Jump to content

Ivae Orr Campaign: Difference between revisions

From greyhawk
No edit summary
mNo edit summary
 
(30 intermediate revisions by 2 users not shown)
Line 1: Line 1:
<templatestyles src="Template:Module/Style.css"/>
<div class="module">
=== '''Introduction''' ===
=== '''Introduction''' ===
This adventure is set near the Ivae Orr forest, and area rife with criminal and political intrigue. The purpose of the adventure is to introduce the players to major NPC's and issues of the realm they have jest been granted. As in real life all is not as it seems or clear cut when it comes to deciding how to run a kingdom. Thera are subplots involving each of the groups the players will interact with that should result in multiple moral quandaries for the party to resolve. Remember, ACTIONS LEAD TO REACTIONS, there is a strong emphasis on character interaction, and events at the "national" or strategic level occurring in the background will be intersecting with the players choices.  
This adventure is set near the [[Ivae Orr]] forest, an area rife with criminal and political intrigue. The purpose of the adventure is to introduce the players to major NPCs and issues of the realm they have just been granted. As in real life, all is not as it seems or clear-cut when it comes to deciding how to run a kingdom. There are subplots involving each of the groups the players will interact with that should result in multiple moral quandaries for the party to resolve. Remember, ACTIONS LEAD TO REACTIONS; there is a strong emphasis on character interaction, and events at the "national" (aka realm or strategic) level occurring in the background will be intersecting with the players' choices.  


=== '''Dungeon Masters Background''' ===
=== '''Dungeon Master's Background''' ===
This campaign story arc is broken up into multiple acts that will occur over the course of one to two game years.
This campaign story arc is broken up into multiple acts that will occur over the course of one to two game years.


Baron [[Eddard Dunthmore]] is the players primary nemesis. A 14th level cavalier and Captain of a mercenary company of heavy infantry he took [[Oleg Keep]] in the tumultuous years after the Greyhawk Wars on behalf of Duke Grennel of [[Doi:North Province|North Province]] and intends to retain title to it. He has played the the three major warring powers (Nyrond, North Province, and the loose coalition of humanoid tribes holding most of Bone March) against each other for the past 10 years while slowly consolidating his hold on the area surrounding the keep. [[Doi:Duke Grennel|Duke Grenell]] and [[Doi:Count Dunstan|Count Dunstan]] have both tried to leverage Dunthmores geographic position to their advantage as the Keep straddles a wide pass between the [[Ivae Orr Forest]] and the and the old North Road connecting the regions silver and iron mines both to the [[County of Knurl]] and North Province.  
[[Baron Eddard Dunthmore]] is the players' primary nemesis. A 14th-level cavalier and Captain of a mercenary company of heavy infantry, he took [[Oleg Keep]] in the tumultuous years after the Greyhawk Wars on behalf of Duke Grenell of [[Doi:North Province|North Province]] and intends to retain title to it. He has played the three major warring powers (Nyrond, North Province, and the loose coalition of humanoid tribes holding most of Bone March) against each other for the past 10 years while slowly consolidating his hold on the area surrounding the keep. [[Doi:Duke Grenell|Duke Grenell]] and [[Doi:Count Dunstan|Count Dunstan]] have both tried to leverage Dunthmore's geographic position to their advantage, as the Keep straddles a wide pass between the [[Ivae Orr Forest]] and the old North Road connecting the region's silver and iron mines both to the [[County of Knurl]] and North Province.  


The former silver and iron mines of the northern half of the [[Doi:Blemu Hills|Blemu Hills]] are held by the hobgoblin Ripper tribe who are intent on securing better resources (arable lands + slave to work them) to sustain their growing tribe. The lowlands of Bone March have been the traditional agrarian home of the Flan people for millennia and the area is dotted with many small villages ripe for the picking. The tribe has a loose alliance with Dunthmore and initiated a series of attacks against the villages not under Dunthmores control. Dunthmore for his part - then follows up with harassing attacks to drive off the humanoids and garnering good will from the populace who would rather serve a human than humanoid liege. In parallel Dunthmore allows brigand activity orchestrated by the local thieves guild (also sanctioned by Dunthmore) to rob merchant convoys moving wool and whiskey through the region. A percentage of the profits are then split between Dunthmore and the hobgoblins.  
The former silver and iron mines of the northern half of the [[Doi:Blemu Hills|Blemu Hills]] are held by the hobgoblin Ripper tribe, who are intent on securing better resources (arable lands + slaves to work them) to sustain their growing tribe. The lowlands of Bone March have been the traditional agrarian home of the Flan people for millennia, and the area is dotted with many small villages ripe for the picking. The tribe has a loose alliance with Dunthmore and initiated a series of attacks against the villages not under Dunthmore's control. Dunthmore, for his part, then follows up with harassing attacks to drive off the humanoids, garnering goodwill from the populace who would rather serve a human than a humanoid liege. In parallel, Dunthmore allows brigand activity orchestrated by the local thieves' guild (also sanctioned by Dunthmore) to rob merchant convoys moving wool and whiskey through the region. A percentage of the profits are then split between Dunthmore and the hobgoblins.  


