Fineberg Revisted [Archive] - Wizards Community

Post/Author/DateTimePost
GoriceXII

08-24-07, 11:31 AM
In my current campaign the pcs are a higher level and are resting from their last mission in their home city of Fineberg as the war winds down for the winter. However a new military campaign is already brewing.

(here's a link btw for anyone interested in knowing more about Fineberg)
What had happened earlier in the game is that they were able to prevent the raising of a dracolich but not the summoning of a Pit Fiend sent by Tiamat to lead the enemy humanoids and human tribes against the eastern borders of New Edom. The rest of the country will really be unable to help since they are beset themselves by other foes.

I had decided that the Pit Fiend gated in bit by bit his own cadre:
1 Hellfire Engine (I may decide this is being created but I'm not sure. I kind of like the idea of it lumbering towards the city)
1 squad of nupperibos and another of bearded devils to tend the engine
1 strike force of orthons and Legion Devils
1 squad of Malebranche as aerial support
1 Pleasure Devil
1 group of interrogators/intelligence gatherers (not sure which kind of devils I prefer to use for this, though I thought the Pleasure Devil could be part of this unit)
32 Kalabons (shock troops)

Then the humanoids:
750 Hobgoblin Veterans of the Black Spear "Devoted of Tiamat" Regiment (these are specially recruited hobgoblin elite)
1600 Orcs of the Iron Hand of Gruumsh Alliance (4 tribes who sent their fiercest warriors)
800 goblins led by King Grom. (this goblin king recently given aid by the devils to gain control over several goblin tribes)
50 Bugbears (mercenaries)
60 Ogres (mercenaries)
17 Fire Giants (cultists of Tiamat)

The the humans:
24 war galleys
6 cogs
4 caravels
(this force of privateers and slavers is integral to getting the force across the river and keeping Fineberg bottled up. Without this force a lot of magic and rafts and barges would be needed on their own)

A few things I need:
1. Ideas on a devilish version of Dagon or something similar for the humans to worship. I had in mind the idea of them being devil worshippers.

2. Ideas on how a great horn wielded by the enemy admiral might work.

3. Tactical thoughts.

4. Ideas on how to interestingly prolong this part of the conflict.
nimblewright93

08-24-07, 04:55 PM
I would advise giving the humans Wejas or Hextor to worship That would most likley come with demons. Put some half fiend Durzogs (monster manual II) with the humans or devils(seeing that they are in fact Half devils).

Great storyline MInd if i use it?


Whats a plesure devil
GoriceXII

08-25-07, 09:50 AM
Durzogs! Excellent idea, thank you. Hmmmm Hextor might be a good choice. I was also thinking of possibly worshippers of the Archdevil Bel or something similar.

A pleasure devil is sort of the equivalent of a succubus but a devil. They are extremely subtle and have more of a corruption ability than a life draining ability. They are in the Fiendish Codex II which I'm using for a lot of the background of the evil side of things in this war.

Please do use the storyline--what aspects do you plan to use? (if you like the link shows adventure possibilities)
nimblewright93

08-26-07, 12:55 PM
I'll probably be using the armys you have written up
nimblewright93

08-26-07, 03:28 PM
what are the armies motavies?

and the tactics of the humanoids concidering the species would be to over whelm the enemy with power and numbers.
GoriceXII

08-26-07, 04:55 PM
The humanoids frankly want to conquer the area. However it is partly a religious war too. In my campaign the mythology is generally Babylonian with a D&D mix, so Tiamat is like the number one enemy of the gods. Fineberg in particular is an offense, it is a city strongly associated with the goddess Ishtar.

The region the humanoids live in is a harsh area, whereas New Edom is much more lush.
nimblewright93

08-27-07, 04:44 PM
good god you've put alot of thought into this campaign how long did it take
:eek:
nimblewright93

08-27-07, 04:46 PM
Kudos can you give me an entire overlay of the religon?
taradusis

08-27-07, 05:24 PM
For more on goriceXII thinking try these threads.767817787214837697850153.He does fine work with only the occasional suggestion.
nimblewright93

08-27-07, 05:45 PM
taradusis :bow: GoriceXII:bow:
You have saved me I have a party for My b-day and i have just finished my storyline. im wiped for ideas but im not anymore all i need now is a map and Im set!!!!

