that.) And there needs to be a good introduction into what the Cult of the Dragon is. It would be great, if the characters could somehow be involved into the resurrection of Sammaster.

2.+ 3. Chapter: have not thought about these. Much might happen untill I need those.

Concerning time line. I would have liked to play a campaign in 1356, but as I need the events of the Time of Troubles, I will play in 1368 or maybe one or two years later. I do not want Drow in Cormanthor, and I certainly do not want the events described in Dragons of Fearun to have happened.

So, any suggestions? Ideas for scenarios that might help establish this campaign? Maybe something I totally overlooked? Any thing?

I would really appreciate help.

Snotlord
Senior Scribe

Norway
476 Posts

Posted - 26 Nov 2006 :  12:36:47  Show Profile  Visit Snotlord's Homepage Send Snotlord a Private Message  Reply with Quote
quote:
Originally posted by Obergnom


The Prelude: How would you handle the characters being part of a small “army” (about 50 men, maybe). Especially since they will be the worst equipped, lowest level characters around? I would like to have at least one or to encounters “on the road” (I would like to have the Dragon lair in the Desert Mouth Mountains), but those encounters should not be handled by, say the three Knights of Myth Drannor leading the army.



Have you read Heroes of Battle? It is a sourcebook for handling war and mass combat in D&D games. The book suggests breaking up major battles into a series of encounters using flowcharts, like a dungeon, to create exiting massive battles.

Check out http://www.wizards.com/default.asp?x=dnd/dnd/20050531a
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Obergnom
Acolyte

Germany
5 Posts

Posted - 27 Nov 2006 :  10:11:36  Show Profile  Visit Obergnom's Homepage Send Obergnom a Private Message  Reply with Quote
No, i haven't got that book and I do not think I will buy it for a single scenario. But those charts look interesting, and I think with the help of Green Ronins Advanced Gamemasters Guide (There is a very simple system for representative Combat) and those charts I will be able to run those encounters. Thanks a lot for that suggestion.

I still have a problem coming up with scenarios following the first one. Any help would be highly appreciated.

Edited by - Obergnom on 27 Nov 2006 10:18:52
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Ergdusch
Master of Realmslore

Germany
1720 Posts

Posted - 27 Nov 2006 :  12:21:34  Show Profile Send Ergdusch a Private Message  Reply with Quote
First of all, a warm and friendly welcome to you, Obergnom!

May our Lady of the Forest bless thee and may the Binder of what is known bless thee smie upon you so that your search for knowledge will be a fruitful one.

I recievedyour PM and yes indedd I dmed a campaign with quite some contacts with the Cult of the Dragon. However, when I started the campaign I was more or less a novice in the lore of the Realms nd only after campaigning for many many sessions did I intrudoce the Cult of the Dragons the main opposing part.
You know, the Cult is a very secretive organisation, resulting out of the fact of having enemies and opposing groups such as the Harpers around almost constantly. therefore they let people do some of the "dirty" work without them actually knowing that they work for the Cult itself. Therefor you could play a few games with low.level characters without seeinhg or hearing form the cult at all. that is also quite good for the PC's lives because once they run into the real cult members they should be a few levels higher to servive a hostile encounter with them.

Anyhow, to your plot:

Prelude: If you want to introduce the Cult already very early on in the game your hook seems to be a very good one. However, you do not have to introduce the Cult to fight the dragon. How many soldiers do actually know of such an organization? And if they have heard of them it might only havve been rumors. So I see no need to introduce the Cult in order to fight the Dragon. Besides, instead of threatening with treason you might want to lure the pcs into the dragon hunt by offering a share of the Dragons treasure - which a Dragon of that size and age should have (if he actually does is a totalyy different matter, of course ;) ). You might want to put a NPC into the Old skull who tells a tale of Dragons and their huge treasure and have him pointing out what a great opportunity this is for the PCs to take advantage of. He most certainly would if he was only young once again.............

So during the fight some of the cultists should arrive to do battle with the army but withdraw once it is clear that they cannot win the fight. Likewise it might be wise to let the dragon escape as well, not after showing his enormous powers and killing more than a few soldiers. With his escape you save yourself a future enemy (suppose the dragon returns after a few month/years as a dragolich to take revenge on the kingdom that hunted him down once. By than the PC's might be powerful enough to take the dragolich out by themselves and the players see that their action have consecneces and might get the feeling of a certain continuety in your game world . The Dragon might even have changed his alliance by than friom the cult to Myrkul and he mioght be out rampaging the lands as a sgn that Myrkul has returned to cause a new awareness of this old god so that mpre people start praying to him again. The possiblities are endless.).

So anyhow, it certainly is a good hook to introduce the PCs to the cult of the Dragons. However, as I understand it, the cult is not actually the real villian, but more the Cult of Myrkul as it is not Sammaster and his cult causing the real trouble but Myrkul and his minions. Am I understanding it correctly?

"Das Gras weht im Wind, wenn der Wind weht."
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Obergnom
Acolyte

Germany
5 Posts

Posted - 27 Nov 2006 :  12:35:21  Show Profile  Visit Obergnom's Homepage Send Obergnom a Private Message  Reply with Quote
Thanks for those suggestions, I really like that idea about letting the dragon live.

