Game sessions will be every Wednesday night at 7PM Eastern. We’ll be using Ventrilo along with a Game Table.
Rules of the Game :
* All characters will start with 100 gold coins before they buy their initial gear.
* Character sheets need to be sent to me by PM before this Friday.
* April 7th will be the first game session.
* All alignments are allowed but remember there will be consequences to your actions!
* The campaign will initially start in a town called Dougan’s Hole in Icewind Dale.
Campaign Synopsis & Area Details
Icewind Dale is located in the north-western part of Faerûn. The dale is a small area between the Reghed Glacier (a gigantic polar ice mass) and the Sea of Moving Ice (a large sea of floating icebergs) due north of the Spine of the World (the world’s tallest mountain range).
This area is probably the most hostile area of the realms with the dreadful northern winds, wild and unpredictable weather and lots of really nasty creatures such as white dragons, frost giants and crag cats. Not to even mention the barbarian tribes who don’t even like the settled folk of this area and have been known to raid the most northern settlements. This region is frequently affected by severe blizzard-like weather, usually lashed by howling storms that can flatten buildings. To many, there is no sane reason for civilized folk to come here.
Visitors will find life harsh here, with the total of 10,000 or so folk of Icewind Dale suspicious of all outsiders. Most can still remember the bloody battle against the barbarians and against the tyrant of Icewind Dale, Akar Kessell. Locals automatically think of visitors as trouble as many are fugitives of justice from the warmer lands. During winter, troublemakers are usually slugged on the head, tossed outside and drenched with the contents of the nearest chamber pot. They’ll be dead of the cold before they regain their senses. Indeed, greed has brought the roughest rogues to this frozen land and with the temperate climate, nasty creatures and shifty attitude; it is simply not a safe place for the idle traveler.
The most central feature of the area is a 1000 foot high mountain called Kelvin's Cairn, northeast of which most settlements can be found. According to barbarian legends, the mountain is named for the frost giant hero Kelvin Duarol, who was slain here by the god Tempus. Tempus pulled rocks from the plain in a long ditch and piled them atop his fallen foe to mark his victory and to warn others of the fate of those who court the war god’s wrath.
The area has three lakes, which is truly the only reason why anyone would ever want to even try to build any towns here. The lakes are Maer Dualdon to the west, Lac Dinneshere to the east and Redwaters to the south. They are somewhat frozen for most of the year except for a few weeks in the summer but even at that, the lakes are known to be deceptively dangerous and have claimed many a life. Even in summer, the lake waters are icy enough to kill anyone in the space of a few breaths. These lakes provide knucklehead trout, a rare kind of fish that is not found anywhere else that provides fine ivory-like bone and is the area’s main source of export and good material for carvers. Scrimshanders, the skilled carvers of knucklehead scrimshaw, are important and respected craftsmen here but everyone else is tolerated only as long they give no trouble and do honest business.
There are ten towns around the area that are clustered around these lakes. The biggest is Bryn Shander, a famous trade town, which unlike other towns, is not on the shore of any of the lakes. Along with the town of Targos, they are the only ones to have walls. On the shore of Maer Dualdon lie Bremen, Targos, Termalaine (the most beautiful of all settlements) and Lonelywood (behind a forest sharing the same name). By Lac Dinneshere lays Caer-Konig, Caer-Dineval and one of the newest, Easthaven. By Redwaters lie Good Mead and Dougan's Hole. These two cities don't cooperate much, only get together to discuss of pressing matters, and are usually only cooperating under great threat. As always, there are treaties regarding “who gets to fish where” but the fishermen can never quite agree.
Most important of the Ten Towns is the central, walled, trading town of Bryn Shander. It is here that most travelers will end up, unless they really want to join the fishing trade. From Bryn Shander, a gravel trail known as the Eastway leads east to Lac Dinneshere, and to the community of Easthaven at its end. Another caravan route head’s south towards the Spine of the World and the dwarven town of Hundelstone.
The speaker (the title of the nominal leader of the town) for Bryn Shander dwells in the largest building of the Ten Towns. Despite its pillared porch, it’s no larger than a small inn of the rest of the North. Every town has a speaker, usually coming from a family that commands great respect amongst their peers. Most towns have some militia and fortifications with varying strengths and numbers.
