Wanted: Ideas for a V3.5 Mystara Campaign

Post/Author/DateTimePost
#1

Legendarius

Jun 03, 2007 13:57:23
I'm looking into ideas on how to construct a long term (Level 1 to Epic) campaign based in Mystara using the current rules. A couple basic concepts to toss out there and then let loose on the ideas.

1. I'd like to start the campaign in the year 1000 AC, the starting point for the Gazetteers with a group of first level PCs.

2. I'd like to start the campaign in the Grand Duchy of Karameikos. Assume the initial PC mix at least will include at least 50% Karameikan natives (Thyatian and/or Traladaran for any humans).

3. I'd like to incorporate the Wrath of the Immortals campaign and the events described in the 4 almanacs for 1010 to 1013. I'd assume by those later years the PCs will have made a name for themselves, some might be running a fief or barony, etc.

4. I'd like to avoid the Isle of Dread (might end up playing Savage Tide campaign which uses that heavily), Horror on the Hill (played that a bunch), The Lost City and/or a lot of Egyptian themed components, or a heavy maritime element again because of Savage Tide and/or Freeport games I might run at some point. Also, no major planar elements/travel involved.

5. Assume the standard D&D/Mystara level of magic.

6. I'd like to minimize Hollow World elements (but assume all of the standard history of the Hollow World as described in that boxed set and other supplements).

7. I'd like to avoid time travel back to Blackmoor - I figure Blackmoor can be a campaign in and of itself.

8. I think it might be kind of cool if the party could end up achieving Immortality at the end.

FYI - I have all of the Gazetteers, Dawn of the Emperors, Wrath of the Immortals, Hollow World, the Trail Maps, Rules Cyclopedia and a lot of old modules as well for reference. I have a lot of issues of Dungeon magazine and a fair amount of V3.0/V3.5 supplements too.

thanks,
L
#2

agathokles

Jun 03, 2007 14:13:36
I'm looking into ideas on how to construct a long term (Level 1 to Epic) campaign based in Mystara using the current rules. A couple basic concepts to toss out there and then let loose on the ideas.

If your group has no previous experience with Mystara, then you could well use a number of existing modules, and/or the adventure hooks provided in GAZ1 (e.g., Valdo Tisza's misdoings, Boris Torenescu's plot, Davinos' adventure and Hail the Heroes if the PCs are based in Specularum, B11 and B12 if they start in/near Penhaligon).
That should help set the tone of the campaign, develop some relations with NPCs, and get some experience before launching into a more complex campaign such as B10.

Otherwise, you can look into one of the major themes that are not directly exploited in the published adventures, such as the lycanthropes and the Taymoran legacy (this can work as an ancient culture that located in/near Karameikos and can provide non-Egyptian ruins, which would include most other truly ancient ruins in Karameikos, especially the Hutaakan ones).

BTW, there's a nice campaign log based on Karameikos here:
http://pandius.com/mchronic.html

Also, check out Ville Lahde's excellent Specularum-based adventures (also in the Vaults, in the adventures section).
#3

Legendarius

Jun 03, 2007 14:15:37
Along the lines I mentioned, it would be kind of nice to have a rough timeline spelled out of the campaign that might list probable levels for the PC during the different years as well as what published adventures might come into play at each stage along with possible locations - knowing of course, that if you want the PCs to go East they'll go West, if you want them in the wilderness they'll head to a city, and so on. :-)

L
#4

zombiegleemax

Jun 03, 2007 15:17:03
Along the lines I mentioned, it would be kind of nice to have a rough timeline spelled out of the campaign that might list probable levels for the PC during the different years as well as what published adventures might come into play at each stage along with possible locations - knowing of course, that if you want the PCs to go East they'll go West, if you want them in the wilderness they'll head to a city, and so on. :-)

L

One of the things I love about Mystara is the lycan themes. I think that by exploring either a were-rat/wolf/bat/gerbal (hurmor), etc... adventure at low level it could give your players a first fun adventure.

