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Post by GreyWolfVT on Aug 16, 2018 11:07:42 GMT -8
Not really sure either of those books should be released to the public either they just make the problem all over again.
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Post by Daos on Aug 17, 2018 13:32:37 GMT -8
Yeah, it's a dilemma. Those books will sell for 500 GP each, so 1,000 GP for both. And that's nothing to sneeze at, at your current levels. On the other hand, yeah, there is a moral aspect in selling such dangerous books. I suppose a third option is to neither destroy them or sell them, but just hold on to them for now. But that's just putting it off for later.
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Post by GreyWolfVT on Aug 18, 2018 4:41:18 GMT -8
Yeah pretty much it's the same moral problem with the net if we have a chest we can lock them in for now that works. As a goodly ranger however I do have that moral compass saying we should destroy them as we cannot let the evil get into another beings hands.
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Post by Daos on Aug 18, 2018 13:10:02 GMT -8
Well, perhaps Dram will have some insights on the matter. While we wait for him to weigh in on that and treasure distribution, we might as well move on to the next topic--what module to do next.
Now, the way it works is that when we start a new module you can either continue with your current character or roll up a new one. If you roll up a new one, your old character basically gets put into stasis. They remain there until you pull them out again, like if your new character dies or something, or for a later module. So you can have one character that you run through every module or develop multiple ones and switch them in and out between adventures.
So the first question is, do you want to continue with your current characters or make new ones?
Either way, the second question is do you want to continue playing in Forgotten Realms? If no, which setting would you prefer this time around?
If you do want to continue with Forgotten Realms, then my third question is, do you want to continue playing in the Dalelands or move to another area? If the latter, do you have a preference of which area we should move to?
Based on the answers I get for these questions, I'll put together a short list of possible modules we can choose from.
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Post by GreyWolfVT on Aug 18, 2018 13:29:10 GMT -8
I intend to stay with Drezden I would like to stay in Forgotten Realms. I don't mind if we move out of the dalelands though. Perhaps there is something near the dalelands that would draw us to move on from Daggerdale? Something maybe in Cormyr? Or North of the Zhentarim in the Whitepeak mountains or over near the Greypeak Mountains?
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Post by Daos on Aug 19, 2018 9:14:26 GMT -8
Okay. So south to Cormyr, or northwest to the Savage Frontier. I tried doing some research, but couldn't find any reference to Whitepeak Mountains, though.
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Post by GreyWolfVT on Aug 19, 2018 13:16:29 GMT -8
Alright wasn't sure if there was anything in that area adventure or module wise but i know there is for the savage frontier.
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Post by Daos on Aug 20, 2018 13:26:15 GMT -8
Then I guess all that is left is to wait for Dram to weigh in. He hasn't logged in 6 days, so I'm not sure if he intended to stay with us for the next module or not yet.
There's also Nuke, but he hasn't logged in for two months. That's a really long time, even for him. If he returns, he's welcome to join, but we won't wait around for him.
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Post by Daos on Aug 21, 2018 13:20:05 GMT -8
Okay, so while we wait, I went ahead and did some research. I managed to find three modules that are level appropriate and fall into the criteria you gave. One takes place in the Savage Frontier, one takes place north of Zhentil Keep (in the Moonsea area), and one in Cormyr. Not bad, huh? I won't announce them just yet, though. Once we see what Dram has to say, I might be adding more to the list. Then we can vote on them.
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Dram
Gamer
Ghosted
Hello everyone
Posts: 211
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Post by Dram on Aug 21, 2018 14:10:10 GMT -8
I would like to create a new character. The battlemage kit I did not like. I would like to create a Thief or Fighter. 1/2 Elven. I would like to stay Forgotten Realms.
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Post by GreyWolfVT on Aug 22, 2018 3:03:21 GMT -8
I would like to create a new character. The battlemage kit I did not like. I would like to create a Thief or Fighter. 1/2 Elven. I would like to stay Forgotten Realms. what about the items we found under the ruined temple?
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Post by Daos on Aug 22, 2018 14:29:18 GMT -8
Okay. So Gribben will go into stasis. He can be retrieved if you ever want him back, like say if your new character dies or something.
Here's what I'll do with treasure. Selling the three ambers nets 120 GP. That's 20 GP for each character (Drezden, Gribben, Elvarian, Gimak, Zedd and Margarita).
Drezden wanted a Potion of Heroism and a Potion of Healing. Together, these are worth 500 XP.
