*Updated 10/04/2017*
Warning: SPOILERS ahead for Storm King's Thunder.
View Campaign Page.
1.1 Nightstone
The characters arrive in Nightstone, a village just to the south of Waterdeep. As they approach, they note there has been some damage to some of the buildings that they can see over the palisade. Things get even more eerie as they see the drawbridge is open, and a sonorous bell can be heard ringing out over the platz.
As they enter the town, they see large boulders embedded in the ground. These seem to be the cause of the damage, as if they had somehow been launched at the city - though there was no sign of a siege. With the streets empty, they investigate the temple.
Inside they find two rowdy goblins, swiftly dispatched. With no trace or sign of people, they move towards the inn. They encounter a young lady named Kella, and she's the only person at all in the town. After rough housing with a few stray worgs and goblins that were wandering the empty town, newcomers arrive at Nightstone.
They are friends of Kella's, who also happen to be Zhentarim.
1.2 Orc Attack
One of the Zhents, Xolkin, is the obvious leader. The Zhentarim's intentions for the now-empty Nightstone is to use it as a ready made fortified outpost. The quickly set about securing the town.
After figuring the characters were 'all right', Xolkin gave them a task - deal with the guards holed up in Nandar Keep. As the party is fixing a ladder to the bridge to Nandar Keep (apparently damaged in the rain of falling rocks), they notice a large group of orcs approaching the town...swimming across the moat.
It didn't take long for the orcs to figure out how to get into the town - by climbing up to the area where the bridge to Nandar Keep connected to the palisade. The very one the party was standing on. The fracas began with javelins and arrows, but the orc mob was huge. Niv pushed the marauders back with a well-timed spell, and the party retreated to one of Nightstone's guard towers, where they managed to engage and destroy the orc warband.
1.3 Nandar Keep
The characters find another ladder to cross the bridge to Nandar Keep, the other ladder having been lost in the fight with the orc warband. After crossing, the characters encounter the guards. They tell the players what has happened - Lady Nandar is dead, so her offers of adventuring contracts are up in the air.
The party learns what happened to Nightstone - a floating castle came by and rocks fell from the sky. Then two blue giants came down and took the Nightstone - the city's namesake, which sat in the middle of the village square. Nobody knows why.
The party then tells the guards that Nightstone is lost, and the Zhents are moving in. Naturally, this is not well received by the Nandar loyalists, who expel the party from the Keep. This is enforced by 'warning shots' from the (now barred) gates.
The party spends the next few game hours plotting how to most efficiently murder all the Zhents before simply attacking Xolkin immediately the first time they encounter him. As it turns out, all that plotting didn't really matter, and most of the Zhents die gruesome deaths - except the two in the drawbridge tower, who flee to the north.
With the guards in Nandar Keep giving them the hand to talk to, the players decide to seek out the villagers. They learned from the guards that this was most likely where they went.
1.4 The Dripping Caves
The players follow the villager's tracks north to the large cave mouth, where Starman plays a beautiful tune just outside the door. The ogre that was relaxing just inside thought that it provided a great opportunity to get a flowery lunch. It surprised the party, and nearly killed Starman in the process. The players dealt with the ogre and a few other goblins near the cave mouth.
Exploring inside, they are pelted with goblin arrows from ledges around the main chamber, and disturb a sleeping ogress who begins to fling things at them. Berry made sure Starman was safe outside, and together with Softhands, Niv and Briar swiftly dispatched the remaining monsters.
The party finds the villagers huddled near a large pit in the back, and a warren of goblin non-combatants in the front. It seems the monsters were keeping the villagers as a sort of larder, casually eating one every so often. The villagers are quick to get out of the cave, thanking the adventurers for their handiwork.
Inside, the players find the goblin boss Hark and throw him to the villagers, who swiftly beat him to death. Back in Nightstone, the party finds nothing of interest and decides to follow the trail of the cloud castle.
