Keep on the Shadowfell in Rasheman

Post/Author/DateTimePost
#1

Diffan

Nov 28, 2009 8:32:40

So I have this adventure and I really want to run it in the Realms. I also downloaded the FR conversion PDF they put out which places the keep in/around Cormyr. This is a great idea but I've always wanted to run a campaign in Rasheman.

So a few questions I need help answering is:

Where-abouts would I put the keep?

Does the cult of Shar share connections to the Durthan (who was thought to be wiped out)?

Does this connect with the Nar people or demonic activity?

And finally, where should the second and third parts of the adventure (H2 and H3) be held? Keep it locally, within the bounds of Rasheman, or does it expand further into say..Thay or Narfell (the idea of Thunderspire Labyrinth in the Giantspire mts. is a tempting idea).

Ideas, thoughts, constructive criticism are all welcome.

#2

The_Silversword

Nov 28, 2009 17:47:55
The Ring of Blue Fire sounds like a good place to put an interdemensional fortress, As for a connection to Shar I dont believe one exsisted, being that the peoples of Rashemen seemed more about the Fey than any gods, but of course you could always change that and say that the Durthans paid some tribute to Shar, or perhaps some Dark Fey they worshipped was really Shar in disguise? As for the other modules, I would spread them out some, Thay sounds like a good idea, IM not real familiar with the other modules, and too be honest I havnt really givin Keep on the Shadowfell more than a light read thru.
#3

Mr_Miscellany

Dec 21, 2009 17:17:42
My Rashemen knowledge is teh crap.  I'm wondering Diffan if you went ahead and ran the adventure?
#4

Diffan

Dec 22, 2009 15:21:43
My Rashemen knowledge is teh crap.  I'm wondering Diffan if you went ahead and ran the adventure?



Actually I did start. At the current moment our group changes between 2 to 3 PCs and myself as DM. So needless to say in 4E, I have to run a DMPC to make it a viable campaign. So with that in mind, we had my wife's character Maeris (half-elf storm sorcerer) which is also an Ethran of the Wychlaran. She received a grave message from one of her Hathran sisters about a dark tide rising and it was her duty to stop it. Maeris had to travel to this town (homebrew city not even big enough for a map) to gather would-be heroes to help her. This is where she met my character Vander Alandrith (human tempest fighter) who is an exiled noble from Impiltur and my friend Pete's character who I can't remember the name of at this moment but he's a human factotum (yes, a homebrew class my friend created, very well balanced).

So our characters meet up and have to put down a small assault of goblins who are searching for this artifact a wizard in town stole. After they defeated the assault, they find out the wizard stole this black orb which turns out to be The Starry Gnosis. Now, the Starry Gnosis doesn't work fully since it's has been shattered over a century ago and it's only roughly held together by a few spells and a bit of shadow essence. Still, it's potent and it's what the main villian gave to his underlings to dominate townspeople to fuel his dark magic.

Now, the PCs are going to travel to Winterhaven and the kick-off point to the adventure.
#5

Mr_Miscellany

Dec 22, 2009 16:38:18

Nice Diffan, that plot sounds pretty cool.

I like homebrew towns and (sometimes) classes.  Especially for homebrew towns and NPCs, it's more exciting for me when I know it's just me vs. the DM and there's basically no sourcebook moderating things.

#6

Diffan

Dec 23, 2009 2:46:34

Nice Diffan, that plot sounds pretty cool.

I like homebrew towns and (sometimes) classes.  Especially for homebrew towns and NPCs, it's more exciting for me when I know it's just me vs. the DM and there's basically no sourcebook moderating things.




Thanks. I agree with the homebrew stuff. To me, it just seems more raw and real. And I'm suprised my buddy's Factotum character works so well. I thought that it would be unbalancing or unpredictable since it's homebrewed but he really did a good job. It's a leader class that can act like a defender, striker, or controller but just not great or for very long. And the mechanics for 4E really help the balance.