After the defeat of the Red Hand of Doom [Archive] - Wizards Community

Post/Author/DateTimePost
someonelse812

12-23-07, 02:16 PM
RHoD Spoiler Alert – players stay out!

So my players finished the final battle of the Red Hand of Doom last session. Lord Jarmaath rewarded them with a small fiefdom, making them lords of the Witch Wood (the fighter was knighted and the wizard was made Archmage of Elsir Vale). LJ offered to rebuild Vraath keep to its former glory, the PCs are then planning on expanding it with their treasure, buying things from the stronghold builder’s guidebook.
Where we left off the PCs were taking a much needed vacation in Brindol. Then they will be assembling a caravan of refugees to travel to Vraath Keep. I have had a gang of trolls who ran away at the battle of Brindol take up in the keep since then. The PCs are going to clear out these trolls and then start a new town.
So I have some decisions to make before the next session and I want some advice. First, how many people should I have go with the PCs. One of them has leadership with well over a hundred followers. My first thoughts were 2 or 3 hundred people, most of whom were displaced by the war, now want to build their new home within a stones throw from the heroes of the vale.
What of Drellin's Ferry? The PCs have not returned to the town since they evacuated. What has become of the place? Will people want to rebuild? Or will they leave it and rebuild their town around Vraath keep, where they know these heroes will protect them?
The players have expressed an interest in running a small town, one of the players actually took levels in aristocrat and has had dealing with Verrasa Kaal and he is a close personal friend or Lord Jarmaath (this was established as part of his character creation). He is also a wizard and has a rivalry with Immerstal the Red, who was once his teacher, now the student has become the master.
So I’m wondering what these three NPCs are up to now, after the war is over. (I have made some changes to Verrasa Kaal, I gave her some Warlock levels and an evil alignment, but the PCs still think she is an aristocrat with a neutral alignment. She hides her powers well and only uses them for political maneuvering).
So Lady Kaal is probably trying to somehow profit off this war. Jarmaath is trying to lead his people through a tough time. How does Immerstal the Red feel about his rival and former student being given the previously non existent title of Archmage of Elsir Vale? A title which he most likely believes should be rightfully his.
What else am I not considering on the political side of things? The PCs want to run a town (of course there is more dungeoneering and such to be done, but they have a period of down time to temporarily shift gears into Sim City mode) so what kinds of things could I be doing as a DM to make this a fun and challenging encounter for my players?
metalmayhem80110

12-23-07, 04:02 PM
I've always wanted to try this-

The players come back to the town to find it in ruins, fire still smoldering in the occasional building. In the exact center of the town, there seems to be a portal. It doesn't look like a normal portal though, more of a rip in existance itself.

The party finds out that it is a one way portal. The only things that are coming out of it are incredibly weird monsters that seem alien-like in existance. Just apply the alien or w/e template from the complete arcane alienist class and write up really coold monster descriptions.
someonelse812

12-25-07, 11:54 PM
:bump:
Subversive

12-26-07, 01:11 AM
In my setting, I'm placing the events of RHoD in the context of a larger political struggle between two rival empires. The fractured region encompassing the vale becomes a catspaw in their power struggle, and one side attempts destablization (in the form of the horde) to use as an excuse for invasion and occupation.

However, what they don't count on is the defeat of the Red Hand. The struggle and victory of the valefolk against the Horde acts as a unifying force, reuniting the vale under the ancient banner of their lost kingdom (you can use Rhestilor if you want. In my campaign it is an even older toppled empire). This nascent rebirth is a threat, or complication, to both sides, as well as various independant factions that have their own plans. It is up to the PCs to help bring this newly reforged nation to realization, either by uncovering the dark plots of spymasters or questing for an Item of Rule (say, the lost Crown of Rhestilor). In this way, they earn their own names among the ranks of its founders.


But that's more about my campaign then yours. Generally speaking, allies united against a common threat maintain alliances unless a conflict over resources or personalities emerges. Since the former doesn't seem to be a problem, it sounds like the latter is what's going on with you. Jarmaath is probably confronting some of the deals with the devil that he made in cooperating with Lady Kaal. Perhapse now that Brindol is weak, she begins to make a more open play for power, grabbing, indimidating, or charming her way into power within the city governance in the effort to reduce Jarmaath to the status of a figurehead. I would have the guard strongly on Jarmaath's side, as well as the clergy, so perhapse a targetted assassination is in order?

Immerstal is a mage with a well-tuned ego, I'm betting. He probably feels that he's due more appreciation than he received for his role in the battle of Brindol. Maybe the accolades that the PCs get (as well as the land) are the final straw, and he up and leaves. The PCs want the glory??!? Well now they get to deal with the responsiblity. Have a series of magical problems - problems that Immerstal usually handles and knows just how to deal with - crop up all over Brindol.


