meto30
2012-01-05, 10:15 AM
As I had mentioned in another thread, after having some turmoil with a player who now has left, I decided to keep a journal and recieve playground input. I had been toying around with the idea of keeping a novelized journal for a long time, ever since player TOM suggested it and HFS seconded the motion. I think this will be a good way for me to share my experiences, gain insight on problems, obtain tips on what to do, and also recieve critique on my writing.
Due to the size of the overcampaign: the Fated End, some explanation is in order. The overcampaign is the term we use to refer to the whole thing, all the campaigns and plots put together. The title of the overcampaign is the Fated End. It is divided into campaigns, each about as along as a classic D&D campaign, and connected in story with each other and the overcampaign. The basic traits of the campaign is summarized in this spoiler block.
Campaign Setting: the Forgotten Realms, with partial homebrew
version used: D&D3.5, with partial homebrew
starting year: 1372 DR, partial homebrew moves some historical events forward of this time
books used: Player’s Handbook (PHB), Player’s Handbook II (PHB2), Dungeon Master’s Guide (DMG), Dungeon Master’s Guide II (DMG2), Monster Manual 1 through 4 (MM1~4), Draconomicon (DRA), Forgotten Realms Campaign Setting (FRCS), Player’s Guide to Faerûn (PlyGF), Magic of Faerûn (MAG), Dragons of Faerûn (DrF), Races of Faerûn (RAC), Complete Warrior (CW), Complete Arcane (CA), Complete Adventurer (CAd), Complete Scoundrel (CS), Complete Mage (CM), Complete Divine (CD), Complete Champion (CC), Oriental Adventures (OrAd), Heroes of Battle (HoB), Champions of Valor (CoV), Champions of Ruin (CoR), Lords of Darkness (LoD), Lords of Madness (LoM), Underdark (UND), City of Splendors (City), Expedition to Undermountain (UNM), Power of Faerûn (PoF), Monsters of Faerûn (MoF), Book of Exalted Deeds (Exalt), Book of Vile Darkness (Vile), Epic Handbook (Epic), Minatures Handbook (Mini), Silver Marches (SM), Lost Empires of Faerûn (LEoF)*note that acronyms are the ones we used in our campaign, and thus do not reflect the more widely accepted ones*
level range: began at level1, plan to progress into the 30+ range
peculiarities: The players don't each control one character. They have a large number of characters divided into multiple parties. We decide which party to play before a session. This is why the players and their PCs are listed seperately.
Our players roster changed membership several times. They are listed below in another spoiler block. Listed below each player entry is the list of their PCs.
TOM - known as the party's preeminent RPer, also simply called Faelar.
Faelar Wood - Hero of Fate(#1), 16 year old (as of current campaign time) human boy N rogue/fighter who was raised by an elf foster-father.
Rhea, daughter of Perikles - Heroine of Goodwill(#4), young human female CE fighter/dervish who hails from the region of Chessenta. Has some personal issues that keeps following her everywhere she goes.
Guillaume de Gaulle, pious Templar of Tempus, male human CN cleric/warpriest. Born an orphan in Cormyr, he joined the church of War when he was young and remained a devout Tempusian all his life.
Ramas Odesseiron, a Red Wizard of Thay and nephew to Homen Odesseiron, Tharcion of Surthay. Male human LE enchanter/red wizard. Keeps a slave female human LN Thayan Knight named Umara.
Rose Merrymar, halfling female CG sorcerer who likes experimenting the new spells she gains on baddies.
Gorok "Scarface", half-orc CN barbarian mercenary who is near the end of his contract. Has a mohawk hairstyle which he belives is the source of his strength.
Alfonso the Mauler, human LG fighter from the nation of Amn. Hates Trolls with a passion, and possesses a unique maul that prevents trolls it hits from regenerating.
Akira Inari, half-youkai(fox) (homebrew) female CN ranger/ayakashi (homebrew) who came all the way from her home region of Ozakura to find a place without prejudice against youkai where she could settle down in peace. Is in a love relationship with Chedizan Zykal.
Stedd Evenwood, human male LG monk/paladin of Ilmater, god of Mercy. He took a vow to never gain a material posession in his life.
Kate, human female CN rogue who has been dominated by a slaver and has never been seen since.
KBK - known as the party's detective, due to his huge contributions to the deductive reasoning that is central to our campaign. Also called the party dwarf-master for creating so many dwarfy dwarfs.
Link Hyrule Greatfields - Hero of Time(#2), a native of Shadowdale just like Faelar, he showed great talent in both arcane studies and martial training, and recieved training from Elminster the Sage and Storm Silverhand. human male NG fighter/wizard/spellsword/eldritch knight. Currently is on a task set by Elminster to collect a series of artifacts called the Master's Tools.
Squee "Spleen" Schistcoffers, a dwarf underdark explorer who was trapped inside the Temple of Time until Link rescued him. Dwarf male N rogue/combat trapsmith.
Gorgutz, mountain orc male CN barbarian who doesn't speak a single language other than Orcish and refuses to learn one. Wants to make enough money and fame to become the most influential orc in the Sword Coast.
S'lloc Baermmon, drow male CN rogue, professional thief and occassional adventurer. Partners with Nerril, another thief.
Riet Diethard, human male CN bard, editor of a Waterdhavian newspaper WNN, section-chief for the adventurers secion. Has made it a point in his life to find a worthy adventurer and 'produce' him/her into a world-famous hero.