About the Cult being the real enemy. In the first two chapters (Which should take abet 12 levels or something like that!), yes, the cult is the real enemy.
That will change, once Sammaster gets close to aquiring the Crown of Horns, but until then, the Myrkul Cultists the players face, will seem more like oddities. (They are praying to a dead god, after all)

Maybe, you are right, the fight against the dragon introduces one of the main themes of my campaign. I could leave a hint about the Cult of the Dragon at its hoard (Expecially concerning the whereabouts of his treasure :-)), but not introduce it at this time.

I gues, my players will return to Shadowdale afterwards, and then I will have to find some good adventures both appropriate to their level and the campaign.

The first adventure could be about something, the Cult uses to make money, without actually leading to them. Later on, the PCs should be able to clean out a small dale lands cult cell. Than I need a good plot for the resurection of Sammaster. Any good ideas? I would love to include Myth Drannor into my campaign, but I really do not now much about that place...

Edited by - Obergnom on 27 Nov 2006 12:36:35
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Ergdusch
Master of Realmslore

Germany
1720 Posts

Posted - 27 Nov 2006 :  13:34:13  Show Profile Send Ergdusch a Private Message  Reply with Quote
As for Myth Drannor: Aside from the FRCS The Lost Empires of Fearun has some info about the past elven Kingdom, as well as the 2nd. Ed. Sourcebook Cormanthyr: Empire of Elves.

You should find the latter one on the WotC download page (Wooly, here comes your part! )

Hwoever, Myth Drannor is a place full of wonders and secrets but as many deadly treats and even deadlier monsters - so you should not lead your players there before the reach at least mid levels.

As an idea as to introduve this place in your campaign: If you have read anything about the Crown of Horns yet (otherwise see Magic of Fearun p. 171) you should have noticed that it teleports around the realms almost randomly. As such the crown might eventually just show up in the ruins of Myth Drannor and thus leading the players there as well on their hunt of the crown - finding it there or not is up to you of course.........

"Das Gras weht im Wind, wenn der Wind weht."

Edited by - Ergdusch on 27 Nov 2006 13:47:53
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Ergdusch
Master of Realmslore

Germany
1720 Posts

Posted - 27 Nov 2006 :  13:54:49  Show Profile Send Ergdusch a Private Message  Reply with Quote
quote:
Originally posted by Obergnom


The first adventure could be about something, the Cult uses to make money, without actually leading to them. Later on, the PCs should be able to clean out a small dale lands cult cell. Than I need a good plot for the resurection of Sammaster. Any good ideas? I would love to include Myth Drannor into my campaign, but I really do not now much about that place...



As most shady organisations the Cult generates coin through various illegal means. Examples of such are:
Banditry, Kidnapping, Smuggling, illigal gambling, Blackmailing and Extortion.

All of those are good choices to make adventures for low-level-PCs.

"Das Gras weht im Wind, wenn der Wind weht."
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Wooly Rupert
Master of Mischief
Moderator

USA
36982 Posts

Posted - 27 Nov 2006 :  17:19:31  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Ergdusch

As for Myth Drannor: Aside from the FRCS The Lost Empires of Fearun has some info about the past elven Kingdom, as well as the 2nd. Ed. Sourcebook Cormanthyr: Empire of Elves.

You should find the latter one on the WotC download page (Wooly, here comes your part! )


Heh, thanks.

The 2E Cult of the Dragon sourcebook is also available from the Wizards downloads page, in case you don't have it.

And there's lots of great adventure hooks available in the various volumes of the Candlekeep Compendium.

Candlekeep Forums Moderator

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Snotlord
Senior Scribe

Norway
476 Posts

Posted - 27 Nov 2006 :  19:53:07  Show Profile  Visit Snotlord's Homepage Send Snotlord a Private Message  Reply with Quote
quote:
Originally posted by Obergnom

But those charts look interesting, ...



They do indeed. They are the high point of that book, and a great way to keep your ideas organized.
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Obergnom
Acolyte

Germany
5 Posts

Posted - 27 Nov 2006 :  20:01:25  Show Profile  Visit Obergnom's Homepage Send Obergnom a Private Message  Reply with Quote
Thanks for your help! I actually own "The Cult of the Dragon". (in german) The english version is nice to have for finding less silly names :-)

I have been thinking about my campaign idea, and while I still really like the idea, I think it might be better to use this plot in a more subtle way.

Till now, I thought I would make every adventure, every moment of the campaign part of that story arc (like in a super module) but that might get tiresome. Maybe it is better to do it like in Goodman Games Dungeon Interludes. (For those not familier with those, it is a series of mini adventures you can easily tie into an on going campaign, conectet by a single plot.)

Well, know I have to find some nice adventures in the dales... I have played the dale lands trillogy (The one with Randal Morn) years ago as a player, I do not even know what happened in those, but is was fun. Can anyone suggest other modules? I own the 2nd Ed. Basic Box, and thus "Under the Twisted Tower" (I gues that is, what it is called in english), but I am unaware of other modules.
Any module that can be tied to the Cult of the Dragon would be awsome, of course.
(By the way, is there any published adventure, where the Cult is the main adversary? I am not aware of any...)