Im..Snivle....so thankful:weep:
nimblewright93

08-27-07, 05:50 PM
Heres one of my threads that i could really use some help on ive got great ideas but my freind is still fighting its called rebellious players http://forums.gleemax.com/showthread.php?t=900877
GoriceXII

08-28-07, 02:58 AM
Be glad to, thanks for the kudos!

I ran the first session of the next phase of the war tonight. My players have to somehow gain the initiative back for their side. They are partly going to do this by defeating the main raiding force (led by a Green Dragon, consisting of goblin scouts, human barbarian cavalry who are devotees of the dragon) My players through divination have figured out that they're going to attack a small town at a ford.
GoriceXII

08-28-07, 03:08 AM
BTW I'm working on a map. Basically this is the general outlay of it.

Northwest: Fortress of Stonerock, western mountain range, various small herdsman and mining and timber villages, town of Westmark south of Stonerock, town of Lookinghaven south of that on the coast. Western and Nw Borders are of the Kingdom of Drennan. (Celts)

Central: Stonehaven Prison and Mines, City of Touchstone, City of Glasstower, City of Harbourtown on the coast.

Northeast: from Touchstone to the Silver River--town of Ironbeck, town of Resteford, town of Rivermeet, town of Verity

Southeast: town of Sterry, town of Corvallis, city of Fineberg. Town of Krothering lies between Fineberg and Harbourtown. Fineberg and Krothering are on the southeast coast.
taradusis

08-28-07, 08:10 PM
In midevil times wars used to pause for hostage trading.Set up a bridge and a communication method.The PCs must oversee a hostage exchange,sort of what went on at checkpoint charlie during the cold war?This could slow the war down by a week and take up a session or two in real life?RANDOM THOUGHT
GoriceXII

09-02-07, 10:12 AM
Breaking the Blockade
The enemy have 22 ships--20 of these are war galleys of varying sizes from 200 crew galleys to 300 crew galleys as well as 2 cogs which act mostly as supply runners. These ships are the main blockade fleet. Now and then a few ships out of Harbourtown will rotate the duty. It is early winter and it is dark, somewhat dangerous duty with the danger interrupted by long periods of boredom. By now there are precious few merchants who've tried to approach and fewer forays by the pitifully small New Edomite riverine militia. Four elvish wingships have made it possible to hold the upriver area but the Celtic fleet is still able to make runs past it to raid river villages.

Along with this is supernatural help--some of it unknown to the pcs. The following are with the Celtic Fleet, largely on the ships of Lord Harlaw.
- Harlaw himself--an advanced half fiend with a number of spell like abilities that more or less make him a deadly combatant.
- 1 eye of the Deep
- 5 Bar Lgura demons (disguised as men)
- 1 orlath (a demon sent by Demogorgon for his worshipper, Lord Harlaw, to have as an advisor)
- 1 retriever the Orlath summoned
- 6 harpies (who have a deal with Harlaw--they act as a sort of watch on aerial attacks and in turn get to be his interrogators. This seems like a very good deal for him all round but in fact is of immense benefit to them, as they regularly steal from prisoners and enjoy tormenting them.)
- 1 yugoloth that acts as guardian to his treasure.
- 23 Yuan-Ti who have their own ship.
- A number of lower level clerics. (note: the pcs slaughtered the high priest and his cronies in an earlier adventure, they haven't been replaced yet.)
- A number of half-fiends on the six ships loyal to him personally. Harlaw openly worships Dagon and Demogorgon. However this has made the rest of the blockade fleet distrust Harlaw--if he is isolated in battle and it is inconvenient to do so they may not rush to his aid.

There are four squadrons of 5-6 ships across the channel sized mouth of the Silver River and near Fineberg harbour.

Finally, Harlaw has the Horn of the Deeps, an enormous horn that enables him to do one of three things with it per day. (1 x per day each)
- Act as a symbol of fear--making the ship it is blown on become terrifying to all who see it
- Summon a creature of the depths--a kraken, a monstrous fish or a sea serpent
- Act as a horn of blasting.