Taeghen Dlardrageth, fey'ri male CE necromancer. Very little is known about him.
Diego "el Zorro" de la Vega, human male CG rogue/swashbuckler. The name says it all; he currently is embroiled in a game of chase with an elusive serial killer in Baldur's Gate.
Maximillian Leinke, human male CG bard who is investigating the political landscape of Free Unther on behalf of a mysterious employer.
Haelfan Bracegirdle, halfling male N rogue. Originally named "Bolgers Proudfoot", he swore revenge after Blackstaff destroyed his livelihood and forced his old master, Han Fung, into suicide.
Kashim, aka Urz-7, human male LN scout/dread commando who is part of the Harper special operations and strike team Tuatha de Danaan.
Traf Whitebeard, dwarf male LG cleric/morninglord of Lathander. A devout cleric of the Morninglord, Whitebeard always strives to bring the god of Dawn's light to the dark corners of the world.
Arwen, mysterious tiefling female CN sorcerer who has hired Ragna to do her bidding and accompany her in her adventures throught the Dalelands.
Ragna the Airborne, human male CG rogue/duskblade/swashbuckler and an expert Griffonrider. After losing his griffon in a Zhentarim attack, he works for Arwen to make enough money to buy another griffon.
Sommdrin Stavenson, human male NG druid. Likes animals and talking to animals. Takes up adventuring to solve the recent troubles in the Dalelands.
John Greenlake, human male LN ranger/dread commando, a Night Ranger of Command 2 Nighthunter, and a loyal soldier of the Empire of Chessenta.
Nemesis, human male LG paladin/dragonrider/cavalier of Helm. Commands the Army of Esmeltaran, a private army with the goal of liberating Esmeltaran, and after that destroy the Sothillisian Empire, which is locked in war with Amn.
Baelog Gloren, dwarf male LG fighter, a mercenary who fights using twin warhammers that are family heirlooms.
Esperia Greeneye, feytouched female LG paladin/favored soul who seeks to reduce suffering in the world through the dogma of Eldath, goddess of Peace.
Orfa the fiery, human female CN sorcerer who specializes in fire spells. She is very young for her skills, only a child, but her utter lack of conscience and sense of right and wrong causes her to be very cruel at times.
Urka "Lightning Blade" Al'Zihiir, air genasi female N transmuter/fighter/swiftblade who fights with such speed and acumen that her allies have taken to calling her 'the lightning'.
Restiina La Chiose, human female LG rogue, young mistress of one of the largest merchant houses in Amn, and the financial sponsor of the Army of Esmeltaran.
Taelrund Tealere, elf male CN diviner, renowned historian and archaeologist who is an expert in ancient Netherese lore.HFS - known as the party's tactical commander, responsible for many victories. Also responsible for many defeats, because he becomes the party leader by default in so many cases.
Vhibals ibSet TarSkuld - Hero of Secrets(#3), one of the few actual aasimars of Set's bloodline, heralded as Son of Set by the clerics of the King of Serpents. Vhibals is currently traveling across Faerun, with his trusty slave/right-hand-man Imguld ibImhald TarSkuld by his side, gathering arcane knowledge while running from the crusaders of Horus-Re who want him dead. Aasimar male CE sorcerer.
Atsad Baermmon, drow male LE evoker/sorcerer/ultimate magus. One of the Talons of Tchazzar, an elite military unit tasked with protecting the Emperor of Chessenta.
Uesugi Kenshin, human female LG samurai/rogue/fighter. A Daimyo of Ozakura, but ran away from her own country for some reason and came all the way to Faerun. Possesses an intelligent sword.
Hypatia Eph'Tet, human female NE evoker/red wizard. Obssesed with Ramas Odesseirion. Also obssessed with arcane power.
Chedizan Zykal, drow male N ninja/assassin and a Teukiir agent. Is in a love relationship with Akira Inari.
Rasputin, human male CG bard/evangelist. Impotent, as he lacks certain organs. Preaches the creed of Lathander to everyone around him.
Dirandu Kishavhela, character dead. HFS wants to revive him at some point in the future.FMT - superb RPer, and also the conscience of the party, not very comfortable with evil PCs and NPCs. Excellent melee combatant, but doesn't do very well when controlling spellcasting characters.
John Fullmoon - Hero of Valor(#5), a half-elf male LG fighter/cavalier who was born in the faraway region of Koryo. He came to Faerun looking for his elven father, and he intends to find some answers.
Femto Mirnerv, a human male LG fighter who fell to toril after a dimensional travel mishap. Doesn't know much about the world, but he wants to help the people of Sespech fight against the Chessentan invaders nonetheless.SOZ - our newest player! Has most D&D experience in the group (more than I do, at least!) and I believe will contribute greatly in teaching some optimization basics to the other players.
DRM - now left. was good with RPing (within a narrow range of personalities) but performed very poorly in combat.
BIN - now left. had some very quirky and eccentric ideas for character backstories. Khun Khun Thar is one of his creations.
FNX - left after playing three sessions.
The PCs who die will be removed from the list. This is because so many died that listing them would make this post very difficult to read due to length.
Here is the campaign Synopsis, the same one I gave players when they began their first sessions. Sets the stage for the campaign, with the proper mood, like. Also contains basic information on what the overcampaign is all about.
It is said that in the very beginning, it was War thath was first to be created. Light and Darkness battled for supremacy, which was the First Conflict, through this conflict was separated the material from the void, and thus was begun life. The essence of Life is to Fight, to make War.
