Silver Winds [Archive] - Wizards Community

Post/Author/DateTimePost
Darth Sephiroth

06-08-07, 01:00 AM
Note: This is a short capaign I'm going to be running for a few friends while on vacation for a week. They are rather good at following plothooks with enough of a reward for it. This lets me use several adventures with only a few modifications and I don't mind modifying them severely to fit the plotline ideas. As it is being run while I'm on vacation, I won't have many books I can bring with me so I am limiting what I am bringing.

Main Plot Idea
The party is going to complete a quest to register as an Adventurers Guild for the nation and then set up a base. From there they build up allies in the surrounding areas. I'm aiming for them to eventually take on White Plume Mountain by the end of the week

The Adventures
Gorgoldand's Gauntlet: A Dungeon Adventure. The group begins with this adventure and upon completing it they are given an adventurers license which lets them form a guild. The license let's them exempt treasure from taxes
Base of Operations: The group is offered the keep if they can clear it out.
Sidequests: These are optional to improve the party and can have later effects.
The Old Oak Tree: A side quest for part of the group, they can enlist the aid of a nearby Dryad who sends the visitors on a Quest to deal with a savage human marauding the forest. The marauder is a Quasilycanthrope Human (From the Earthmother's Weapons article).
The Secret of the Windswept Wall: A side quest for part of the group, they seek to enlist the aid of a Wizard well known for being a good divener and crafter. The main change is that Sionaas' motivation changes. He is seeking a magical crystal ball that belonged to his ancestors that improves Divinations. Finding it can convince him to relocate to Brightstone Keep
Into The Fire Temple: Building from the Holden's Wood description in the Windswept Wall adventure, the obelisk is actually a portal to a Magical Site that is a temple dedicated to the mighty Phoenix. A spellcaster can exchange their familiar for a Houou (Swiped from Creatures of Rokugan) (Gives Fire Resistance 5 in this use)
The Forgotten Garden: The group investigates a mysterious roadside garden and manorhouse near Brightstone Keep. Iolanthe is a Silver Dragon and she points the way to a new creature that can be a powerful ally, a Qui'rin
Unicorn Glade: The group escorts the Qui'rin to the glade in order to find a translator for a tome that Iolanthe uncovered. They discover that a darkness is coming across the land and Taisias pledges aid in dealing with the dangers.
Fall of the Flame King: Building on the Into the Fire Temple, the group asks the Phoenix for aid, they enter the second area of the temple and find the Phoenix while it tries to fight off the darkness. In the end they barely escape while the phoenix uses the end of its strength to let them escape.
Bad Moon Waning: The group beins to gain allies and uncover information about the shadows and Iolanthe mentions that there is a cleric who has a book of lore that could hold the key in the city of Deepwood. They get tangled up in dealing with the local werewolves and hopefully gets them as allies.
The Yew Tree: The group is warned by Belrioveial that a friend of hers seems to have fallen to evil and go deal with it.
Shadowfall: A Knowledge Arcana Adventure. A traveling leader of one of the local churches has come to Poisson after his son had come a few months earlier and vanished. Several of the changes involve them dealing with it as another small band of lycanthropes than those in Deepwood. They hopefully deal with the father and can unite the few defenders of the hidden temple with the Deepwood Pack (Possibly granting the boy the recoverered artifact from Bad Moon Waning). It is revealed that the discovered temple is the Temple of Earth.
Abandoned Village: Word has stopped coming from a village to the east, the group must investigate. They discover that a rogue werewolf is reposible as well as some goblins that took advantage of the chaos. The rogue Werewolf is Clevadoran (Part of the Pack) and has made several cursed wolves who are the ones responsible for the mess at his directions
The Unwavering Path: After the Deepwood tome is translated, it mentions four temples. They have already been through the Fire and Earth temples. Local legends speak about a mysterious place that calls to servants of the gods near the oceans and thus head there to find out if it is the Water Temple.
The Wizards Advice: Sionaas' own research reveals some information on the four temples and his research uncovers that they must defeat the corrupted firebird and a weapon that could harm it is a mythical weapon known as Frostrazor. They have to travel to the lair of the Hag known as the Thingizzard and bargain for the blade.
The Ministry Of Winds: The story focus' around the former clerics of the Wind Temple rather than another group that formed it, their spirits have gone quite mad.
White Plume Mountain: The power of the three corrupted Temples (Fire, Water, and Wind) is locked away within the mountain and they must deal with the mountain.
Cleansing Fires: The group must descend into the innermost sanctom of the Fire Temple and defeat the corrupted Phoenix. Defeating it will stop the corruption long enough for it to be purged by the firebirds rebirth.
Dragotha's Lair: With the four temples intact, and their guardians restored. They must seek out the source, namely a powerful and ancient dracolich and defeat it for final vistory...
GoriceXII

06-10-07, 04:20 AM
Nice adventure thread. I'm sure you are experienced enough to know not to rely too much on things going exactly as planned so I would say that having it all mapped out will help when things do need to be improvised. ;) I hope you have fun with it.
Darth Sephiroth

06-10-07, 08:13 PM
Yeah, the main idea is to have a basic path to begin with and with most of the adventures already being more freeform to begin with, they are rather easy to put togather.