For adventurers, there are always opportunities to find ice, more ice and then some H2O in solid form. Rumors persist of white dragon lairs in the glaciers nearby that are crowded with treasure. Some, the whispers go, even feature abandoned heaps of frozen gems as tall as a house. The treasure descriptions grow even wilder when people speak of the dwarven delves under Kelvin’s Cairn and the Spine of the World. It is true that some adventurers come back from Icewind Dale rich beyond their wildest dreams but most of them have never come back.
Players and Characters
Campaign Storyline (will be updated as the storyline goes on)
Rules of the Game :
* All characters will start with 100 gold coins before they buy their initial gear.
* Character sheets need to be sent to me by PM before this Friday.
* April 7th will be the first game session.
* All alignments are allowed but remember there will be consequences to your actions!
* The campaign will initially start in a town called Dougan’s Hole in Icewind Dale.
Campaign Synopsis & Area Details
Icewind Dale is located in the north-western part of Faerûn. The dale is a small area between the Reghed Glacier (a gigantic polar ice mass) and the Sea of Moving Ice (a large sea of floating icebergs) due north of the Spine of the World (the world’s tallest mountain range).
This area is probably the most hostile area of the realms with the dreadful northern winds, wild and unpredictable weather and lots of really nasty creatures such as white dragons, frost giants and crag cats. Not to even mention the barbarian tribes who don’t even like the settled folk of this area and have been known to raid the most northern settlements. This region is frequently affected by severe blizzard-like weather, usually lashed by howling storms that can flatten buildings. To many, there is no sane reason for civilized folk to come here.
Visitors will find life harsh here, with the total of 10,000 or so folk of Icewind Dale suspicious of all outsiders. Most can still remember the bloody battle against the barbarians and against the tyrant of Icewind Dale, Akar Kessell. Locals automatically think of visitors as trouble as many are fugitives of justice from the warmer lands. During winter, troublemakers are usually slugged on the head, tossed outside and drenched with the contents of the nearest chamber pot. They’ll be dead of the cold before they regain their senses. Indeed, greed has brought the roughest rogues to this frozen land and with the temperate climate, nasty creatures and shifty attitude; it is simply not a safe place for the idle traveler.
The most central feature of the area is a 1000 foot high mountain called Kelvin's Cairn, northeast of which most settlements can be found. According to barbarian legends, the mountain is named for the frost giant hero Kelvin Duarol, who was slain here by the god Tempus. Tempus pulled rocks from the plain in a long ditch and piled them atop his fallen foe to mark his victory and to warn others of the fate of those who court the war god’s wrath.
The area has three lakes, which is truly the only reason why anyone would ever want to even try to build any towns here. The lakes are Maer Dualdon to the west, Lac Dinneshere to the east and Redwaters to the south. They are somewhat frozen for most of the year except for a few weeks in the summer but even at that, the lakes are known to be deceptively dangerous and have claimed many a life. Even in summer, the lake waters are icy enough to kill anyone in the space of a few breaths. These lakes provide knucklehead trout, a rare kind of fish that is not found anywhere else that provides fine ivory-like bone and is the area’s main source of export and good material for carvers. Scrimshanders, the skilled carvers of knucklehead scrimshaw, are important and respected craftsmen here but everyone else is tolerated only as long they give no trouble and do honest business.
There are ten towns around the area that are clustered around these lakes. The biggest is Bryn Shander, a famous trade town, which unlike other towns, is not on the shore of any of the lakes. Along with the town of Targos, they are the only ones to have walls. On the shore of Maer Dualdon lie Bremen, Targos, Termalaine (the most beautiful of all settlements) and Lonelywood (behind a forest sharing the same name). By Lac Dinneshere lays Caer-Konig, Caer-Dineval and one of the newest, Easthaven. By Redwaters lie Good Mead and Dougan's Hole. These two cities don't cooperate much, only get together to discuss of pressing matters, and are usually only cooperating under great threat. As always, there are treaties regarding “who gets to fish where” but the fishermen can never quite agree.
Most important of the Ten Towns is the central, walled, trading town of Bryn Shander. It is here that most travelers will end up, unless they really want to join the fishing trade. From Bryn Shander, a gravel trail known as the Eastway leads east to Lac Dinneshere, and to the community of Easthaven at its end. Another caravan route head’s south towards the Spine of the World and the dwarven town of Hundelstone.