In the past I ran a Mystara game that lasted 32 years game time (9 years real life). One of the most rewarding things about this setting is that it can be very personal while also being epic in scale.
#5

Legendarius

Jun 03, 2007 15:37:32
Thanks for the ideas so far - good recommendations. Keep them coming. :-)
#6

agathokles

Jun 03, 2007 16:36:53
Along the lines I mentioned, it would be kind of nice to have a rough timeline spelled out of the campaign that might list probable levels for the PC during the different years as well as what published adventures might come into play at each stage along with possible locations - knowing of course, that if you want the PCs to go East they'll go West, if you want them in the wilderness they'll head to a city, and so on. :-)

Well, except for the WotI adventures, and perhaps the Blood Brethren Trilogy, few published adventures have fixed dates -- most of them happen between 1000 AC and WotI, except X4, X5, X10 that never happen in the WotI continuity (or, you may merge them with WotI, changing a some details), The Savage Coast, which probably happens at some times in the past (400-600 AC) and the Vestland-based X module, which happens most likely post-WotI.

Most of the Basic adventure hooks in the Karameikos GAZ should take in AC 1000, or in the next couple years. High level hooks happen during or post WotI. B11, B12, and B4 most likely happen somewhere in between, while B7 (Veiled Society) can be placed post-WotI, though it is easily moved earlier.
Hail the Heroes and Night of the Vampire are probably post-WotI as well, but being low-level adventures the could be moved earlier.

As to a level progression timeline, that depends on your game's progression -- if your party moves through a level every three adventures, then a level per year is most likely, perhaps something more during the WotI due to the intense adventuring the party is likely to have during the war.
This should leave your character at level 12 or so at the end of WotI, ready for a Companion-style game in Norwold or elsewhere.

GP
#7

Cthulhudrew

Jun 03, 2007 17:21:51
On the topic of WotI, back in the days when I had a regular group, I had started a (nominally) WotI campaign, combining it with a lot of the OD&D modules. For instance, I started the PCs off investigating a new keep that had recently been purchased by a certain Clifton Caldwell (basically combining Castle Caldwell with Corran's Keep). An added touch to that was that the Lightning Zombies were not intelligent, but were your run-of-the-mill radioactive cannibalistic zombies from your standard B-Movie (with immunity to turning, although if I were doing it today under 3E I'd just give them Turn Resistance). It became a horror mission.

At that point, Rheddrian of the mirror-shield became an ongoing haunting "ghost" that would periodically surface to scare the bejeezus out of the PCs and possess people as his intangible form struggled with its new state. The mirror itself was being sought after by some group or other (can't recall if I ever decided that any longer). The PCs next mission set them off to explore B10, but we didn't get far into that before the campaign ended.
#8

Cthulhudrew

Jun 03, 2007 17:29:22
Well, except for the WotI adventures, and perhaps the Blood Brethren Trilogy, few published adventures have fixed dates -- most of them happen between 1000 AC and WotI, except X4, X5, X10 that never happen in the WotI continuity (or, you may merge them with WotI, changing a some details), The Savage Coast, which probably happens at some times in the past (400-600 AC) and the Vestland-based X module, which happens most likely post-WotI.

I believe the intent with the X4/5/10 modules was that, with the Master's invasion in 1005-1006, they were to be retrofit into that time period (as opposed to the initial retcon of placing them 200 years into the future). They would certainly fit in there- if perhaps feeling a bit too condensed- with little changes needed.

The two Vestland modules, X3 and X13, are strange ones. X13 definitely takes place at/around the time of X3, as Stephen Rhoona is explicitly mentioned in it. PWA1010 has a throwaway line in the Vestland entry about King Harald Gudmundson, mentioning he was known as Tenitar in his youth around AC 975, which seems to place it in the past. There is also a mention in Gaz7 about the Trollheim Homesteading Acts (now rescinded) that were initiated in the past, and would seemingly explain the noble dominions from X13- which otherwise completely clash with the more clannish homesteads from the Gaz itself.