Count Dunstan suspects Dunthmores treachery for years but has been unable to prove it and convince the population their benefactor is really the one behind their misery. Dunthmore's and the hobgoblin alliance has never been great and and now the hobgoblins have decided to move aggressively into the lower March. Dunstans forces are capable of defeating the hobgoblins but they are spread thin and he knows the other humanoid tribes would likely follow their advance leading to Knurls forces being overwhelmed.
Count Dunstan has suspected Dunthmore's treachery for years but has been unable to prove it and convince the population their benefactor is really the one behind their misery. Dunthmore's and the hobgoblins' alliance has never been great, and now the hobgoblins have decided to move aggressively into the lower March. Dunstan's forces are capable of defeating the hobgoblins, but they are spread thin and he knows the other humanoid tribes would likely follow their advance, leading to Knurl's forces being overwhelmed.


As the last rightful ruler of Bone March, Count Dunstan has decided to bestow minor [[nobility]] status as [[Knights of the March]] and grant the players title to Oleg Keep as a reward for their service. By doing so he buys time gather his forces and those of the Dwarves of Clan Darzog to reinforce the defense of Knurl and potentially unseat Dunthmore from the keep providing the players can capture it a Northern base and powerful allies (the PC's) to launch a counter-offensive from. If the PC's fail the humanoids solidify control over the Blemu Hills and end up right on the border of Knurl.
As the last rightful ruler of Bone March, Count Dunstan has decided to bestow minor [[nobility]] status as [[Knights of the March]] and grant the players title to [[Oleg Keep]] as a reward for their service. By doing so, he buys time to gather his forces and those of the Dwarves of Clan Darzog to reinforce the defense of [[Knurl]] and potentially unseat Dunthmore from the keep, provided the players can capture it. With his northern flank secure, Dunstan will have powerful allies (the PCs) to launch a counter-offensive. If the PCs fail, the humanoids solidify control over the Blemu Hills and end up right on the border of Knurl.


=== Rumors ===
=== Rumors ===
There are many [[rumors]] circulating about current (and past) events that have an impact on the various factions the PC's will be interacting with. In some cases the rumors reflect elements of the greater campaign setting and can affect how NPC's act if not perturbed by the PC's action. Refer to the [[timeline]] section for additional information.
There are many [[rumors]] circulating about current (and past) events that have an impact on the various factions the PCs will be interacting with. In some cases, the rumors reflect elements of the greater campaign setting and can affect how NPCs act if not perturbed by the PCs' actions. Refer to the [[timeline]] section for additional information.


=== Prominent Locations ===
=== Random Encounters ===
[[Green Witch Coach House]]
[[Wilderness Encounters|Wilderness - Blemu Hills]]
== Prominent Locations ==


[[Brighams Coach House]]
=== Business ===


<br />Initial [[Notoriety]]
* Greysmere Covenant
* Osgood Smithy
* Taggin's General Store
 
=== Temples & Religious Sites ===
 
* Ruined Temple of Obad-Hai
* Barad Rusay
 
=== Residences ===
 
* Dourstone Residence
* Gansworth Residence
 
=== Coach Houses, Inns & Taverns ===
 
* [[Green Witch Coach House]]
* [[Brighams Coach House]]
* Hungry Gar
* Lazare's House
* Midnight Salute
 
=== Other Notable Sites ===
* Bronzewood Lodge
* Twilight Monastery
 
=== Notoriety & Black Points ===
The PCs will be interacting with various individuals and factions who have a vested interest in seeing that events go the way they planned. The PCs' actions will be noticed and, as situations permit, be responded to directly or indirectly. Keep track of the PCs' [[Notoriety]] as the campaign progresses because it will act as a trigger event to aid in making decisions on behalf of the larger factions. Generally speaking, a localized disruption by the PCs—say attacking or even killing 1-2 low or mid-level NPCs associated with the Ripper Clan, Dunthmore's insurrection, or the criminal underground in a routine encounter—will not necessarily result in a heavy-handed response from the organization. However, if they discern what could be considered a systemic "house cleaning" or major disruptions to their plans, it will be noticed and investigated, potentially in force.