After a day, the party is greeted by a mysterious phenomenon. A tower with a wizard's hat floats by on a cloud, and a stairway made of the puffy white material descends for them. After climbing a thousand feet to the tower, they meet the cloud giant wizard Zephyros, who offers to help them along their way.
1.5 Zephyros' Tower
The players ride Northward upon Zephyros' floating tower. Most of the time it's very peaceful, being among the clouds and drifting lazily through the sky, watching the griffons hunt. The party camps in the lowest level of the tower, having no easy way to traverse the hundred feet to the second floor.
On the third day, representatives of Yan-C-Bin, the Prince of Air, arrive to entreat with Zephyros. Zephyros took their gifts, and bid them wait while he considered their offer. Many hours later, he emerged from his sanctuary and told the elemental cultists he wasn't interested and they should leave. They left without much fuss.
On the tenth day, a silver dragon appeared in the sky. It carried armored dwarves in its' claws, and dropped them in front of the tower before leaping back into the sky to deal with the griffons in the tower aerie. The dwarves take gaseous form and infiltrate the tower, ignoring the party and going straight for the orb of navigation. A short battle ensues, leaving Niv paralyzed and floating nearly 200 feet above the tower floor and one dwarf dead. Starman finally seems to convince the dwarves they are acting in error, and the dragon collects them before leaving the tower.
Zephyros seems annoyed by this, but not overly. He thanks the party for their help defending the tower and seems to have a general disdain for dragons. The rest of the journey is peaceful and quiet, and midway through the 12th day of the journey the cloud tower rests just above the mercantile town of Triboar.
Return to Storm King's Thunder: Prepare to Die Edition?
Sunday, October 1, 2017
Saturday, September 30, 2017
Storm King's Thunder: Prepare to Die Edition
*Last Updated 7/27/2018*
Welcome to Iron Seer's inaugural RPG campaign! This is the "campaign" post and will periodically be updated.
Exposition
On the Sword Coast, betwixt Waterdeep and Daggerdale, there is a small forest called the Arden. There, nestled along the river, is a town called Nightstone. The ruler of Nightstone, Lady Nandar, has put a call forth to adventurers to aid with marauding goblins and entreat with hostile elves. Our players, intrepid and bold, begin the game en route to Nightstone to meet with Lady Nandar and accept the assignments. Mostly so they could eat.
Rulebooks & Addendums
Welcome to Iron Seer's inaugural RPG campaign! This is the "campaign" post and will periodically be updated.
Exposition
On the Sword Coast, betwixt Waterdeep and Daggerdale, there is a small forest called the Arden. There, nestled along the river, is a town called Nightstone. The ruler of Nightstone, Lady Nandar, has put a call forth to adventurers to aid with marauding goblins and entreat with hostile elves. Our players, intrepid and bold, begin the game en route to Nightstone to meet with Lady Nandar and accept the assignments. Mostly so they could eat.
Rulebooks & Addendums
The amount of material available for a D&D game is staggering. We could never make a full list of everything that we'd allow in the game, so we're not going to try, but these resources will be invaluable in developing your characters. This list contains references to material that has already been added to the campaign, and material that COULD be added to the campaign. Feel free to go out there and dig up weird, cool stuff for your characters and pitch it to the Dungeon Master. Chances are, I'll allow it and we'll link that material here.
- Wizards of the Coast Rulebooks
- Sword Coast Adventurer's Guide
- Elemental Evil Adventurer's Guide
- Online Resources
- Unearthed Arcana
Adventurers
Current
Current
- Briar Silverleaf, Wood Elf Rogue
- Nivesil, Lightfoot Halfling Dragon-blood Sorcerer
- Berry Blessedhammer, Shield Dwarf Paladin of Gorm
- Starman, Maztican Air Genasi Cleric of Eha
- Softhands, Tiefling Barbarian
- Ikki Popp, Maztican Air Genasi Stone Sorcerer
The miniature gallery for this adventuring party can be found here.
A post-mortem for the campaign can be found here.
A post-mortem for the campaign can be found here.