On the Karameikan front, B6 (the Veiled Society) needs to take place post-1000 AC (or in that year) due to the presence of several of its NPCs as still alive in the Gaz. X12 takes place during 1000 AC (IIRC, due to the ages of a couple NPCs there and in the Gaz). B11 and B12 take place around 1000 AC (I think one of them makes mention of the date). B10 takes place sometime around then as well.

I'd started a list of modules that were either explicitly or implicitly set in particular time periods of Mystaran history, if anyone is interested.
#9

agathokles

Jun 04, 2007 9:09:01
I believe the intent with the X4/5/10 modules was that, with the Master's invasion in 1005-1006, they were to be retrofit into that time period (as opposed to the initial retcon of placing them 200 years into the future). They would certainly fit in there- if perhaps feeling a bit too condensed- with little changes needed.

Well, Sind is rather different from the way it is portrayed in X4, so probably the changes will be more extensive there.

The two Vestland modules, X3 and X13, are strange ones. X13 definitely takes place at/around the time of X3, as Stephen Rhoona is explicitly mentioned in it. PWA1010 has a throwaway line in the Vestland entry about King Harald Gudmundson, mentioning he was known as Tenitar in his youth around AC 975, which seems to place it in the past. There is also a mention in Gaz7 about the Trollheim Homesteading Acts (now rescinded) that were initiated in the past, and would seemingly explain the noble dominions from X13- which otherwise completely clash with the more clannish homesteads from the Gaz itself.

Personally, I think X13 hardly fits with the rest, though changing some names may make it fit better with GAZ7. Placing it in the past, though, even with the PWA line, is not a good idea, since it would fit even worse with a less advanced Vestland.

On the Karameikan front, B6 (the Veiled Society) needs to take place post-1000 AC (or in that year) due to the presence of several of its NPCs as still alive in the Gaz. X12 takes place during 1000 AC (IIRC, due to the ages of a couple NPCs there and in the Gaz). B11 and B12 take place around 1000 AC (I think one of them makes mention of the date). B10 takes place sometime around then as well.

Indeed. It's likely that B10 take place somewhat later, though still before WotI.
Also, B6 is probably place later, since IIRC those NPCs are still around in K:KoA.

I'd started a list of modules that were either explicitly or implicitly set in particular time periods of Mystaran history, if anyone is interested.

I suppose that would be useful to the original poster.
#10

Legendarius

Jun 05, 2007 6:05:13
Well, Sind is rather different from the way it is portrayed in X4, so probably the changes will be more extensive there.



Personally, I think X13 hardly fits with the rest, though changing some names may make it fit better with GAZ7. Placing it in the past, though, even with the PWA line, is not a good idea, since it would fit even worse with a less advanced Vestland.



Indeed. It's likely that B10 take place somewhat later, though still before WotI.
Also, B6 is probably place later, since IIRC those NPCs are still around in K:KoA.



I suppose that would be useful to the original poster.

I agree :-)

The input has been excellent so far. As an FYI I do also have the K: KOA, G: KOM and Mark of Amber boxed sets that I believe are all nominally set post WotI. However, I believe the adventures included within those boxed sets would all be too low a level for any PCs that began at low level around 1000 and went through the whole WotI arc. thoughts?

Also, I have very few of the CM, M or I adventure modules. Do you see any of these as a good follow on to the Wrath of the Immortals, perhaps for the Epic play leading maybe to PC immortality?

L
#11

agathokles

Jun 05, 2007 8:02:54
As an FYI I do also have the K: KOA, G: KOM and Mark of Amber boxed sets that I believe are all nominally set post WotI. However, I believe the adventures included within those boxed sets would all be too low a level for any PCs that began at low level around 1000 and went through the whole WotI arc. thoughts?