=== '''Goal of the Adventure''' ===
=== '''Goal of the Adventure''' ===
Capture Oleg Keep, prevent the Rippers from invading the low country.
Capture [[Oleg Keep]] and prevent the Rippers from invading the low country.


=== '''Beginning the Adventure''' ===
=== '''Beginning the Adventure''' ===
The adventure begins with the PC's having been granted their titles as Knight Protectors are directed by the Count to march a company of 50 infantry north to take Oleg Keep.
The adventure begins with the PCs, having been granted their titles as Knight Protectors, directed by the Count to march a company of 50 infantry north to take Oleg Keep.
 
{| class="wikitable"
{| class="wikitable"
|+
|+
Line 45: Line 71:
|CY 618
|CY 618
|Logeth Hold falls  
|Logeth Hold falls  
|
|
|-
|CY 619
|[[Ruusk Keep]] falls to treachery
|
|
|
|
|-
|-
|CY 619
|CY 619
|Darzog Hold falls
|Darzog Hold falls
|
|
|Baron Diesku sends a party of adventures to aid Knurl
 
|Baron Diesku sends a party of adventurers to aid Knurl
|-
|-
|
|
|
|
|
|
|Battle of Talvors Manor - undead routed
|Battle of Talvor's Manor - undead routed
|-
|-
|CY 620
|
|
|
|CY 620
|CY620
|Ivae Orr and [[Darzog Clan]] reinforce Knurl
|Ivae Orr and Darzog Clan reinforce Knurl
|-
|-
|CY 620
|CY 620
|
|
|
|
|Dargoz mines recovered by a party of adventurers
|Darzog mines recovered by a party of adventurers
|-
|-
|
|
|
|
|
|
|Quest to the demi-plane (Velors Prison) campaign
|Quest to the demi-plane (Vellor's Prison) campaign
|-
|-
|CY 621
|CY 621
Line 81: Line 117:
|
|
|CY 621
|CY 621
|Dunstan grants tiles and land around Oleg Keep to PC's
|Dunstan grants titles and land around Oleg Keep to PCs
|-
|-
|
|
|
|
|CY 621
|CY 621
|PC's destroy the Ripper raiding party at Wanborne
|PCs destroy the Ripper raiding party at Wanborne
 
|-
|-
|
|
|Capture the harvest, supplies leave via wagon to Ripper Mines
|Capture the harvest; supplies leave via wagon to Ripper Mines
|
|
|
|
|-
|-
|Fireseek CY 621
|Fireseek CY 621
|Rippers move towards
|Rippers move towards Knurl
|
|
|
|
|-
|-
|CY 622
|CY 622
|Rippers hold the lowlands
|Rippers hold the lowlands
|
|
Line 104: Line 143:
|}
|}


==Act 1==
==[[Ivae Orr Campaign Act 1|Act 1]]: The Lay of the Land==


===Encounter Setting===
==[[Ivae Orr Campaign Act 2|Act 2]]: Good Business with Bad People==
The party advances from the lower Blemu Hills north towards the [[Ivae Orr]] forest region but must traverse a series of low hills, swamps, and groves of trees.


The route to Oleg Keep can vary based on PC choices. There are two main trails and roads that make passage quicker but potentially expose the PC's and their company to spys and harassing attacks from the village garrisons.  The most direct route will lead through [[Damerel]], Wanborne, and [[Grenvik]].
==[[Ivae Orr Campaign Act 3|Act 3]]: Confronting the Baron==
 
Along the way the PC's should learn about the Rippers plans to invade and that Oleg Keep is held by a noble who's loyalty to the realm is questionable.
 