He hasn't used the horn yet--to use it is exhausting and costs the wielder 4 points of con for one day per use.
GoriceXII

09-02-07, 10:14 AM
Hostage Exchange
Great idea--I've already done one though. It did take a couple of sessions and was very good. Any cool ideas for doing another one? The other one was more to kind of show them how it was done, I'm wondering if some kind of "Three Musketeers" type adventure could happen with some kind of mix up or plot or intrigue on one or both sides even.
taradusis

09-02-07, 11:16 AM
Suppose a benefactor of the PCs has lost something that the enemy is using for blackmail purposes?If the PCs recover the item the benefactor will be spared disgrace?Suppose some one has family jewels and sold a few of them and replaced them with paste costume jewelry,now there's an audit coming up?RANDOM THOUGHTS.
nimblewright93

09-02-07, 11:31 AM
3 muskateers? wouldn,t that only work if the players were Gaurds and there were 3 of them?
GoriceXII

09-02-07, 02:08 PM
I mean the style of the stories--as taradusis ably demonstrates above.

Naval Blockade II
Background: The Yasgs have, according to divination and messages sent by the New Edomite envoy, floated a squadron which is intended to arrive before winter to try to break the blockade near Fineberg. There is great pleasure at this news, though a certain puzzlement--after all the Yasg Emperor has vulnerable provinces that are pro-celt in the north of his land and has avoided picking sides so far.

(dm's note: the pcs left Touchstone and avoided meeting the Yasg ambassador--they distrust him even more after their encounter with the Yuan-Ti)

The truth is that the Yasg Emperor has sent no one.

A high ranking nobleman has been planning for some time to take what he sees as his rightful place on the Dragon Throne. He believes he has draconic heritage but unfortunately there are no true dragons in Yasg or anywhere near it. The Celts would want too high a price for him to have one of the dragons allied to them. The New Edomites, as he sees it, are a small poor country that have only one rather small dragon on their side so far. Surely they would pay anything for being saved from their enemies...

Backed by other disgruntled nobility he has put his money into a naval squadron of war galleys and caravels. He has hired crews--admittedly he suspects these mercenaries are also part time pirates and slavers--and brought a number of minor nobility with him.

Some of these minor nobles desperately want reform in their own country. Stifling court politics, corruption in government and slavery itself have made them disillusioned. They have heard of New Edom and believe it to be a land of wonderful freedom. They don't realize that the pretender is using them as arrow fodder.

This is meant to be an adventure path about managing to make use of this new force without it getting itself foolishly destroyed or allowing it to meddle too much in local politics--or worse still, somehow obtain New Edom's only dragon ally for the pretender to use in his bid for the Dragon Throne.

Important Yasg NPCs
The senior lord is Lord Virron-ka-Vaire, who is secretly a 'witch' (Psionic) and uses his abilities to mask his abilities--and sometimes the minds of those around him. He doesn't advertise his abilities save to his closest confederates as in Yasg this is pretty much like admitting that you are a pawn of the Yuan-Ti--even if you aren't. He managed to tame some Drakkensteeds for the more able of his followers, about 10 of them. (these are magnificent horse sized dragon creatures that are very rare, very strong for their size and well armored. They are fairly fast flyers too) I pictured him having a 'carrier' like galley designed with ready access to a livestock hold. He has a psionic item called the Crown of Memories he is using to learn greater lore about the world around him. It acts as a powerful psychometric device. He also posesses a magical amulet that protects his mind even when he is asleep, from dream magic, mental magic and psionics.

His closest advisors are his sister Eherenna who is probably the most adept politician among his followers, the sorceror Rekmara and his bodyguard captain, Burachav.

- Rekmara specializes in finding rare natural magical flora and fauna and putting them to use. He also has a Master Ring and 10 slave rings, which so far he uses to control: a doppleganger, 3 wererats and a rakshasa who had the misfortune to try to steal some of his magical books. He uses these as spies and agents for the most part. (slave rings cause excruciating pain and temporary deformity if the victim tries to disobey the Master ringbearer) He has also a number of strange enchanted plants and other substances.
taradusis

09-02-07, 07:21 PM
AIRCRAFT CARRIER As an Aircraft carrier you could adapt my Sea God's Catamarran idea?This is basically 2 huge war galleys with a 50X50 ft wooden platform slung between them.I originally intended this to be a pltform for a god and his retinue of clerics.It could also serve as platform for a "BIG GUN" trebuchet?YUAN-TI my favorite way to reveal the YUAN-ti is to allow a minion with a yuan-ti graft or a tainted one to be killed and examined by the PCs.If the Yuan-ti is carrying a token or ring that allows entry to a dungeon or stronghold,this would be a very Dumas-like plot device as well?RANDOM THOUGHTS.
GoriceXII

09-03-07, 04:19 AM
What I could perhaps do is have the platform be a launch pad for the dragonnels the Yasgs have with them.