These box are based on the assumption that the campaign starts about AC 1012.
You might be able to retrofit some of them -- not Mark of Amber, though.

Also, I have very few of the CM, M or I adventure modules. Do you see any of these as a good follow on to the Wrath of the Immortals, perhaps for the Epic play leading maybe to PC immortality?

A large part of the CM and M adventures focus on Norwold. It is possible to follow that road, by staging the war between Thyatis and Alphatia, but not if the empires are badly hurt by WotI. Or, you could redraw part of the adventures, replacing Thyatis with the Heldannic Knights and Alphatia with Zandor's struggling New Alphatian Empire -- or even making Norwold independent.

GP
#12

yellowdingo

Jun 08, 2007 7:20:35
Adventures in and around Threshold

The Expert Bluebook covers several adventures in/around Threshold.

1. The Cleanout of the Old Mill on Fogor Island
2. The Widow's Attic
3. The Farmers Locust Problem

The first three are about the removal of Pests which if the Party are inclined to capture alive for sale to Merchants, can net them a tidy Profit in their first few levels.

The Old Mill has a Carrion Crawler, a number giant spiders...all up worth 7,000gp Market value in Darokin City (10% of that if sold to that Merchants of Threshold).
The Widows Attic has 36 Stirge at a value of 36,000gp (3,600gp sold localy).
The Farmers Locust Problem has 20 Giant Locusts worth a total of 80,000gp (8.000gp sold locally).

Castle Caldwell
A B level adventure in a castle some distance from Threshold. Also a Clean out the Pest adventure.

Castle Caldwell is worth about 7,000gp of live monsters for the Darokin Market (700gp to the Local merchants).

The Path of the Monster Hunter is worth 13,000gp-130,000gp depending on how far the party is willing to travel to sell their exotic wildlife.
Considering they should get full experience value for getting the product to market alive...it should take a first level party to anywhere between 2nd and 4th level.
#13

olddawg

Jun 08, 2007 17:45:46
On the upper modules:

The following CM/M modules are located in the Known World rather than Norwold:
CM7 Tree of Life (Alfheim first half, second part is on the Rainbow, third in the Sylvan Realm)
CM8 Endless Stair (Glantri)
CM9 Legacy of Blood (Darokin - a true dominion adventure)
M3 Twilight calling (a decent campaign capstone that starts in the Broken Lands, but goes multiplanar, which you indicated you wanted to avoid)


CM1 can occur before, during (the War of the Crown), or after WOTI. Post-WOTI, GP's suggestion is a good fit. The same holds for M1 (but it takes you to old-Alphatia) and M2.
CM4 is "technically" begun in a duchy in Norwold, but the main story could be used anywhere (Darokin is a really good choice).
CM6 is "technically" begun in Norwold, but the Inn/nexus is a McGuffin you can place anywhere. [OTOH, its not on Mystara]

M5 (on Isle of Dawn) can capstone your campaign no matter how WOTI transpires.


On a general campaign:

If you want a coherent "plot" to your campaign, then to a certain extent, you have to "guide" your players or their characters away from certain areas (like the HW or Sea of Dread) and towards others, by out-of-game fiat if necessary.

"No skipper would dare risk those blasted southern seas!" isn't much different from "You go to the tavern's posting wall, but it's slim pickings. Some woman wants her attic cleared out, while another notice requires intreprid adventurers to expel squatters from a nearby castle."

Personally, I prefer mini-campaign blocks that cover a set of adventures which, OOG, the players have agreed to go through before demanding something new. If you want a shot at Immortality, the mini-campaigns can give the impression of all the characters' lives truly leading up to this point, You can see examples in the adventure section of the gazetteers found here (http://boards1.wizards.com/showthread.php?t=594936).
Some of the official gaz's did this as well (which you have).

I'll post a possible campaign arc later that meets your needs (hopefully).