- excerpt from the Creed of War, holy text of the Church of Tempus
Greetings, I am Meto, your Dungeon Master.
Before we begin the campaign briefing, allow me to describe the game world for a moment.
You will begin play in the continent of Faerûn, on the planet Toril, within the campaign setting the Forgotten Realms. The one fast rule about the Realms that you should keep in mind is that ‘nothing is nonexistent’. If you imagine something, there is a pretty good chance it already exists somewhere in the setting in some form. If for some reason it doesn’t exist, the Realms provides tools to implement those new things into the world, so it no longer is ‘nonexistent’.
This world resembles ours in so many ways. European-style knights clash with Mongolian-style horse archers on the field of battle, Legionnaires form Testudo and break through a hail of arrows, grand viziers make puppets of kings and fortify their private residences, a prince driven mad with vengeance kills his own uncle the king who succeeded his father, merry men who fight against injustice raids the corrupt sovereign’s tax collector, and a religious army declares a crusade and massacres savages. This world is in a constant circle of Fight, Kill, and Subdue, on infinite repeat. You probably know where this discussion is leading.
Yes, the key aspect of our campaign is ‘War’.
Even now, many wars, large and small, sweep through the land.
Cormyr is suffering from a national disaster, Waterdeep is hot in argument over the tax raise issue, Mulhorand’s Pharaoh is still debating the future of Unther, Amn is split in half, and Chessenta is rising as a new empire.
Dear player, you are facing such a world. You may be puzzled by all the pain and sorrow, but I promise you, player, I solemnly declare in my voice as the DM, that what you behold is only a glimpse of things to come, a calm before the storm, a silence before the plunge. Dear player, what you behold is Peace.
Such a time will come.
Such a time will come that the newborn baby remains mute and silent out of its mere survival instincts alone.
Such a time will come that neither the bread of tomorrow nor the blanket of tonight will concern you as much as the very air you breathe today, this very moment.
Such a time will come when the humblest man looks up to the heavens, and fearing for the worst, pleas for salvation to his deity in desperate prayer,
Joined by all the world’s lords
All the world’s sages
All the world’s men of power and wealth,
Voice in unison, aligned as one, desperately looking for solutions, and yet finding none.
Heed me, player! Soon a single, ultimate war shall cover the lands with its darkness. No one knows what form this conflict will take, or if it truly can be defined as ‘war’. No one knows whom will fight whom, for what cause, to what end, with what means, until what conclusion, unto what result. Nothing is known, except for the obvious truth that it will decide the fate of the Realms.
Such is the world you have set foot in.
You do not know when, nor whether it is far or near in the future, but eventually the moment of truth arrives and the World enters War. What must you do in such a world? What task do you face?
The obvious.
You must Save this World.
To you, the player, a Hero amongst the mortals, one fate, no, one duty, is given.
Save this World, in Whatever Form, with Whatever Means.
To fulfil this duty, there are hurdles you must overcome.
First, you must learn what threat is befalling the Realms.
Second, you must learn the exact nature of the said threat.
Third, you must learn what evil plots the realization of said threat.
Fourth, you must learn what allies you can gather to fight the said threat.
Fifth, you must learn what method can stop the said threat.
Sixth, you must learn how to carry out the said method.
Seventh, and finally, you must execute the realized method.
In short, you are being asked to create matter from nothing. This is because, frankly, the information given to you at the beginning of the campaign is... null. You must learn more.
Here are some hints that will prove invaluable in solving this mystery.
Cooperate amongst your fellow players.
Share your findings, and your thoughts.
Think together!
As a rule of thumb, the evidence I give you through adventures are dolled out only once in the entire overcampaign. Distribute the ‘case load’ amongst yourselves and figure out what they all mean. If you fail to fulfill a certain set of conditions within a certain time limit, the world WILL end.
Keep this in mind.
Watch over your fellows. Look at their faces. Look closely. They are your companions.
You, and the world, has no hope unless they. help. you.
As a final word of advice, allow me, the DM, say this:
Beware the Empire of Chessenta, at the center of our campaign. Beware of its military.
Be Wary of its Emperor, Tchazzar.
The Overcampaign: the Fated End is divided into multiple campaigns and individual arcs. The organization is as follows.
Major Campaigns:
C1: Splendors of the City
C1a1: Savants of the Dark Tide
C1a2: Hand of the Unseen
C1a3: Blackstaff
C2: Utternorth
C2a1: Neverwinter Nights
C2a2: Grand Treason
C2a3: Jewel of the North
C2a4 : Grand Conspiracy
C3: Strength, Honor, Integrity
C3a1: City of Insanity
C3a2: Faces of Imperialism
- C3a2a: Greens of the Vilhon
- C3a2b: Church of the Dragon Queen
- C3a2c: Elf Hates You
- C3a2d: Coastal Warfare
C3a3: Talons of Tchazzar
C3a4: Invasion of Threskel
C4: Colours of Ambition
~classified, as players haven't progressed this far!~
C5: War of a Thousand Sails
~classified, as players haven't progressed this far!~
C6: Throne of Madness
~classified, as players haven't progressed this far!~
C7: War to End the World
~classified, as players haven't progressed this far!~Minor Campaigns:
Faces of the Same Coin - Amn campaign
Recipe for Catastrophe - Moonsea, Dalelands, Sembia campaign
March of the Purple Dragons - Cormyr campaign
Keys to the Gateway - Westgate campaign
Land of a Hundred Castles - Tethyr campaign
the Harp is Broken - Harpers campaign
Kingdom of Faith - Damara, Vaasa, Rashemen, Thesk campaign
Underdark - Underdark campaign
Here's a brief 'table of contents' of the progress of the campaign up to this point.