Session Logs
- Part 1
- Nightstone
- Orc Attack
- Nandar Keep
- The Dripping Caves
- The Tower of Zephyros
- Part 2
- Triboar
- Attack on Triboar
- Part 3
- The Road to Yartar
- Yartar to Calling Horns
- Noannar's Hold to Everlund
- Part 4
- Silverymoon
- The Zymorven Axe
- Xantharl's Keep
- Eye of the All-Father
- Great Worm Cavern
- Return to the Eye of the All-Father
- Part 5
- Yakfolk Village
- Inside the Yakfolk Village
- Escape from Yakatraz
- The Mines of Ironslag
- Salamander on Duty
- Intruder Alert!
- Part 6
- Into the Maelstrom
- Court of the Storm Giants
- Part 7
- What to Do About Wooden Nickels
- Casino Night
- Eyes in the Sky
- Part 8
- Doom of the Desert
Labels:
D&D 5e,
Dungeons & Dragons,
Forgotten Realms
Location:
Ada, OK, USA
Sunday, September 24, 2017
Top 8 Reasons the Elementalist is Best
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| Inspirobot knows what your hobbies are. |
Yes, I believe they are all best so get over it.
The Elementalist isn't as subtle as the Enchanter, and during my first campaign I found that they can be monstrous hand-to-hand combatants. The havoc they can wreak isn't limited to hand-to-hand, but a flurry of Elementalist spells can really give you an edge over unprepared opponents.
The aligned schools of the Elementalist are Chronomancer, Enchanter, and Summoner. The opposed list is Illusionist. An interesting thing to note that though Enchanters are opposed to Chronomancers, the Elementalist draws a connection to both of those as aligned schools.
Top 8 Reasons the Elementalist is Best!
- Call Storm
- A good reason not to rely on missile weapons from your soldiers. Also a good reason not to worry about enemy missiles, if both your spellcasters Call Storm!
- Destructive Sphere
- A good defensive maneuver for spellcasters, it's range makes it somewhat of a last ditch effort if you're surrounded and able to cast a spell. Generally speaking, however...in order to make use of the Area of Effect (3") you need to get at least two models with it. However, since it hits friendlies as well remember to keep this in the bag until you need it.
- Elemental Ball
- A powerful ranged area-of-effect spell, remember that 1.5" isn't very much. However, the range is quite long, and with a few levels you can make this your go-to spell.
- Elemental Bolt
- Against single targets, this is your best ranged attack spell bar-none.
- Elemental Hammer
- This spell is dependent upon damaging your opponent in hand-to-hand, but the bonus is quite tasty and well worth it. Depending on if you want to focus on ranged spells or hand-to-hand, consider this one as your main spell over Elemental Bolt.
- Elemental Shield
- Every little bit helps, and this can mean the difference between life and death...especially if you cast it repeatedly as needed. Together with Elemental Hammer this can make your spellcasters quite beastly if you've spent levels on their Fight score.
- Scatter Shot
- While scatter shot is not as indiscriminate or powerful as Destructive Sphere, it has plenty of upshots. The range is four times as much and it only targets enemy models, however, the attack bonus is +0.
- Wall
- Your primo utility spell for controlling the flow of combat. Get an enemy in the right spot with your Elementalists, and cut off their reinforcements! Divert enemies away from treasure, or to your waiting soldiers!
Doff! My Elementalist is a barbarian from the frozen north, so I can't decide if I want a fire or ice-themed warband yet. To fit this spellcasters' savage disposition, my three initial spells will be Elemental Hammer, Elemenal Shield and Wall. This will grant some pretty meaty combat spells, which I'll probably help along with a few from the Enchanter school (just to make his nemesis feel bad) such as Strength or Enchant Weapon!
Waiting on a box of Frostgrave Barbarians to fill out this warband with appropriately attired barbarians. Wouldn't want anyone to freeze to death before they are killed in a more spectacular fashion - even if that's just freezing to death at an incredible rate due to the spells in this list.
Labels:
Frostgrave,
Osprey Wargames
Location:
Ada, OK, USA
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