-OldDawg
#14

olddawg

Jun 18, 2007 16:31:35
Here you go, as promised (with one plane-hopper near the end)

The Duchy and Beyond: A WOTI Compatible Campaign Adventure Path

This Campaign Adventure Path starts with a traditional basic campaign in Karameikos, but as the Wrath of the Immortals slowly comes into play, the characters will navigate nearly
every nation of the Known World and a few to the north. In the Wrath's aftermath, the characters assume positions of authority within the core nations of Darokin, Karameikos, and the Shires. Troubles with Canolbarth and agents of Hule drive the campaign until Darokin takes the fight to Hule (X4-5) and deals with the Master. Several years later, troubled by prophetic dreams, the characters assemble once more to create an alliance - and a weapon - capable of dealing with a resurrected Master and his numerous allies.

Estimated Length: 20-25 years
Ultimate Baddy: Hule and the Master
Bad Guy Objective: Conquest of the Known World
Bad Guy Objective: acquisition of the Gem of Thanatos
PC Goal Tokens: The Bell of Chardastes, the Elvenstar, The Heartstone, The Dagger of Cytorakk, Instructions from Sargon, Sand of the World Mountain, Tome of the Nameless One, The Song of the Tonals

The Leptarians (1000-1001 AC): An ancient Traladaran cult re-emerges. The cult seeks to locate the Hidden Valley of Hutaaka and release the Child of Leptar (Kartoeba). The party, in service to either the Church of Karameikos or Traladara, must unearth this plot. Unbeknownst to the party, the Iron Ring is also seeking to unravel the mystery for their own purposes.
1 Elwynn's Sanctuary (Spring 1000): a renegade cleric (Elwynn, a Leptarian) is believed to be in possession of the Bell of Chardastes, believed lost over a century ago. The party must recover the correct Bell.
2 King's Festival (Early Summer 1000): Reports of strange goings-on in the west have Church Officials concerned, and they send the party to investigate. Enroute to the Keep, the party passes through troubled Stallenford (treat the evil cleric as a Leptarian)
3 Keep on the Borderlands (Midsummer 1000): the party must locate and destroy the evil shrine, and evidence for the larger plot.
4 Homestead and Excavated Ruins (B10) (Fall 1000): Traveling downriver back to Threshold, the party stumbles across the besieged homesteaders and, if they follow the clues, the Iron Ring's excavation sites.
5 Excavation of Lavv (Winter 1000-1001): The party has learned much in their travels. They reach Kelven at the same time the ruins of Lavv are unearthed. This cannot be a coincidence, so they must investigate the underground, death filled ruins.
6 Foam Fire and the Hidden Valley (B10) (Early Spring 1001): The party reports to the Church at Threshold. Once winter breaks, the party heads up the Foam Fire Valley in search of the Hidden Valley of Hutaaka.
7 B6 plus the Davinos Complaint (Early Summer 1001): as a Coda to their campaign, the characters are to be honored in Specularum. While there, they run afoul of the local Mafia families, bitterly engaged in their private war.