Released Books
Book 1: As All Stories Begin...
--- Standing Stone Massacre
--- Shadowhunter
--- The Scarred Dale
--- Freelancer
--- Gnome, the Bard
--- Storm
--- Faelar goes South
Book 2: Exodus from Home
--- Exodus
--- the Great Desert Causeway
--- Murghôm
--- Exodus II
--- Red Wizards of Thay
--- Seprith, and Barsith of Seprith
--- Voyage West
Book 3: The Price of Their Lives
--- Far from Home
--- If the Price is Right
--- Thugs of Priskul
--- Sothillisian Empire
--- 200gp per ear!
--- Twin Towers of the Eclipse
--- That which happened before
--- Legacy of Bhaal
Book 4: The Red Emperor
--- Father of Chessenta
--- Blessed of Gond
--- Rise a Talon
--- Imperial Creed
--- “Elfroaster”
--- Relics of the Past
--- Nobles and Rogues
--- Embodiment of Death
Book 5: The Merchant Kingdom
--- Link to the Past
--- Smuggling for Riches
--- Capturing Sheiz
--- The Black Network
--- the Silver Raven
--- Cleric of War
--- “It is Darker Under the Lamp”
--- Disaster of Ordulan
Book 6: Path Through Fire
--- Sent on a Mission
--- Pirates of the Inner Seas
--- Gateway to the West
--- the Black City
--- Escape from Westgate
--- the Black Road
--- Forest of Wyrms
Book 7: Shadows over Dwarvenhome
--- Diplomatic Envoy
--- Treason!
--- Lake of the Outcasts
--- Rebellion!
--- Value of Royalty
--- Conquest of the Great Rift
--- Chosen of Gond
Book 8: The City of Splendors
--- Adventurer’s Paradise
--- To Catch a Lich, go to the Catacombs
--- Return to a Home Much Changed
--- Archmage of Waterdeep
--- What lurks beneath
--- City Life, Aye
--- Savants of the Dark Tide
--- Deadwinter Day
Book 9: The Sands of Waste, Ruin, and Death
--- Sands of Waste
--- Struggles of Daggerdale
--- Sands of Ruin
--- Ancient Wonders and Marvels of Netheril
--- Sands of Death
Book 10: Elminster’s Task
--- Reprimanded
--- Homework, part I
--- Robbing the Brigands
--- Homework, part II
--- Necromancer of Lake Sember
--- Homework, part III
--- Snakes of the Grinding Gulf
--- The Master’s Legacy
Book 11: Mysteries of Westgate
--- Meeting of Strangers
--- Reconnaissance by Fire
--- Arena Underworks
--- The Coalition
--- The Count of Cages
--- Laying Low
Book 12: Reign of Insanity
--- Siege of Luthcheq
--- Reign of Insanity
--- To Bypass a Wall
--- Agents War
--- Cult of Entropy
--- To Topple a Wall
--- Battle of Luthcheq
--- A Dictator’s End
Book 13: Warmford Nights
--- Denizens of Neverwinter Wood
--- A Goblin Problem
--- Baghamundee
--- Eldreth Veluuthra
--- Battle of Warmford
--- Fallout
Book 14: Rain of Gold
--- Unexpected Charges
--- Legal Advice
--- Rhea the Gullible
--- It rains Gold in Baldur’s Gate
--- Rhea the Fugitive
--- Revelations
Book 15: Tales of a Templar
--- Forced March
--- Abbey of the Sword
--- Desertion
--- Night of Two Dragons
--- Private Matters
--- Pursuing Gsendrennax
--- Return of the Warmaster
Book 16: Hand of the Unseen
--- Han Xin’s Research
--- Wizard Maelstrom
--- The Breakthrough
--- The Lords of Waterdeep
--- City of the Dead
--- Blind in Desperation
--- Unseen Demise
Book 17: Faces of Imperialism
--- The Foreigners
--- Elf Hates You
--- Commissar of War
--- Peaceful Solution
--- Breaking the Blade
--- State of the Empire
Book 20: Rangers of the North
--- Rangers of the North
--- Sins of the Son
--- Apprehension
--- Clearing the Somnialle
--- Evermoors
--- In Service to the Alliance
--- Family Business
Book 21: The Singing Sword
--- Ides of Ches
--- Merchant of Arretium
--- Sword Awakens
--- Making Amends
--- I am She that Dances in the Moonlight
--- In the Mistress’ Footsteps
Book 22: Grand Treason
--- Clandestine Diplomacy
--- The Elven Three
--- Demonfey of Elvenport
--- The Silver Dove
--- Hellgate Keep
--- Magusführer
--- Accusations of the Dove
Book 23: Splendors of the City
--- Alone
--- False Charges
--- Government Agents
--- Champions of the Innocent
--- Truth in Black
--- Paragon of Virtue
--- Blackstaff
List is still growing...*disclaimer*: The contents of this table of contents may change as the novelization changes the length of some portions of the campaign for dramatic effect.
As our campaign has been in progress for more than a year, and we had many sessions in that time, I have decided to write the journal in two portions, the novelization portions and the DM's notes portions. The novelizations will basically be just that, novelizations, and I really don't expect anyone to read them... but I'll keep on writing nevertheless. The DM's notes will be written in the style of journals I've seen operating in the forums, and I want to use them to recieve critique and advice on our campaign, especially on how I run it from behind the shield. Our campaign includes many eccentricities, but I don't think they'd matter much.