===The Major Non-Player Characters (NPC's)===
 
{| class="wikitable"
|+
! colspan="4" | Major NPC Power Brokers CY 621
|-
!NPC
!Title & Role
!Starting Disposition
!
|-
| colspan="4" style="text-align:center; background-color:#003355; color:#000000;" | Protoganists
|-
|[[Kruger Darzog]]
|Clanlord of [[Darzog Clan]]
|Friendly
|
|-
|[[Surlimor Nolordin|Surlimor]]
|Elf Lord of the Ivae Orr Forest Sylvan elves, counterpart to Queen Lómë
|Friendly
|
|-
|[[Lómë]]
|Elf Queen of the Ivae Orr High Elves
|Friendly
|
|-
|
|High Druid
|Neutral
|
|-
| colspan="4" style="text-align:center; background-color:#005500; color:#000000;" |Antoganists
|-
|Baron [[Guideon Truzeer]]
|Lord of [[Ruusk Keep]]
|Neutral
|
|-
|[[Baron Eddard Dunthmore]]
|Lord of [[Oleg Keep]]
|Hostile
|
|-
|[[Trozig]]
|Hobgoblin Warchief of the [[Rippers Clan]], son of [[Xobzag]]
|Hostile
|
|-
|[[Xobzag]]
|Warlord of [[Rippers Clan]]
|Hostile
|
|-
! colspan="4" |Minor NPC Power Brokers CY 621
|-
| colspan="4" style="text-align:center; background-color:#d33c00; color:#000000;" | Red Company
|-
|[[Olrme']]
|Red Company Sargent
|Neutral
|
|-
|[[Gilren]]
|Red Company Assassin
|Neutral
|
|}
 
==Act 2==
 
====Red Company====
===Encounter Setting===
Likely in Grenvik or one of the northern villages. Though if they decide to investigate the Red Company's "business" dealings with the Scarlet Brotherhood they will likely head south towards [[Bexley]] or [[Cardum]].
 
The party finds out more about the inter group schism (Rippers and Baron Bunthmores). Depending on their progress they should learn about the thieves guild plot to kill the Baron.
 
[[Erferil]] - Captain of the Red Cloaks
 
[[Karul]] - Green dragon of [[Cardum]] Bog
 
==Act 3 ==
Encounter Setting
 
Major Non-Player Characters (NPC)
 
[[Trozig]] - Hobgoblin Warchief, son of [[Xobzag]]


==[[Ivae Orr Campaign Act 4|Act 4]]: Retaking the Keep==


==Regions==
==Regions==
[[Category:Settlement]]


{{Settlements}}
==Organizations==
==Organizations ==
[[Knights of the March]]
[[Knights of the March]]


==MajorPersonalities==
==Major Personalities==
{{Category:NPCs}}
[[Category:NPC]]
 
[[Category:DM Info]]
<div>
[[Category:Ivae Orr Campaign]]
 
[[Category:Campaigns]]

Latest revision as of 00:21, 1 May 2026

Introduction[edit | edit source]

This adventure is set near the Ivae Orr forest, an area rife with criminal and political intrigue. The purpose of the adventure is to introduce the players to major NPCs and issues of the realm they have just been granted. As in real life, all is not as it seems or clear-cut when it comes to deciding how to run a kingdom. There are subplots involving each of the groups the players will interact with that should result in multiple moral quandaries for the party to resolve. Remember, ACTIONS LEAD TO REACTIONS; there is a strong emphasis on character interaction, and events at the "national" (aka realm or strategic) level occurring in the background will be intersecting with the players' choices.

Dungeon Master's Background[edit | edit source]

This campaign story arc is broken up into multiple acts that will occur over the course of one to two game years.

Baron Eddard Dunthmore is the players' primary nemesis. A 14th-level cavalier and Captain of a mercenary company of heavy infantry, he took Oleg Keep in the tumultuous years after the Greyhawk Wars on behalf of Duke Grenell of North Province and intends to retain title to it. He has played the three major warring powers (Nyrond, North Province, and the loose coalition of humanoid tribes holding most of Bone March) against each other for the past 10 years while slowly consolidating his hold on the area surrounding the keep. Duke Grenell and Count Dunstan have both tried to leverage Dunthmore's geographic position to their advantage, as the Keep straddles a wide pass between the Ivae Orr Forest and the old North Road connecting the region's silver and iron mines both to the County of Knurl and North Province.

The former silver and iron mines of the northern half of the Blemu Hills are held by the hobgoblin Ripper tribe, who are intent on securing better resources (arable lands + slaves to work them) to sustain their growing tribe. The lowlands of Bone March have been the traditional agrarian home of the Flan people for millennia, and the area is dotted with many small villages ripe for the picking. The tribe has a loose alliance with Dunthmore and initiated a series of attacks against the villages not under Dunthmore's control. Dunthmore, for his part, then follows up with harassing attacks to drive off the humanoids, garnering goodwill from the populace who would rather serve a human than a humanoid liege. In parallel, Dunthmore allows brigand activity orchestrated by the local thieves' guild (also sanctioned by Dunthmore) to rob merchant convoys moving wool and whiskey through the region. A percentage of the profits are then split between Dunthmore and the hobgoblins.