Edited by - Obergnom on 27 Nov 2006 20:02:57
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Snotlord
Senior Scribe

Norway
476 Posts

Posted - 27 Nov 2006 :  20:16:37  Show Profile  Visit Snotlord's Homepage Send Snotlord a Private Message  Reply with Quote
quote:
Originally posted by Obergnom


(By the way, is there any published adventure, where the Cult is the main adversary? I am not aware of any...)



Attack on Myth Drannor feature the cult as the main villains. Strong points are adaptability and semi-current rules. Low points are lack of a real plot and few surprises.



Edited by - Snotlord on 27 Nov 2006 20:19:50
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Ergdusch
Master of Realmslore

Germany
1720 Posts

Posted - 29 Nov 2006 :  10:01:24  Show Profile Send Ergdusch a Private Message  Reply with Quote
well, I know of no adventures with the Cult as a main villian. However, if you are looking for ideas you might want to check out the pages of Lords of Darkenss detailing the Well of Dragons and the adventure 'Green Bones' in the FR Campaign setting (both for 3. Ed.)

For further details concerning my private notes ect. PM me again.

Greetz, Ergdusch

"Das Gras weht im Wind, wenn der Wind weht."
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Korginard
Learned Scribe

USA
126 Posts

Posted - 08 Dec 2006 :  23:50:28  Show Profile  Visit Korginard's Homepage Send Korginard a Private Message  Reply with Quote
quote:
Originally posted by Obergnom


Till now, I thought I would make every adventure, every moment of the campaign part of that story arc (like in a super module) but that might get tiresome.



What better place for a first post than in response to someone else’s first!
While reading most of the thread I was growing concerned with the thought that you would make everything in the campaign revolve around the cult. Definitely something to be avoided, as personally I don't think you ever want to get it to a point where the players are saying "Them AGAIN????"
Shake things up a bit and include entire stories and plot lines that have nothing to do with the cult. There's a great big world out there, and even if you're playing in a small corner of it not everything revolves around the cult.
So what else to use?
Well you can hardly have a Shadowdale based campaign without some Zhent fun. Have a Zhent Spy, wizard, Priest of Bane ect.. scheming up trouble that the party has to foil. Here's an idea, make sure the Zhent leader escapes to become an occasional thorn in the parties side. Later on, when the Cult is in full swing, the Zhents may not be too keen on them succeeding. Does the party form a temporary alliance with their old hated foe?

Your party could get involved in tensions between elves and humans in nearby Deepingdale. (Especially fun if Elven and Human party members make for interesting role-playing situations)

The Drow are a common threat bellow Shadowdale. The Twisted Tower was a VERY profitable trade outpost for them after all. There's also the surface drow in Cormanthor.

And every now and they throw them totally off track with something like an unaffiliated Bandit group. No Zhents, no Red Wizards, no Cult, just a group of local thugs looking to bully some folks and gather some easy coin.


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Asgetrion
Master of Realmslore

Finland
1564 Posts

Posted - 09 Dec 2006 :  03:46:55  Show Profile  Visit Asgetrion's Homepage Send Asgetrion a Private Message  Reply with Quote
quote:
Originally posted by Obergnom

Any module that can be tied to the Cult of the Dragon would be awsome, of course.
(By the way, is there any published adventure, where the Cult is the main adversary? I am not aware of any...)



You could try to acquire the 'Mere of the Dead Men'-series. It was published in the Dungeon Magazine (issues #69-#73?). Out of them, at least "Eye of Myrkul" is an outstanding adventure in terms of mood, content and Realmslore (and involves BOTH clergy of Myrkul and Cult of the Dragon).

By the way, do the Myrkulite clerics in your campaign have the 'Servant of the Fallen' -feat?

"What am I doing today? Ask me tomorrow - I can be sure of giving you the right answer then."
-- Askarran of Selgaunt, Master Sage, speaking to a curious merchant, Year of the Helm
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Obergnom
Acolyte

Germany
5 Posts

Posted - 09 Dec 2006 :  08:09:36  Show Profile  Visit Obergnom's Homepage Send Obergnom a Private Message  Reply with Quote
quote:
By the way, do the Myrkulite clerics in your campaign have the 'Servant of the Fallen' -feat?


Well, I now about the feat, and it would be the explanation, if my players ask why those myrkul clerics can cast spells, but I do not really use classes for the bulk of my NPCs, as I created a table which allows me to get rather good results in creating a monster or npc on the fly, just by deciding how many HD it has. (It is closer to what creature creation is like in Castles&Crusades.)

The Mere of Dead Men Series... if have heard a lot of good things about it, and as I created that table to be able to run 1st and 2nd Ed. modules without much work (as I said, I was planning to run Temple of Elemental Evil) that might be a great idea.

I will check piazo for those.

Edited by - Obergnom on 09 Dec 2006 08:10:37
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