-Steve
someonelse812

12-26-07, 10:13 AM
Have a series of magical problems - problems that Immerstal usually handles and knows just how to deal with - crop up all over Brindol.

that is a really cool idea. I know the player of the group's wizard would have a lot of fun with that kind of encounter too. the question then is, what kind of magical emergency? I can't really think of anything vital that would create a life or death situation. maybe even a situation where they needed Immerstal back and he had to go track the mage down and stroke his ego to convince him to return.

thats a great idea.
GoriceXII

12-26-07, 10:29 AM
It might be interesting as well if a faction of leaders in Brindol began considering properly re-colonizing certain evacuated areas with the idea in mind of expanding control of the region. A more extensive exploration of Rhest might be interesting. (I kind of want to do that at some point myself though my campaign diverged away from that)

Out of curiousity how did the other potential alliances go, say with the giants or the elves and dwarves?
someonelse812

12-26-07, 10:56 AM
they made aliances with the elves and dwarves. they totally missed the giants though, when they reached that fork in the road in the witchwood they just went right for the bridge, when they came back that way they were running away so they never took the time to investigate. they have not been back to the forest since, so they will return to find the forest littered with the bodies of dead giants, Vraath Keep is full of Troll hunters with a leader troll who has a few fighter levels.
I did a side quest after rhest and before the ghostlord where they slew a green dragon to save a town of gnomes in the giantshield mountains, theose gnomes then sent bards and illusionists to assist in the battle of brindol.
Subversive

12-26-07, 02:33 PM
that is a really cool idea. I know the player of the group's wizard would have a lot of fun with that kind of encounter too. the question then is, what kind of magical emergency? I can't really think of anything vital that would create a life or death situation. maybe even a situation where they needed Immerstal back and he had to go track the mage down and stroke his ego to convince him to return.

thats a great idea.

Well there's a few ways you could go.

If you've got Cityscape (not a great book, IMO, so I wouldn't waste the money), you could go for some of the magical hazards listed there. For example: Arcane Pollution, which is sort of a field effect that creates all sort of different effects and requires a dispel magic check to destroy or an antimagic field to suppress.

Alternately you could have them deal with a variety of monster attacks that have clear magical links. Obviously devils or demons popping up would indicate a problem that needs to be addressed, but you could have oozes popping out of the sewers, or aboleths, or an eye tyrant infestation.

Maybe Immerstal had founded treaties with certain magical or aberration monsters, or had threats in place to keep them in check. Maybe there's a portal in a dungeon under his tower that needs maintainance or something breaks through. There's all sorts of ways you can take this.
GoriceXII

12-26-07, 09:26 PM
Personally I think what fits your campaign would be an effort to clear the woodland area around Vraath Keep and the keep itself of dangerous monsters. Did they deal with that hydra? And the trolls sound like a good element to clear out of there. They might make that alliance with the giants yet. If they are going to be Lords of the Wood then now's their chance--then they might be able to help re-fortify the keep to use as a base, possibly get hirelings and settlers in and so on..
Subversive

12-26-07, 11:01 PM
I agree with Gorice. I think that your initial goal, and what the PCs will most be interested in, will be setting up their own stronghold.
Gerry

12-31-07, 12:54 AM
Here's another political problem for the vale. Dennovar. If it's untouched by war, it's probably made a HUGE profit in the war, as IIRC it's run by a council of merchants. Also, the City's Defending Mage is a dragon wanna-be (Dragon Disciple, type Red) who probably would have gone over to the RHoD the moment they were at his gates. These folks are gonna exert pressure on Brindol, even it's only due to wealth (Council). Okay, for Aragathos (IIRC??) it'll be more personal, these "heros" kill dragons, and he wants to be a dragon! So there's your "patron" for magical problems in Brindol and/or "Hero's Ferry" (and if they DON'T rename Drellin's, shame on them!)

I agree with the sentiment of "let them set up their keep" and get things running. But in the background, keep the background politics in Brindol, Dennovar and across the Vale churning. And trust me Dennovar is NOT going to join some "Resurgent Rhest Republic" just because the good guys are doing well this year! So have those politics wash west to Vraath Keep from time to time. After all, maybe the first year or so they get a couple of visits from Jarmaath, sounding out the formation of an RRR. And then they get a visit from an agent of Dennovar Merchant Council, asking the same kind of questions. And so on. Plus, what about that wanna-be baron who's an S.O.B. Northeast of Brindol? He ain't joining no RRR! So there's lots of room for diplomacy role-playing (not just a single roll-play of a d20, but sessions and sessions of planning, travelling, and executing plans. Assessing. small successes, small failures. Roadside ambushes. There's the young semi-figurehead in Talor, she might be swayed to "do the right thing" or might be swayed by others to "keep your dad's legacy" ).

Once your PCs get tired of being "Village Council" they might jump at being "founders of a nation" and become Jarmaath's trusted agents who are quietly "sounding out" the towns of Elsir Vale for their opinion of forming an RRR. Back room politics, smoke filled corridors, LONG before there's a vote in the town council, or a request to the local lord or lady to come in..... And when they start going into the backroom's of Dennovar, a certain Dragon Disciple will be waiting for them ....

If they WANT more "set up stronghold" instead of "set up a nation", let them clean up and drain Rhest Swamp after cleaning out the Witchwood. Now they'll have two seats of power, three if you count the village of elves. (Or will they? :) ) If they semi-unify Western Elsir Vale, and then start working as Jarmaath's agents in Talar, Dennovar, et al. ooo man! Smokin' !! They ain't gonna want them coming east! You want to defend the vale from any new threats out of the Wyrmsmokes, go ahead! get US TO JOIN THAT? go away!!

Gerry
ravenshrike

12-31-07, 12:51 PM
Did they kill the ghostlord? Speaking of which, is the instant rejuvenation of the ghost dire lions purposeful, or did they just leave that out when applying the template?