Count Dunstan has suspected Dunthmore's treachery for years but has been unable to prove it and convince the population their benefactor is really the one behind their misery. Dunthmore's and the hobgoblins' alliance has never been great, and now the hobgoblins have decided to move aggressively into the lower March. Dunstan's forces are capable of defeating the hobgoblins, but they are spread thin and he knows the other humanoid tribes would likely follow their advance, leading to Knurl's forces being overwhelmed.

As the last rightful ruler of Bone March, Count Dunstan has decided to bestow minor nobility status as Knights of the March and grant the players title to Oleg Keep as a reward for their service. By doing so, he buys time to gather his forces and those of the Dwarves of Clan Darzog to reinforce the defense of Knurl and potentially unseat Dunthmore from the keep, provided the players can capture it. With his northern flank secure, Dunstan will have powerful allies (the PCs) to launch a counter-offensive. If the PCs fail, the humanoids solidify control over the Blemu Hills and end up right on the border of Knurl.

Rumors[edit | edit source]

There are many rumors circulating about current (and past) events that have an impact on the various factions the PCs will be interacting with. In some cases, the rumors reflect elements of the greater campaign setting and can affect how NPCs act if not perturbed by the PCs' actions. Refer to the timeline section for additional information.

Random Encounters[edit | edit source]

Wilderness - Blemu Hills

Prominent Locations[edit | edit source]

Business[edit | edit source]

  • Greysmere Covenant
  • Osgood Smithy
  • Taggin's General Store

Temples & Religious Sites[edit | edit source]

  • Ruined Temple of Obad-Hai
  • Barad Rusay

Residences[edit | edit source]

  • Dourstone Residence
  • Gansworth Residence

Coach Houses, Inns & Taverns[edit | edit source]

Other Notable Sites[edit | edit source]

  • Bronzewood Lodge
  • Twilight Monastery

Notoriety & Black Points[edit | edit source]

The PCs will be interacting with various individuals and factions who have a vested interest in seeing that events go the way they planned. The PCs' actions will be noticed and, as situations permit, be responded to directly or indirectly. Keep track of the PCs' Notoriety as the campaign progresses because it will act as a trigger event to aid in making decisions on behalf of the larger factions. Generally speaking, a localized disruption by the PCs—say attacking or even killing 1-2 low or mid-level NPCs associated with the Ripper Clan, Dunthmore's insurrection, or the criminal underground in a routine encounter—will not necessarily result in a heavy-handed response from the organization. However, if they discern what could be considered a systemic "house cleaning" or major disruptions to their plans, it will be noticed and investigated, potentially in force.

Goal of the Adventure[edit | edit source]

Capture Oleg Keep and prevent the Rippers from invading the low country.

Beginning the Adventure[edit | edit source]

The adventure begins with the PCs, having been granted their titles as Knight Protectors, directed by the Count to march a company of 50 infantry north to take Oleg Keep.

Chronology of Events
Planned Adversary Activities Allied Activities
CY 618 Undead army under a cleric of Nerull advances towards Knurl
CY 618 Logeth Hold falls
CY 619 Ruusk Keep falls to treachery
CY 619 Darzog Hold falls Baron Diesku sends a party of adventurers to aid Knurl
Battle of Talvor's Manor - undead routed
CY 620 CY 620 Ivae Orr and Darzog Clan reinforce Knurl
CY 620 Darzog mines recovered by a party of adventurers
Quest to the demi-plane (Vellor's Prison) campaign
CY 621 Rippers establish raiding camp at Wanborne
CY 621 Dunstan grants titles and land around Oleg Keep to PCs
CY 621 PCs destroy the Ripper raiding party at Wanborne
Capture the harvest; supplies leave via wagon to Ripper Mines
Fireseek CY 621 Rippers move towards Knurl
CY 622 Rippers hold the lowlands

Act 1: The Lay of the Land[edit | edit source]

Act 2: Good Business with Bad People[edit | edit source]

Act 3: Confronting the Baron[edit | edit source]

Act 4: Retaking the Keep[edit | edit source]

Regions[edit | edit source]

Organizations[edit | edit source]

Knights of the March

Major Personalities[edit | edit source]