The speaker (the title of the nominal leader of the town) for Bryn Shander dwells in the largest building of the Ten Towns. Despite its pillared porch, it’s no larger than a small inn of the rest of the North. Every town has a speaker, usually coming from a family that commands great respect amongst their peers. Most towns have some militia and fortifications with varying strengths and numbers.
For adventurers, there are always opportunities to find ice, more ice and then some H2O in solid form. Rumors persist of white dragon lairs in the glaciers nearby that are crowded with treasure. Some, the whispers go, even feature abandoned heaps of frozen gems as tall as a house. The treasure descriptions grow even wilder when people speak of the dwarven delves under Kelvin’s Cairn and the Spine of the World. It is true that some adventurers come back from Icewind Dale rich beyond their wildest dreams but most of them have never come back.
Players and Characters
1. Dave – Edrondol Longbeard, Dwarven Fighter (Defender)
2. HCG – Richard Orton, Human Psion (Controller)
3. Dan - Zutoh, Githzerai Monk (Striker)
4. Drend - Melchor the Magnificent, Human Warlock (Striker)
5. OrangeFrogz - Jack, the Human Bard (Leader)
6. Insight - Dathnor Illesarn, Half-Elf Paladin of Amaunator (Leader)
Edrondol Longbeard:
Born under a bad sign, Edrondol has been thought of as unlucky his whole life. Born to the Iron Rock clan Shaman and his wife, Edrondol was groomed from a young age to follow the paths of lore and portend that were walked by his father and his father's father, the line of Shamanistic Longbeards stretching back generations to the beginnings of the Iron Rock clan. But try as he might, Edrondol's thoughts were ever elsewhere. Thoughts of heroic deeds and mighty battles filled his dreams. One day, after getting caught sparring with fake swords, Balnor Longbeard forbade his son to touch another weapon and to rely on the forces of nature at his disposal. Edrondol was miserable, praying every day for Clanggedin Silverbeard (the Dwarven God of war) to deliver him from his life.
Edrondol found out the hard way that Gods do not work in the ways of Dwarves. Whether in answer to his prayers or just because of the God's capricious nature, the village was overrun by creatures foul and evil. Edrondol tried to use the training from his father but as always he was unable to corral the magical energies. As he watched his friends and family cut down by the creatures he finally gave up and grabbed an axe from the body of one of the villagers.
As he waded through the monsters, he felt an exultation such as he never felt during his tedious workings with magic lore and theory. When the monsters were finally vanquished, Edrondol found his happiness ripped away from him. To say his father was displeased would be understating the depths of his anger. Edrondol was stripped of his apprenticeship and cast out of the clan. He was given a weapon and armor, but nothing else.
He wanders now, looking for adventure, trying to find his place in the world.
Melchor the Magnificent:
Melchor was desperate. He couldn't find a teacher. He wanted supreme arcane power. The only problem was that nobody would accept him as an apprentice. He heard about these things called 'infernal pacts' that would grant him equal power to that of a wizard, and he found a Tiefling Warlock, willing to teach him how... For a price. He had to make his pact with the Tiefling's patron. Usually, especially for someone seeking supreme power, that is no big deal. It didn't go right. Something flipped during the pact binding, and it drove the originally Lawful Evil Melchor insane, pushing him to the Chaotic Good side of the Alignment scale, as well as killing the Tiefling in the process. Melchor's best guess is that some bit of wild magic decided to hit them then. Oh well. He got his power. Now the Luskanite is fleeing from the devil's mortal minions, and trying to maintain some semblance of sanity in the process. His most recent hiding place is Dougan's Hole.
Richard Orton :
Born to a normal family on the isles of Moonshae, with normal parents living among humans and elves as normal as everyone could hope to have. Little Richard Orton soon learned that he was not normal at all. At about the age when he was old enough to help his parents with chores around the house, Richard started hearing voices. He quickly learned the lessons of being different and after a few weeks stopped sharing what these voices said with others. Pretending that the voices did not exist kept his parents happy but did nothing to stop them. Then one day after years of noise in his mind, the voices and were replaced with a single voice.
This voice was different, this voice was strong and full of wisdom. It was helpful and taught Richard how to solidify his mind and defend against the minds of others. It explain how Richards mind was different and how it was attuned to the great vast abyss of psychic energy that was flooding into the universe. It taught him how to shape this energy to his will and to hide these abilities so that he could protect himself from the attacks of others who fear those that were different.