The Hunt for the Prince (1002-1006): Occurs as the hostilities of WOTI heat up and Hule invades Darokin. The youngest son of Duke Stephen was recently sheared. Word has just reached the Duchess that the protectors she sent behind him have been murdered. The party has been sent to track him down before the Iron Slavers do. The initial trail leads to Thyatis and the Karameikos ancestral land, Machetos, but the journey will eventually circum-navigate the Known World.
8 Thyatis Grande: Iron Ring Assassins in Machetos (party led into a trap, Summer 1002), Humanoid invasion near Biazzan (IM3, Fall 1002), DDA1-2 (party kidnapped and sent to the gladiator pits, Winter 1002- Early Spring 1003), Drums on Fire Mountain (X8, the emperor offers to make his spy networks available if the party helps, Summer 1003)
9 Thyatis Wererats and the Shadow-Hand (Late Summer - Late Fall 1003), Alphatian Assassins (Winter 1003-1004), Bread Riots (Early Spring 1004)
10 Emirates (Summer 1004) and the Soderfjord Coast (Fall 1004): The Emperor's spies believe Lord Valen travelled into the Emirates before disappearing (including the spot where Thanatos fell)
11 Curse of Xanathon X3 in Rhoona (Winter 1004-1005)
12 Garald the Blue (Early Spring 1005), Through the Territories (Summer-Fall 1005): The characters get too nosy in Rhoona, so they are kidnapped by Garald the Blue. Escape leads them to Freiburg on the eve of Ethengarian invasion. Rumors say a boy matching Valen's description joined the Order and shipped out to one of the commanderies in the west. [Mini-campaigns from the Heldannic gaz can be inserted here]. There at the end of their journey, the find a teen's body buried with similarities and objects that convince them (incorrectly) that the Duke's son has died.
13 Monsters Spill Over and across to Glantri (Winter 1005): The situation in Heldann has become untenable, and the defeated party must dodge Alphatian released monsters to reach Glantri City and then caravan to Corunglain. There, they encounter the real Lord Valen.
14 Relief (Spring - Summer 1006): Lord Valen, now a young man, refuses to abandon the people of Darokin. Reinforcements from Alfheim, the Shires, and Karameikos (including the Black Eagle, Baron Ludwig von Hendriks) join in the campaign to push Hule east. Hamstringing efforts, the Alfheim forest is twisting, sending out monsters to the party's rear, and a meteor strikes the Broken Lands. If Darokin survives the war with Hule, Valen will return home with the party and his uncle.

Coda Years 1007-1009: Humanoids invade Glantri and Darokin (Summer 07), Alfheim Falls (Fall), Plague in Freiburg (Winter 07-08), Alfheim refugees enter Karameikos (Spring 08), Alphatia takes Cubia (Winter 08-09). Alphatia invades Thyatis (Spring 09), Takes Tel Akbir (Summer), and Thyatis surrenders (Fall), Week with No Magic (Fall), Destruction of Alphatia (Winter 09)

Characters' Role: Thyatis asks for Karameikan aid, Alphatia wants neutrality, need to absorb elven refugees. In the aftermath, Darokin needs characters to take over Borderland administration. Selenica is cut off and declares independence.

The Armistice (1010-1015): The characters take on the roll of dominion rulers and leaders in Darokin, the Shires, and Karameikos during the aftermath of the Wrath of the Immortals.
15 Administrative Headaches and the diplomatic row (Spring 1010): The Characters have grants in Karameikos or the Republic (or both). They must deal with courtly intrigue amid a rebuilding world and prepare for any blowback by Thyatis. Floods and other natural disasters hit Darokin particularly hard.
16 CM9 Legacy of Blood (Summer-Winter 1010): let the Black Hand be a Hulean or thugee group. The hostile elves are now shadowelves.
17 The Shires and the Black Eagle, M1 Blizzard Pass, DDA3 The Eye of Traldar, Korzigy Keep, The Great Escape (Spring-Fall 1011): Difficulties between the Shires and the Black Eagle threaten to engulf the central Cruth Mountains. Criminal agents of the Black Eagle are hitting the Shires via Darokin, and Lord Valen urges support of the Black Eagle while his siblings urge seizure of his title and lands. Darokin owes both the Shires and Baron Ludwig for their aid against Hule.
18 CM4 Earthshaker (Spring 1012): The giant machine appears in the character's domain as political matters pull their attention elsewhere.
19 X11 Saga of the Shadowlord (part I) (Summer 1012): The Canolbarth/Aengmor forest is becoming too unstable for even the shadowelves. Joint cooperation will be needed, but half of the Alfheim elves are in Karameikos, with the other half in Wendar. Characters seeking the northbound elves enter Wendar after two years of devestating plague and the loss of the Elvenstar. Before the Alfheim elves will leave, the characters are dragged into Wendar's conflict with Denagoth (use the Wendar and Denagoth gazetteers to extend the jewel raid).
20 CM7 Tree of Life (Spring 1013): It is time to restore the forest at the source: the uncorrupted original tree of the Sylvan Realm. The Feadiel lead the party to the Rainbow Bridge.
21 The Selenican Problem/ B6 Rahasia (Winter 1013): With Alfheim's healing begun, attention can be turned to the Free City of Selenica. It abandoned Darokin and has been causing trouble for Karameikan trade to the Emirates.
22 X13 Crown of Ancient Glory (Spring 1013): Duke Stephen Rhoona calls upon the characters to return to Vestland and help with the missing death of the King and his heir.
23 The Horror of Ithel Isle and The Thugee of Sind (Summer 1014): Darokin asks the party to investigate the demon-cursed isle in the middle of Lake Amsorak and determine if the Master is involved. Sindhi assassins sent by the Master now target the party. The party can trace the source of the cult to Raneshwar in the Gunjab province of Sind.
24 Master of the Desert Nomads (Fall 1014 - Summer 1015): While the party was off dealing with the Thugee, the Republic hit Hulean forces in Nagpuri, Sindrastan, and Shajarkand. As allied forces prepare to push across the Asanda River, the characters run X4-5.