Due to the size of the overcampaign: the Fated End, some explanation is in order. The overcampaign is the term we use to refer to the whole thing, all the campaigns and plots put together. The title of the overcampaign is the Fated End. It is divided into campaigns, each about as along as a classic D&D campaign, and connected in story with each other and the overcampaign. The basic traits of the campaign is summarized in this spoiler block.
Campaign Setting: the Forgotten Realms, with partial homebrew
version used: D&D3.5, with partial homebrew
starting year: 1372 DR, partial homebrew moves some historical events forward of this time
books used: Player’s Handbook (PHB), Player’s Handbook II (PHB2), Dungeon Master’s Guide (DMG), Dungeon Master’s Guide II (DMG2), Monster Manual 1 through 4 (MM1~4), Draconomicon (DRA), Forgotten Realms Campaign Setting (FRCS), Player’s Guide to Faerûn (PlyGF), Magic of Faerûn (MAG), Dragons of Faerûn (DrF), Races of Faerûn (RAC), Complete Warrior (CW), Complete Arcane (CA), Complete Adventurer (CAd), Complete Scoundrel (CS), Complete Mage (CM), Complete Divine (CD), Complete Champion (CC), Oriental Adventures (OrAd), Heroes of Battle (HoB), Champions of Valor (CoV), Champions of Ruin (CoR), Lords of Darkness (LoD), Lords of Madness (LoM), Underdark (UND), City of Splendors (City), Expedition to Undermountain (UNM), Power of Faerûn (PoF), Monsters of Faerûn (MoF), Book of Exalted Deeds (Exalt), Book of Vile Darkness (Vile), Epic Handbook (Epic), Minatures Handbook (Mini), Silver Marches (SM), Lost Empires of Faerûn (LEoF)*note that acronyms are the ones we used in our campaign, and thus do not reflect the more widely accepted ones*
level range: began at level1, plan to progress into the 30+ range
peculiarities: The players don't each control one character. They have a large number of characters divided into multiple parties. We decide which party to play before a session. This is why the players and their PCs are listed seperately.
Our players roster changed membership several times. They are listed below in another spoiler block. Listed below each player entry is the list of their PCs.
TOM - known as the party's preeminent RPer, also simply called Faelar.
Faelar Wood - Hero of Fate(#1), 16 year old (as of current campaign time) human boy N rogue/fighter who was raised by an elf foster-father.
Rhea, daughter of Perikles - Heroine of Goodwill(#4), young human female CE fighter/dervish who hails from the region of Chessenta. Has some personal issues that keeps following her everywhere she goes.
Guillaume de Gaulle, pious Templar of Tempus, male human CN cleric/warpriest. Born an orphan in Cormyr, he joined the church of War when he was young and remained a devout Tempusian all his life.
Ramas Odesseiron, a Red Wizard of Thay and nephew to Homen Odesseiron, Tharcion of Surthay. Male human LE enchanter/red wizard. Keeps a slave female human LN Thayan Knight named Umara.
Rose Merrymar, halfling female CG sorcerer who likes experimenting the new spells she gains on baddies.
Gorok "Scarface", half-orc CN barbarian mercenary who is near the end of his contract. Has a mohawk hairstyle which he belives is the source of his strength.
Alfonso the Mauler, human LG fighter from the nation of Amn. Hates Trolls with a passion, and possesses a unique maul that prevents trolls it hits from regenerating.
Akira Inari, half-youkai(fox) (homebrew) female CN ranger/ayakashi (homebrew) who came all the way from her home region of Ozakura to find a place without prejudice against youkai where she could settle down in peace. Is in a love relationship with Chedizan Zykal.
Stedd Evenwood, human male LG monk/paladin of Ilmater, god of Mercy. He took a vow to never gain a material posession in his life.
Kate, human female CN rogue who has been dominated by a slaver and has never been seen since.
KBK - known as the party's detective, due to his huge contributions to the deductive reasoning that is central to our campaign. Also called the party dwarf-master for creating so many dwarfy dwarfs.
Link Hyrule Greatfields - Hero of Time(#2), a native of Shadowdale just like Faelar, he showed great talent in both arcane studies and martial training, and recieved training from Elminster the Sage and Storm Silverhand. human male NG fighter/wizard/spellsword/eldritch knight. Currently is on a task set by Elminster to collect a series of artifacts called the Master's Tools.
Squee "Spleen" Schistcoffers, a dwarf underdark explorer who was trapped inside the Temple of Time until Link rescued him. Dwarf male N rogue/combat trapsmith.
Gorgutz, mountain orc male CN barbarian who doesn't speak a single language other than Orcish and refuses to learn one. Wants to make enough money and fame to become the most influential orc in the Sword Coast.
S'lloc Baermmon, drow male CN rogue, professional thief and occassional adventurer. Partners with Nerril, another thief.
Riet Diethard, human male CN bard, editor of a Waterdhavian newspaper WNN, section-chief for the adventurers secion. Has made it a point in his life to find a worthy adventurer and 'produce' him/her into a world-famous hero.
Taeghen Dlardrageth, fey'ri male CE necromancer. Very little is known about him.
Diego "el Zorro" de la Vega, human male CG rogue/swashbuckler. The name says it all; he currently is embroiled in a game of chase with an elusive serial killer in Baldur's Gate.