The voice trained him in many other ways, it taught him languages and history and the religions of the world. His skills grew through the years and his parents accepted him as normal and the voices of his youth were just the vivid imaginations of youth. Richard learned their trades and habits in addition to the lessons of his mental teacher.
Eventually his parents passed away and Richard left Moonshae for the mainlands to explore and find his own fortune. He was able to find a trade and job that suited him well, and he now oversees the shipments of rare ores around the continent from the city of Riatavin in the south. It is honest work and allows Richard to travel to new places and meet new and interesting people.
Zutoh :
Zutoh was born in a small, secluded monastery high in the Spine of the World. As one might expect, it was a sheltered life, with little to do aside from scholarly pursuits and only a few dozen monks for company. It was a life ill suited to Zutoh’s restless nature, which made him a constant disruption to the serene atmosphere of the monastery.
Zutoh’s father was a Zerth—a warrior leader of his people—and an elder of the monastery. To restore order to the monastery, Zutoh’s father arranged for the boy to be extensively trained in the Centered Breath tradition, which stresses self-control. In his training, Zutoh found a focus for his restless nature, but that focus only carried him so far. A time eventually came when Zutoh felt the need to leave the monastery and seek more worthy pursuits.
From the monastery, Zutoh travelled first to Hundelstone, then north to Bryn Shander, Easthaven, Good Mead, and finally Dougan’s Hole. With nowhere to go from here, the young monk finds himself at a lost as to what to do next.
Jack Drakken :
Jack Drakken is an entertainer of considerable skill and he's not shy about letting everyone know how fantastic he is. Constantly. Thus far in life, he's made his living off his good looks and a quick smile; using his natural gifts to con others and take what he wants.
Despite his overconfidence, Jack has learned to appreciate the safety that comes with traveling in numbers. He traveled extensively with a group of like-minded "opportunists" and has picked up a variety of stories and songs that he loves to share, especially at taverns and other gathering spots where he can impress the locals. Things went sour for his previous group in the city of Waterdeep when the authorities caught wind of the group's activities. Jack separated from his former companions and escaped to the north.
Tras Mekanen
Tras MekanenTras was born and raised in the city of Silverymoon. His father is a human merchant and his mother a half-elf. Due to his mixed heritage, Tras is familiar with the customs of both races. He is the middle child with an older brother (recently deceased in a brutal attack on a caravan on the way to Waterdeep), and a younger sister. The deadly caravan attack has caused his family some financial distress as they lost much of the money that was to be used to send his younger sister (age 13) to Waterdeep in a few years for formal training. Tras is destined to take over the family business which deals in trade of various regional herbs and rare plants.
Tras has decided to leave Silverymoon in search of business opportunities, fortune, and adventure before he will have to take the reins from his of the family business. He also hopes to funnel money home to his younger sister to assist with her schooling – he helped take care of his sister and is quite close to her. Although Tras wasn’t very close to his brother, his recent death has hit him quite hard and he can often lose himself in thought during quiet times.
Campaign Storyline (will be updated as the storyline goes on)
Prologue
The dawn of another chilling morning woke the people of Dougan’s Hole. The weather was cold… colder than usual and the local folk were advised to not to travel until the snowstorm let up. The streets were usually bare of life except for the occasional militia patrol. The town has now been affected for some time now by the murders and the mysterious disappearance of the local folk during the night. A town curfew has been implemented and the people have reinforced their doors and nailed shut their shutters but every few days a new mutilated body would show up, the town militia once again too slow to find any further clues and the general populace growing more panicked every day. The winter not allowing them to flee the area. Furthermore, the town’s woes grew some more as the town’s promising mining project into the nearby hill has halted as several local miners have been found dead and some more have disappeared.
As people cautiously went about doing their business the beginning of a new adventure began in the town’s sole tavern, The Hairy Lemon. The Hairy Lemon was owned by a local human named Harry and despite the local issues, he welcomed his patrons into his inn without a worry and kept it running around the clock. A few days before the adventure started a dwarven Cleric by the name of Joram arrived in town to provide assistance in local affairs. He ended up being the last victim as he disappeared without a trace along with another adventure group a few days before that.