hestmark:index
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To the north, the remnants of the Great Kingdom seek their own domination of the region, and many of the recent goblinoid incursions are due to them. | To the north, the remnants of the Great Kingdom seek their own domination of the region, and many of the recent goblinoid incursions are due to them. | ||
+ | |||
+ | ==== The Drow ==== | ||
+ | |||
+ | The Drow have been manipulating events here for a while from their cities in the underdark. Behind it all seems to be Eclavdra of House Eilservs, and the focus of the campaign is now shifting to deal with her. | ||
===== Events ===== | ===== Events ===== | ||
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The party has finished clearing out a group of Goblins and Hobgoblins who had taken over the ruins of an ancient Suloise temple. The temple has had many occupiers, from the original Suloise, their elven slaves and also a Beholder Cult worshipping Beltar the goddess of malice. | The party has finished clearing out a group of Goblins and Hobgoblins who had taken over the ruins of an ancient Suloise temple. The temple has had many occupiers, from the original Suloise, their elven slaves and also a Beholder Cult worshipping Beltar the goddess of malice. | ||
- | They are now on their way to find out what has happened | + | They have rescued a monastery of Pelor from a group of Bugbears and evil Monks of the Scarlet Brotherhood, |
+ | |||
+ | Whilst making a raid on King Nak, the party are forced to escape using a //plane shift// when cornered by hill and stone giants. They turn up in the Seven Heavens, and are sent back just in time to rescue a town from an attack by a much of vile cultists. | ||
+ | |||
+ | The cultists dealt with, they are ready to raid King Nak again. They now have a lot more info about him (apparently the cultists were also Scarlet Brotherhood, | ||
+ | |||
+ | King Nak has been defeated, as has the Drow priestess who was dealing with him. The last of the Drow and their minions have also now been cleared from the area, leaving the way clear to the Underdark. | ||
+ | |||
+ | Rather than head immediately down into the Underdark, the party decided | ||
+ | |||
+ | Eventually the tomb was cleared of undead, and the Necromancer/ | ||
+ | |||
+ | Seeking a way to destroy the //Eye//, they headed to //Sigil//, also known as the //City of Doors// in the outer planes. A Githzerai lore master there known as Mr Croop was thought to have the knowledge and capability to destroy such artefacts. Unfortunately, | ||
+ | |||
+ | The group are now heading down into the Underdark to deal with the Drow. | ||
===== Maps ===== | ===== Maps ===== | ||
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[[this> | [[this> | ||
+ | ==== Giants, Goblins and Drow ==== | ||
+ | |||
+ | The Goblin King Nak ruled from his stronghold near a river. The above ground map is 9450x6300 pixels in size (135 x 126 D&D squares, at a scale of 70px = 5ft), so is included here as an archive of tiled images which were actually used in Roll20. The below ground map was a stronghold of the Drow, which led to the Underdark. | ||
+ | |||
+ | [[this> | ||
+ | [[this> | ||
+ | |||
+ | ==== Necromancer ==== | ||
+ | |||
+ | In the Vast Swamp was a town of lizard folk that had grown up around a magical tower. The tower consisted of three floors above ground, and two below the ground before opening up into an ancient complex of tombs in which the Necromancer himself lived. | ||
+ | |||
+ | [[this> | ||
+ | [[this> | ||
+ | [[this> | ||
+ | |||
+ | The dungeon map is 9450x6300 pixels in size, at a scale of 70pixels = 5ft. As per most of the maps here, it doesn' | ||
+ | |||
+ | ==== Troglodyte Warrens ==== | ||
+ | |||
+ | Heading down into the Underdark, subterranean warrens full of Trolls, Troglodytes and Drow were explored and cleared out. This was for the first part of //D1 - Descent into the Depths of the Earth//. The map for this is another large one - 9800x6440 pixels - and based on the map in the original module. | ||
+ | |||
+ | [[this> | ||
+ | |||
+ | ==== Crossing the Svartjet ==== | ||
+ | |||
+ | Crossing the //Svartjet River// the groups encounters an outcast Drider. This map is one where I spent some time trying to make it look nice as well as simply functional, and played with some translucency effects on the water. It is a much smaller map - 2800x2800 (200ft x 200ft) - than some of the previous ones, and was more a place to have a conversation (or quick fight) rather than a place to explore. | ||
+ | |||
+ | [[this> | ||
+ | |||
+ | The cavern walls do appear unnaturally straight. This is because all vertices are based on the 70x70 grid used by Roll20 which makes it very easy to draw the lighting layer on top using snap-to-grid. If this isn't done, then the line of sight don't follow the cavern walls accurately, and it looks messy in the game. | ||
+ | |||
+ | The lines that define the cavern walls are 20px wide, which means they overlap into the visible area after the lighting layer has been put down. Players get to see just enough of the walls to get an idea of what they look like, rather than hiding them completely behind blackness. | ||
+ | |||
+ | ==== City of the Duergar ==== | ||
+ | |||
+ | The back way into Grondarg, city of the Duergar, used to be defended by a gate at the start of their road. However, over the centuries it has fallen into disuse, and ways around it created by purple worms and other creatures. | ||
+ | |||
+ | [[this> | ||
+ | |||
+ | There are a few dusty rooms near the gate, and a once impressive road and hall which have fallen into disrepair. | ||
+ | |||
+ | ==== Llar Olg ==== | ||
+ | |||
+ | [[this> | ||
+ | |||
+ | A Drow checkpoint controlled by House Aleval. This House is opposed to House Eilservs, and is more than happy to provide a bit of help and advice to anyone causing trouble for their enemies. | ||
+ | |||
+ | The central cavern has a small fortified Drow checkpoint, at a junction of three primary passages. There is also a secondary (20ft wide) and tertiary (10ft wide) passage leading away from the junction. The small cave with fresh water (and a waterfall) makes for a good rest point for travellers. | ||
+ | |||
+ | The dirt texture is from the [[https:// | ||
+ | |||
+ | ==== Shrine of the Kuo-Toa ==== | ||
+ | |||
+ | [[this> | ||
+ | |||
+ | The //Shrine of the Kuo-Toa// is the final part of the classic D&D module of the same name (D2), and concludes the second part of the adventure series. It consists of a central shrine to the Sea Mother, the goddess Blipdoolpoolp, | ||
+ | |||
+ | Unfortunately, | ||
+ | |||
+ | ==== Great Fane of Lolth ==== | ||
+ | |||
+ | [[this> | ||
+ | [[this> | ||
+ | |||
+ | The //Great Fane of Lolth// is where the final battle of D3 //The Vault of the Drow// takes place. The core of the temple is a black web, that surrounded a column of amber liquid of negative energy in which dwelt // | ||
+ | |||
+ | Living quarters for the drow acolytes surrounded the core, and there was a gateway to the //Spider Web Pits// (in the Abyss) at the end of the long room in the south east. |
hestmark/index.1411333304.txt.gz · Last modified: 2014/09/21 21:01 by sam