As for the Yuan-Ti--though the pcs have encountered the creatures before and are sure there must be more around they have no idea where. I like your idea because I want these to be particularly subtle--they don't even want most of the Celts to know they are there. They will use their psionics and spells to cover their identity constantly.
taradusis

09-03-07, 03:17 PM
I thought you were going to use Drakken steeds.How about a Challenge of the Champions?A deathmatch between two teams for propaganda purposes,sort of like the david and goliath match-up?RANDOM THOUGHTS.
GoriceXII

09-04-07, 04:49 PM
The First Adventure

My players have had the initial meeting with the Yasgs. This is the plan overall.

Two of the enemy squadrons are going to be lured into a mine trap (basically a series of floating magical traps created by the Temple of Osprem and wizards working with Lord Magdiel) by the small squadron defending Fineberg. They will be helped by a gnomish illusionist in this. This plan will generally succeed but the degree of success I will privately have depend in part on the pcs, as detailed below.

One squadron will be tackled directly with superior odds and aerial support (dragonnel mounted flyers) by the Yasg Fleet.

The command squadron will be attacked by the pcs and a special group of attack forces consisting of the following:

1. Aerial Task force--1 pc + his blue dragon companion, 20 hippogriff riders led personally by General Carmel as well as the high priest of Ishtar commanding an air elemental. This force is to attack the flagship simultaneous with the 2nd task force.

2. Underwater Task Force--2 pcs (Cleric and Ranger) leading a force of Osprem blessed warriors (given a divinely endowed waterbreathing/warmth/free action spell to cover them for one hour's time) plus locathah, merfolk and aquatic elves. One group of underwater allies will join them in disabling the flagship from below, while others will attack other ships once this is done.

Much of the planning has been done within areas that are protected from scrying--the Temple of Ishtar, for instance.

Because of the need for secrecy scouting has been extremely careful. Thus no one knows about the Orlath (who is usually in disguise when abovedecks) or the retriever (which the Orlath will only summon just before a major action) Nor is the existence of the Yuan-Ti known.

Taradusis: you make a very good point--while these Celts are more of the 'high Celtic' medieval type they might try something like that or suggest it if they get wind of an attack and think it might possibly break the blockade--in such a public way as to suggest that it will bring great honor. Perhaps a tourney type of event? I'm going to give that serious thought--I'd appreciate you or anyone else giving some ideas that would enable all the pcs to take part. (3 characters--cleric, ranger, psionic)
nimblewright93

09-05-07, 03:28 PM
[QUOTE=GoriceXII;13665111]The First Adventure

1. Aerial Task force--1 pc + his blue dragon companion, 20 hippogriff riders led personally by General Carmel as well as the high priest of Ishtar commanding an air elemental. This force is to attack the flagship simultaneous with the 2nd task force.

QUOTE]

Wouldn't the drgon be a meatallic dragon seeing that the chromatic dragons are evil?

If your PC's are working with a Gnome that Gnome must have other Gnomish connections(unless he is a hermit). having this kind of connection might mean access to Ornitopter, Gliders, Dirgibles, & ZepplinsC[
[QUOTE=GoriceXII;13665111]The First Adventure

2. Underwater Task Force--2 pcs (Cleric and Ranger) leading a force of Osprem blessed warriors (given a divinely endowed waterbreathing/warmth/free action spell to cover them for one hour's time) plus locathah, merfolk and aquatic elves. One group of underwater allies will join them in disabling the flagship from below, while others will attack other ships once this is done.

Much of the planning has been done within areas that are protected from scrying--the Temple of Ishtar, for instance.