The End of the Beginning (1018-1020): All seems right with the world for a time. Glantri seems strange, but the middle nations have righted their ship and enjoy prosperity. The Master, assumed dead, has resurrected and now seeks complete war with the Known World. He rebuilds Hule far from the seeing eyes of Darokin. His forces arm with Red Steel Weapons, legacies, and wild beasts. Possible allies: the Orcs of Thar, the Ethengar Khanates, the Kin of Ylaruam, shadowelves, Denagothians, humanoids of the Northern Wildlands, the shark-kin and devilfish and Ierendian aquatic lizard men. Even a monster-infested Glantri, Alphatian exiles, or angered Thyatis might join. Once the War starts, its open season.
25 Vision Quest (Summer 1018): one or more of the party members has troubling dreams that cannot be recalled in the morning. To remember and understand their dreams, the characters must have a vision quest under the watch of the greatest shamani of the Atruaghin clans.
26 The Black Sands of the World Mountain (Fall 1018): The characters know that the Master yet lives and that Hule will return, but the war-weary nations want no part of such talk. The PCs must quest on their own the ingredients to destroy the Master and his new weapon, the Gem of Thanatos, once and for all. The first item to retrieve is sand from the top of the World Mountain in Ethengar.
27 Instructions from Sargon (Winter 1018): Items recovered from X13 provide clues to the next item. They must locate the mysterious Lion Castle of Sargon, within which are hidden clues (in ancient Nithian) that explain how to make a weapon to destroy the Gem of Thanatos.
28 Visitation to Landfall (Spring 1019): Even with the aid of magic and commune spells, the texts taken from the Lion Castle are difficult to understand. To progress any further, the party must consult with the members of the Association for Antiquities and Acquistions in crime-ridden Landfall.
29 Consultation with the Nameless One (Summer 1019): The AAA has help with parts of the translations and preparations, but for the process to work, they still need a special tome - one that is in the possession of the Nameless One of Denagoth.
30 Recovery of the Blade of Cytorakk (Fall 1019): While the characters were busy hunting documents, Hule launched the first steps of its war. The PCs must split their time between recruiting nations to war and finding pieces of the new weapon. First up is the Blade of Cytorakk (sp?) from X10.
31 Recovery of the Hilt of Cytorakk (Winter 1019-1020): Next item is the corresponding hilt.
32 Acquire the Elvenstar (Spring 1020): For the weapon to work, the characters need the Elvenstar of Wendar, which won't give it up willingly (if it hasn't already seen the gem wink out and obscure).
33 Acquire the Heartstone (Summer 1020): Another crucial component is the Heartstone of Ghyr. Again, the host nation is unlikely to give up its national treasure. It too could have its own problems, but the Ghyrians might be able to make new Elvenstars and Heartstones (quests in their own rights).
34 Forging the Weapon (Fall 1020): The blade, hilt, sand, and gems need to be made into a new weapon in the original Forge of Power in Rockhome.
35 Song of the Tonals (Winter 1020): To use the new sword to destroy the Gem of Thanatos, a specific melody must be played upon the Bell of Chardastes - the item the characters recovered in their first adventure. The keepers of the Song are the outer planar creatures known only as the tonals.
36 War with the Master (1021): War touches every nation of the Known World, with individuals making common cause or using opportunities to strike at enemies. The characters must lead the forces of the Alliance against the master, use the sword and bell to destroy the gem of Thanatos, and end the threat of the master once and for all. Should they survive, its time to bring a lasting peace to the region.