Maximillian Leinke, human male CG bard who is investigating the political landscape of Free Unther on behalf of a mysterious employer.
Haelfan Bracegirdle, halfling male N rogue. Originally named "Bolgers Proudfoot", he swore revenge after Blackstaff destroyed his livelihood and forced his old master, Han Fung, into suicide.
Kashim, aka Urz-7, human male LN scout/dread commando who is part of the Harper special operations and strike team Tuatha de Danaan.
Traf Whitebeard, dwarf male LG cleric/morninglord of Lathander. A devout cleric of the Morninglord, Whitebeard always strives to bring the god of Dawn's light to the dark corners of the world.
Arwen, mysterious tiefling female CN sorcerer who has hired Ragna to do her bidding and accompany her in her adventures throught the Dalelands.
Ragna the Airborne, human male CG rogue/duskblade/swashbuckler and an expert Griffonrider. After losing his griffon in a Zhentarim attack, he works for Arwen to make enough money to buy another griffon.
Sommdrin Stavenson, human male NG druid. Likes animals and talking to animals. Takes up adventuring to solve the recent troubles in the Dalelands.
John Greenlake, human male LN ranger/dread commando, a Night Ranger of Command 2 Nighthunter, and a loyal soldier of the Empire of Chessenta.
Nemesis, human male LG paladin/dragonrider/cavalier of Helm. Commands the Army of Esmeltaran, a private army with the goal of liberating Esmeltaran, and after that destroy the Sothillisian Empire, which is locked in war with Amn.
Baelog Gloren, dwarf male LG fighter, a mercenary who fights using twin warhammers that are family heirlooms.
Esperia Greeneye, feytouched female LG paladin/favored soul who seeks to reduce suffering in the world through the dogma of Eldath, goddess of Peace.
Orfa the fiery, human female CN sorcerer who specializes in fire spells. She is very young for her skills, only a child, but her utter lack of conscience and sense of right and wrong causes her to be very cruel at times.
Urka "Lightning Blade" Al'Zihiir, air genasi female N transmuter/fighter/swiftblade who fights with such speed and acumen that her allies have taken to calling her 'the lightning'.
Restiina La Chiose, human female LG rogue, young mistress of one of the largest merchant houses in Amn, and the financial sponsor of the Army of Esmeltaran.
Taelrund Tealere, elf male CN diviner, renowned historian and archaeologist who is an expert in ancient Netherese lore.HFS - known as the party's tactical commander, responsible for many victories. Also responsible for many defeats, because he becomes the party leader by default in so many cases.
Vhibals ibSet TarSkuld - Hero of Secrets(#3), one of the few actual aasimars of Set's bloodline, heralded as Son of Set by the clerics of the King of Serpents. Vhibals is currently traveling across Faerun, with his trusty slave/right-hand-man Imguld ibImhald TarSkuld by his side, gathering arcane knowledge while running from the crusaders of Horus-Re who want him dead. Aasimar male CE sorcerer.
Atsad Baermmon, drow male LE evoker/sorcerer/ultimate magus. One of the Talons of Tchazzar, an elite military unit tasked with protecting the Emperor of Chessenta.
Uesugi Kenshin, human female LG samurai/rogue/fighter. A Daimyo of Ozakura, but ran away from her own country for some reason and came all the way to Faerun. Possesses an intelligent sword.
Hypatia Eph'Tet, human female NE evoker/red wizard. Obssesed with Ramas Odesseirion. Also obssessed with arcane power.
Chedizan Zykal, drow male N ninja/assassin and a Teukiir agent. Is in a love relationship with Akira Inari.
Rasputin, human male CG bard/evangelist. Impotent, as he lacks certain organs. Preaches the creed of Lathander to everyone around him.
Dirandu Kishavhela, character dead. HFS wants to revive him at some point in the future.FMT - superb RPer, and also the conscience of the party, not very comfortable with evil PCs and NPCs. Excellent melee combatant, but doesn't do very well when controlling spellcasting characters.
John Fullmoon - Hero of Valor(#5), a half-elf male LG fighter/cavalier who was born in the faraway region of Koryo. He came to Faerun looking for his elven father, and he intends to find some answers.
Femto Mirnerv, a human male LG fighter who fell to toril after a dimensional travel mishap. Doesn't know much about the world, but he wants to help the people of Sespech fight against the Chessentan invaders nonetheless.SOZ - our newest player! Has most D&D experience in the group (more than I do, at least!) and I believe will contribute greatly in teaching some optimization basics to the other players.
DRM - now left. was good with RPing (within a narrow range of personalities) but performed very poorly in combat.
BIN - now left. had some very quirky and eccentric ideas for character backstories. Khun Khun Thar is one of his creations.
FNX - left after playing three sessions.
The PCs who die will be removed from the list. This is because so many died that listing them would make this post very difficult to read due to length.
Here is the campaign Synopsis, the same one I gave players when they began their first sessions. Sets the stage for the campaign, with the proper mood, like. Also contains basic information on what the overcampaign is all about.
It is said that in the very beginning, it was War thath was first to be created. Light and Darkness battled for supremacy, which was the First Conflict, through this conflict was separated the material from the void, and thus was begun life. The essence of Life is to Fight, to make War.
- excerpt from the Creed of War, holy text of the Church of Tempus
Greetings, I am Meto, your Dungeon Master.
Before we begin the campaign briefing, allow me to describe the game world for a moment.