The other potions I'll just divide up among the others, trying to keep at around 500 XP for each. So the Potion of Flying (500 XP) can go to Margarita. The other Potion of Healing (200 XP) and the Potion of Growth (250 XP) can go to Gimak. The Potion of Invisibility (250 XP) and Gaseous Form (300 XP) can go to Elvarian. The Potion of Plant Control (250 XP) and the Ring of Thorns can go to Zedd. If there are any objections to this, let me know. (If there is a concern that giving NPCs items or gold is just throwing them away, worry not. I do intend to have these NPCs return again at some point.)
That leaves the two books and the net of dreams. It was left undecided on whether they should be sold, kept, or destroyed. Until a decision is made, I'll just add them to Drezden's inventory. Perhaps he, too, is unsure of what should be done with them and so is holding on to them until he can come up with a solution.
======================
Assuming no objections to any of that, the next steps are 1) Pick a new module 2) Recruit new players 3) Roll up new characters (except for Greywolf, who is keeping his).
Since Dram only specified he wanted to stay in Forgotten Realms, I take that to mean he has no preference on where in Aber-Toril we go next. So here are the three modules I found that fit the criteria that Greywolf offered and are within the level range of the party.
Ruins of Adventure Needs: 4-6 characters of any level Setting: Phlan, Moonsea in the year 1340 DR Pitch: A great evil force descended on the town of Phlan years ago. The townspeople were all either killed or driven away, and Phlan became (literally) a ghost town. Fifty years later, the survivors are ready to reclaim their town. But they need a band of strong and brave adventurers to lead the fight--they need you. Notes: I've never played or run this adventure before, but I have played the video game it was based on (Pool of Radiance). The basic gist of it, is that the party helps clear the city of monsters, block by block, until the entire city is reclaimed by civilized folk.
Haunted Hills of Eveningstar Needs: 4-6 characters of levels 1-5 Setting: Cormyr, in the year 1367 DR Pitch: Welcome to the picturesque village of Eveningstar, nestled at the foot of the Stonelands where the River Starwater winds down a gorge and snakes into the King's Forest. Here, the Knights of Myth Drannor began their famous adventures. Here, the Ladies of the Brazen Blade, The Company of the Singing Sword, The Steel Shield Band, and many others came, clutching royal charters from King Azoun with the ink scarcely dry on the parchment. Some fell, some went on to greatness - but they all came here first: here, to the Haunted Halls. Despite numerous infiltrations, the Halls have not yet yielded all their secrets or treasures. Many dangers lurk as deadly as ever in dark chambers herein, awaiting new companies of eager-eyed adventurers. Is it your turn to dare The Haunted Halls? Many come, but few survive to again see Eveningstar's beauty. Notes: I've never played or run this one before, either. The basic idea is that there's a big dungeon outside of town (as well as some wilderness areas) and the party's job is to go explore it. That's pretty much it; no storyline or anything that I can see (unless I make one up).
The Accursed Tower Needs: 4-8 characters of levels 1-3 Setting: Icewind Dale (Savage Frontier), in the year 1369 DR Pitch: The PCs begin in the port city of Luskan, where they are hired on by a caravaning merchant to perform guard duty for the long, dangerous journey over the Spine of the World Mountains. If the heroes do well, they reach the small town of Targos, where they hear rumours of a dead mage's lost tower out on the tundra. In order to find it, the PCs must overcome numerous obstacles but may find allies in the peoples of the Ten-Towns region, including a barbarian prince, a sly halfling, and a unique ranger. Not all is as it seems, though, not all smiling faces can be trusted. Can the PCs separate the truth from the lies, locate the Accursed Tower, determine all its secrets, and survive?
Notes: Like the other two, I have not played in or run this one before. But unlike the other two, which are basically big dungeon crawls, this one is more like Doom of Daggerdale, in that there is a storyline involved, and it does have some basic wilderness travel. However...that being said, there is a famous (or infamous) Forgotten Realms NPC cameo in this module that is quite controversial to some (although I don't mind him myself), so be forewarned! (You can probably guess who I'm talking about from the setting. But if you can't figure it out, here's another hint. This module was written by R.A. Salvatore.)
If there are any questions about these modules to help you decide better, please let me know. I'll answer the best I can without giving away any spoilers.
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Post by GreyWolfVT on Aug 22, 2018 17:37:26 GMT -8
I agree to the first part and as for the modules you listed I like the 2nd one the most the 3rd one is my second pick the first not entirely interested in it currently.
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Post by Daos on Aug 23, 2018 10:18:58 GMT -8
Okay. So a tossup between Haunted Hills of Eveningstar and The Accursed Tower. Maybe Dram can break that tie then?
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Post by GreyWolfVT on Aug 23, 2018 14:02:23 GMT -8
I sent him a PM on another site he hasn't logged in on there in 2 days so hopefully he will pop back on and check in here as well. I'm kind of his reminder for here.
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