-OldDawg
#15

aatea

Jun 20, 2007 18:24:04


OldDawg, this is absolutely fantastic! I would love to run this campaign you've put together... But alas, my memory of Mystara is not as good as it once was. You've listed some adventure ideas for which I don't know the source.

5 Excavation of Lavv (Winter 1000-1001): The party has learned much in their travels. They reach Kelven at the same time the ruins of Lavv are unearthed. This cannot be a coincidence, so they must investigate the underground, death filled ruins.

Is this also from B10?

7 B6 plus the Davinos Complaint (Early Summer 1001): as a Coda to their campaign, the characters are to be honored in Specularum. While there, they run afoul of the local Mafia families, bitterly engaged in their private war.

I don't remember the Davinos Complaint at all. Is that in the Karameikos gaz?

9 Thyatis Wererats and the Shadow-Hand (Late Summer - Late Fall 1003), Alphatian Assassins (Winter 1003-1004), Bread Riots (Early Spring 1004)

I think these are from WotI events?

Roughly what level would you suggest for each adventure sequence? I know that for example DDA3 was never appropriate for 1st-level PCs, but you seem to have it much, much higher.

Oh, I wish I had more time -- I'd love to develop your outline into a full-fledge campaign....

Thanks for putting this together!!
aatea
#16

olddawg

Jun 21, 2007 0:42:13
The Excavation of Lavv and the Davinos Complaint are adventure hooks from Gaz1. Lavv was the city of Halav at the time of the gnoll invasion. For reasons never explained, it disappeared during the Traladaran dark age. Modern Kelven/Kelvin sits directly atop its ruins unbeknownst to everyone.

It was suggested that it might house lots of undead critters (like the bones of the beastman king, I think).

The Davinos complaint concerns some of the Traladaran-Thyatian political frictions compounded with the criminal elements in Specularum. Davinos is beseeching the Duke, and is either killed or nearly so for raising his issue.

Quote:
9 Thyatis Wererats and the Shadow-Hand (Late Summer - Late Fall 1003), Alphatian Assassins (Winter 1003-1004), Bread Riots (Early Spring 1004)
I think these are from WotI events?

Unless I've conflated sources, DotE is responsible for suggesting Thyatian Wererats (or maybe PC4) as a criminal enterprise. DotE is definitely the source for the Shadow-Hand Thieves Guild operating in Thyatis as well as an Alphatian assassination attempt against Thincol during the gladiatorial games. Bread Riots are a feature of DDA2 as well as a WOTI event.

Roughly what level would you suggest for each adventure sequence? I know that for example DDA3 was never appropriate for 1st-level PCs, but you seem to have it much, much higher.

The number by the adventure corresponds roughly with the OD&D level (hence 36 parts), but those things fluctuate from individual game to game. I'm trusting in the DM to be able to turn a basic module into a master-level one and vice-versa.

Specifically here, DDA3 is grouped in with other matters that concern the Halag-Shires area. DDA3 is part Luln part Fort Doom.

-OldDawg