You will begin play in the continent of Faerûn, on the planet Toril, within the campaign setting the Forgotten Realms. The one fast rule about the Realms that you should keep in mind is that ‘nothing is nonexistent’. If you imagine something, there is a pretty good chance it already exists somewhere in the setting in some form. If for some reason it doesn’t exist, the Realms provides tools to implement those new things into the world, so it no longer is ‘nonexistent’.
This world resembles ours in so many ways. European-style knights clash with Mongolian-style horse archers on the field of battle, Legionnaires form Testudo and break through a hail of arrows, grand viziers make puppets of kings and fortify their private residences, a prince driven mad with vengeance kills his own uncle the king who succeeded his father, merry men who fight against injustice raids the corrupt sovereign’s tax collector, and a religious army declares a crusade and massacres savages. This world is in a constant circle of Fight, Kill, and Subdue, on infinite repeat. You probably know where this discussion is leading.
Yes, the key aspect of our campaign is ‘War’.
Even now, many wars, large and small, sweep through the land.
Cormyr is suffering from a national disaster, Waterdeep is hot in argument over the tax raise issue, Mulhorand’s Pharaoh is still debating the future of Unther, Amn is split in half, and Chessenta is rising as a new empire.
Dear player, you are facing such a world. You may be puzzled by all the pain and sorrow, but I promise you, player, I solemnly declare in my voice as the DM, that what you behold is only a glimpse of things to come, a calm before the storm, a silence before the plunge. Dear player, what you behold is Peace.
Such a time will come.
Such a time will come that the newborn baby remains mute and silent out of its mere survival instincts alone.
Such a time will come that neither the bread of tomorrow nor the blanket of tonight will concern you as much as the very air you breathe today, this very moment.
Such a time will come when the humblest man looks up to the heavens, and fearing for the worst, pleas for salvation to his deity in desperate prayer,
Joined by all the world’s lords
All the world’s sages
All the world’s men of power and wealth,
Voice in unison, aligned as one, desperately looking for solutions, and yet finding none.
Heed me, player! Soon a single, ultimate war shall cover the lands with its darkness. No one knows what form this conflict will take, or if it truly can be defined as ‘war’. No one knows whom will fight whom, for what cause, to what end, with what means, until what conclusion, unto what result. Nothing is known, except for the obvious truth that it will decide the fate of the Realms.
Such is the world you have set foot in.
You do not know when, nor whether it is far or near in the future, but eventually the moment of truth arrives and the World enters War. What must you do in such a world? What task do you face?
The obvious.
You must Save this World.
To you, the player, a Hero amongst the mortals, one fate, no, one duty, is given.
Save this World, in Whatever Form, with Whatever Means.
To fulfil this duty, there are hurdles you must overcome.
First, you must learn what threat is befalling the Realms.
Second, you must learn the exact nature of the said threat.
Third, you must learn what evil plots the realization of said threat.
Fourth, you must learn what allies you can gather to fight the said threat.
Fifth, you must learn what method can stop the said threat.
Sixth, you must learn how to carry out the said method.
Seventh, and finally, you must execute the realized method.
In short, you are being asked to create matter from nothing. This is because, frankly, the information given to you at the beginning of the campaign is... null. You must learn more.
Here are some hints that will prove invaluable in solving this mystery.
Cooperate amongst your fellow players.
Share your findings, and your thoughts.
Think together!
As a rule of thumb, the evidence I give you through adventures are dolled out only once in the entire overcampaign. Distribute the ‘case load’ amongst yourselves and figure out what they all mean. If you fail to fulfill a certain set of conditions within a certain time limit, the world WILL end.
Keep this in mind.
Watch over your fellows. Look at their faces. Look closely. They are your companions.
You, and the world, has no hope unless they. help. you.
As a final word of advice, allow me, the DM, say this:
Beware the Empire of Chessenta, at the center of our campaign. Beware of its military.
Be Wary of its Emperor, Tchazzar.
The Overcampaign: the Fated End is divided into multiple campaigns and individual arcs. The organization is as follows.
Major Campaigns:
C1: Splendors of the City
C1a1: Savants of the Dark Tide
C1a2: Hand of the Unseen
C1a3: Blackstaff
C2: Utternorth
C2a1: Neverwinter Nights
C2a2: Grand Treason
C2a3: Jewel of the North
C2a4 : Grand Conspiracy
C3: Strength, Honor, Integrity
C3a1: City of Insanity
C3a2: Faces of Imperialism
- C3a2a: Greens of the Vilhon
- C3a2b: Church of the Dragon Queen
- C3a2c: Elf Hates You
- C3a2d: Coastal Warfare
C3a3: Talons of Tchazzar
C3a4: Invasion of Threskel
C4: Colours of Ambition
~classified, as players haven't progressed this far!~
C5: War of a Thousand Sails
~classified, as players haven't progressed this far!~
C6: Throne of Madness
~classified, as players haven't progressed this far!~
C7: War to End the World
~classified, as players haven't progressed this far!~Minor Campaigns:
Faces of the Same Coin - Amn campaign
Recipe for Catastrophe - Moonsea, Dalelands, Sembia campaign
March of the Purple Dragons - Cormyr campaign
Keys to the Gateway - Westgate campaign
Land of a Hundred Castles - Tethyr campaign
the Harp is Broken - Harpers campaign
Kingdom of Faith - Damara, Vaasa, Rashemen, Thesk campaign
Underdark - Underdark campaign
Here's a brief 'table of contents' of the progress of the campaign up to this point.