Because of the need for secrecy scouting has been extremely careful. Thus no one knows about the Orlath (who is usually in disguise when abovedecks) or the retriever (which the Orlath will only summon just before a major action) Nor is the existence of the Yuan-Ti known. QUOTE]

Same goes Here your PC's could quite easily aquire Gnome submerssibles, And possibale a Nautialis.


All stats are found in arms and equipment guide


THE HIGH PRESTIST FIGHTING can we say:angelhide
GoriceXII

09-05-07, 04:09 PM
Normally I'd say yes but the fact is one of the pcs chose to make an alliance with a very young blue dragon. It is, shall we say, a difficult though rewarding relationship. It is also an 'enemy of my enemy' situation.

Your ideas about the gnomes are quite cool, though I don't have the Arms and Equipment Guide. Certainly even if I didn't use it for this particular adventure it might be something I could use as a basis for another, perhaps helping the gnomes get special elemental materials to help build them. (The gnomes in my game are landlocked, though there is a gnomish enclave in Fineberg. They might therefore have only developed some of these ideas in the course of the war) Any thoughts on this?

Sorry, probably dense but do you mean high priest fighting is cool or presents evil opportunity?
taradusis

09-05-07, 07:16 PM
I had a thought about the challenge.A hill that is muddy with a flag at the top the teams must go to the top and get the flag and bring it back to a home square?RANDOM THOUGHT.
nimblewright93

09-06-07, 03:21 PM
when your in battle you tend to get angry and as yoda says "anger leads to hate, hate leads to the dark side wich leads to death mmmmm" :lightbulb wait what if the high preistess did turn evil this would add even more tension!


well you know even if the gnomes are land locked they could still have the abilitys to make a zep or hot air ballon(which is not in the equipment guide) i think those materils would include butis not limited to: whicker(hot air ballon), rope, cotton or hemp, any slow burning liquid, metal, glass(zep), and possiable some water and wood

the metal would most likely be used in the form of rods tat would create the frame of the zep and hot air ballon. the cloth would then be pulled taunt over that frame, adding a net would add extra support fire would heat the air in side the air bladder causing it to rise steam could be used as a hydrolics system so the doors of the zep don't just fly open but stay latched until required to be open. steam would also be ussed to run the engines that give thrust there could be a speacil chamber were the steam is cooled by colder air after spinning the turbine to be haeated and recicled this would allow long periods of time between stops to re fuel or you could use gasoline which in fact is refined oil and natural gases. if you increased the oil content and decreased the gas content you would then get desil :teach:

does that help any?:D :tiphat:
taradusis

09-09-07, 10:36 AM
With this much Devilish intervention what are the Angellic forces doing?A hound or lantern archon might tip the scales?Consider making this the divine cavalry that rides to the rescue of Fineberg if the PCs fail.
nimblewright93

09-09-07, 01:22 PM
The angelic forces wouldn't see it coming because the high preistes would just out of the blue crack and go on an evil spree:monk: and go into hiding and be all ninja about it...wait! what if she became a ninja?:incog: :f: :b:
GoriceXII

09-09-07, 04:12 PM
nimblewright: I like the airship ideas, and I may have that come about at some point. I like the idea of it being a machine that only particular specialists can build and that it requires arcane knowledge of the gnomes to do it. I'll consider whether I want it in the game or not.

As for the High Priestess--out of curiousity why are you so interested in making her one of the bad guys?

I've been seriously thinking, taradusis, about angelic or divine help of some kind--while special dedications and spells have been granted it does seem small by comparison. I'm trying to think of what kinds of beings might be sent by Ishtar and her subject deities (Tammuz and so on)--or by Osprem or Moradin for that matter.

My players very much feel that their success is partly owed to the gods' benevolence (which I think is good rp) but it is a good idea.
nimblewright93

09-10-07, 05:28 PM
well it was just a suggestion you see if every once in awhile you do something crazy it just says whata ya think about that!?
the pcs could go on a quest to bring her back to the light, possesions do happen when i first started d&d i got possesed by an evil spirit and could sumon uber zombies with magic shoties and then got possesed by casper and i became a triple scitso needles to say we dropped the character right away.
so she could like kill a devil and have it's spirit flow into her