Released Books
Book 1: As All Stories Begin...
--- Standing Stone Massacre
--- Shadowhunter
--- The Scarred Dale
--- Freelancer
--- Gnome, the Bard
--- Storm
--- Faelar goes South
Book 2: Exodus from Home
--- Exodus
--- the Great Desert Causeway
--- Murghôm
--- Exodus II
--- Red Wizards of Thay
--- Seprith, and Barsith of Seprith
--- Voyage West
Book 3: The Price of Their Lives
--- Far from Home
--- If the Price is Right
--- Thugs of Priskul
--- Sothillisian Empire
--- 200gp per ear!
--- Twin Towers of the Eclipse
--- That which happened before
--- Legacy of Bhaal
Book 4: The Red Emperor
--- Father of Chessenta
--- Blessed of Gond
--- Rise a Talon
--- Imperial Creed
--- “Elfroaster”
--- Relics of the Past
--- Nobles and Rogues
--- Embodiment of Death
Book 5: The Merchant Kingdom
--- Link to the Past
--- Smuggling for Riches
--- Capturing Sheiz
--- The Black Network
--- the Silver Raven
--- Cleric of War
--- “It is Darker Under the Lamp”
--- Disaster of Ordulan
Book 6: Path Through Fire
--- Sent on a Mission
--- Pirates of the Inner Seas
--- Gateway to the West
--- the Black City
--- Escape from Westgate
--- the Black Road
--- Forest of Wyrms
Book 7: Shadows over Dwarvenhome
--- Diplomatic Envoy
--- Treason!
--- Lake of the Outcasts
--- Rebellion!
--- Value of Royalty
--- Conquest of the Great Rift
--- Chosen of Gond
Book 8: The City of Splendors
--- Adventurer’s Paradise
--- To Catch a Lich, go to the Catacombs
--- Return to a Home Much Changed
--- Archmage of Waterdeep
--- What lurks beneath
--- City Life, Aye
--- Savants of the Dark Tide
--- Deadwinter Day
Book 9: The Sands of Waste, Ruin, and Death
--- Sands of Waste
--- Struggles of Daggerdale
--- Sands of Ruin
--- Ancient Wonders and Marvels of Netheril
--- Sands of Death
Book 10: Elminster’s Task
--- Reprimanded
--- Homework, part I
--- Robbing the Brigands
--- Homework, part II
--- Necromancer of Lake Sember
--- Homework, part III
--- Snakes of the Grinding Gulf
--- The Master’s Legacy
Book 11: Mysteries of Westgate
--- Meeting of Strangers
--- Reconnaissance by Fire
--- Arena Underworks
--- The Coalition
--- The Count of Cages
--- Laying Low
Book 12: Reign of Insanity
--- Siege of Luthcheq
--- Reign of Insanity
--- To Bypass a Wall
--- Agents War
--- Cult of Entropy
--- To Topple a Wall
--- Battle of Luthcheq
--- A Dictator’s End
Book 13: Warmford Nights
--- Denizens of Neverwinter Wood
--- A Goblin Problem
--- Baghamundee
--- Eldreth Veluuthra
--- Battle of Warmford
--- Fallout
Book 14: Rain of Gold
--- Unexpected Charges
--- Legal Advice
--- Rhea the Gullible
--- It rains Gold in Baldur’s Gate
--- Rhea the Fugitive
--- Revelations
Book 15: Tales of a Templar
--- Forced March
--- Abbey of the Sword
--- Desertion
--- Night of Two Dragons
--- Private Matters
--- Pursuing Gsendrennax
--- Return of the Warmaster
Book 16: Hand of the Unseen
--- Han Xin’s Research
--- Wizard Maelstrom
--- The Breakthrough
--- The Lords of Waterdeep
--- City of the Dead
--- Blind in Desperation
--- Unseen Demise
Book 17: Faces of Imperialism
--- The Foreigners
--- Elf Hates You
--- Commissar of War
--- Peaceful Solution
--- Breaking the Blade
--- State of the Empire
Book 20: Rangers of the North
--- Rangers of the North
--- Sins of the Son
--- Apprehension
--- Clearing the Somnialle
--- Evermoors
--- In Service to the Alliance
--- Family Business
Book 21: The Singing Sword
--- Ides of Ches
--- Merchant of Arretium
--- Sword Awakens
--- Making Amends
--- I am She that Dances in the Moonlight
--- In the Mistress’ Footsteps
Book 22: Grand Treason
--- Clandestine Diplomacy
--- The Elven Three
--- Demonfey of Elvenport
--- The Silver Dove
--- Hellgate Keep
--- Magusführer
--- Accusations of the Dove
Book 23: Splendors of the City
--- Alone
--- False Charges
--- Government Agents
--- Champions of the Innocent
--- Truth in Black
--- Paragon of Virtue
--- Blackstaff
List is still growing...*disclaimer*: The contents of this table of contents may change as the novelization changes the length of some portions of the campaign for dramatic effect.
As our campaign has been in progress for more than a year, and we had many sessions in that time, I have decided to write the journal in two portions, the novelization portions and the DM's notes portions. The novelizations will basically be just that, novelizations, and I really don't expect anyone to read them... but I'll keep on writing nevertheless. The DM's notes will be written in the style of journals I've seen operating in the forums, and I want to use them to recieve critique and advice on our campaign, especially on how I run it from behind the shield. Our campaign includes many eccentricities, but I don't think they'd matter much.