Hi, I am a returning DM looking to run Princes of the Apocalypse. It's a fun campaign, and one i've done before so it'll help me get back in the groove. I'll be starting it from Level 1, before the main campaign.
Style/Expectations: I am a an easy going DM who likes to improvise and rewards improvisation and creativity. I know the campaign well so I can stretch a bit outside the sandbox. I will bend rules a bit if need be in order to suit story or if I feel the party is way too strong or way too weak for the content (Read: I play fast and loose with xp). A L5 party waffle stomping a L3 area is no fun.
All content is fine but i'd like to keep things somewhat vanilla since i'm just coming back.
Side note: I will let you walk into encounters you can't win, and there are plenty of opportunities in this campaign to be outclassed. I'll try and provide nudges or hints, but I like my players to have freedom to go or do what they want, even if it means poking a Mindflayer with a stick.
I am very active and expect the same; A minimum of 1 post per day is expected, though obviously life happens.
Things I need from you:
DND beyond character sheet link (Level 1), ability rolls done in this thread or standard array. Total ability scores to capped at at 90 even if you roll better
Name, race, class
Short Backstory: Why are you in Red Larch? What is your character about? Are you aligned with some of the area's factions? Feel free to include in a spoiler anything you want to remain secret.
Notable Factions:
The Harpers
A scattered network of spellcasters and spies, the Harpers advocate equality and covertly oppose the abuse of power, magical or otherwise. Agents operate in secret and emphasize stealth and subtlety, or at the very least discretion. Bards and wizards are their most prominent members.
The Order of the Gauntlet
This faction is primarily a military organization made up of paladins, clerics, and monks. Members of the order are faithful and vigilant seekers of justice who protect others from the depredations of evildoers. They exact swift retribution against those who violate the law.
The Emerald Enclave
This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Many of the Enclave’s members are barbarians, druids, and rangers. Some wander the untamed lands while others make their homes on the outskirts of towns and villages, where they help to protect travelers from the dangers of the wild.
The Lords’ Alliance
The Lords’ Alliance is a shaky compact of aggressive political powers concerned with mutual security and prosperity. Fighters and sorcerers are prevalent among alliance agents, and they are often glory hounds seeking personal recognition. Most agents are lawful or neutral; in the courtly circles of the lords, those who don’t follow the rules seldom last long.
The Zhentarim
This shadow network seeks to expand its influence and power base throughout Faerûn. Its members coerce, persuade, or buy their way into every major area of influence. Rogues and warlocks fill the Zhentarim’s ranks, but the faction recruits any who can conduct its business without too many moral reservations.
The campaign will start in the town of Red Larch in the Dessarin Valley in the Forgotten Realms along the Sword Coast, Southeast of Neverwinter and North of Waterdeep
RED LARCH
Red Larch has been an important stop on the Long Road for two centuries now. Named for a distinctive stand of red larch trees that were cut down when the hamlet was founded, Red Larch became a settlement in the first place thanks to a drinkable spring that fed a sizable pond ideal for watering horses, oxen, and pack mules.
An east-west trail meets the Long Road at the pond, running west to the logging community of Kheldell and east to Bargewright Inn and eventually Secomber. Another trail leads to quarries in the Sumber Hills and to ruins of stone keeps long ago left to monsters and outlaws (the Haunted Keeps).
In recent years, new quarries have been opened on the northwestern edge of town. So far these have yielded up great slabs of marble much prized in Waterdeep for facing large new buildings and repairing older edifices. Red Larch is also a center for stonecutters quarrying slate on the fringes of the Sumber Hills.
While Red Larch remains prosperous, dark omens are appearing. The heart of the Sumber Hills has become far more dangerous, with monsters lurking seemingly everywhere (no one goes into the hills berry-picking or hare-hunting these days, though Red Larcher children traditionally did so daily in summer and fall). Banditry is on the rise, and the weather seems to be getting more severe and more unpredictable. Several Red Larcher shepherds have seen strange figures watching them from distant hillsides in the wild fields east of town where they have traditionally grazed their flocks. Quarry workers used to cut by torchlight when orders were backing up but do so no longer, shunning the pits by night. They are spooked by rumors of dark-robed figures in stone masks lurking in the darkness beyond the torchlight. The townsfolk fear that dangerous times are at hand, but no one seems to know what to do about it.
DESSARIN VALLEY
Most people who live in the Dessarin Valley have no idea of its long history. Old-timers nodding sagely by the hearths of the local taprooms sometimes observe, “These lands, they have old bones.” Most locals have no idea of how right they are.
While some truly ancient ruins in this area go back to the days of the first great elf kingdoms, none of these figure into the story of this adventure. The earliest realm that does is the shield dwarf kingdom of Besilmer, which was founded nearly six thousand years ago in −4420 DR. Its existence is so far back in the mists of history that only a handful of non-dwarf sages have even heard of it. Most people of the Dessarin Valley don’t know Besilmer at all, but they are familiar with two of its works: the engineering marvel known as the Stone Bridge (described later in this chapter) and the crumbling ruins known as the Halls of the Hunting Axe.
The realm of Besilmer was something rare: a dwarven kingdom built on the surface, with its strength measured in fields and pastures. It prospered for a time but was plagued by trolls and giants. The dwarves were obliged to build a stronghold underground, carving out the fortress-city of Tyar-Besil a century after Besilmer’s founding. Unfortunately for the dwarves, the realm collapsed after its king and founder died in battle. Most of the surviving dwarves sought safer lands. The dwarven city beneath the Sumber Hills was abandoned by −4160 DR and then forgotten.
Tyar-Besil slumbered in darkness for many long centuries, occasionally discovered and occupied by monsters or ambitious miners, only to be abandoned again. It came to light again in 893 DR, when a group of adventurers who called themselves the Knights of the Silver Horn discovered the ruins. Over the next six years they returned again and again, eventually founding strongholds of their own to safeguard the hidden entrances to the sprawling dungeon.
The knights had some success in clearing small domains in the wild Sumber Hills, but only a few years later the powerful orc realm of Uruth Ukrypt arose nearby, and the Dessarin Valley became a battlefield. Trouble followed on trouble: the Orcfastings War, the First and Second Trollwars, and finally a series of vicious drow raids. By the year 942 DR, human settlements in the Dessarin Valley had been all but wiped out, and the Knights of the Silver Horn were no more. Their strongholds crumbled into ruin and became known in later years as the Haunted Keeps. Eventually, no one remembered who built them or why.
The current wave of settlement in and around the Dessarin Valley began after 1000 DR, coinciding with Waterdeep’s growth from a warlord’s stronghold into a major city. The first small outposts that would grow into places such as Red Larch and Triboar were carved out of a wild and untamed land. People resettling the Dessarin Valley found the remains of “kingdoms of old” scattered here and there throughout the area.
Please let me know your level of familiarity with the campaign as well.
I will start as soon as I have a party of 4-6 I like!
Olaerys is the son of an Elven priest and a young human girl, ill conceived but thankfully not thrown to the dogs. He grew up as an altar boy and a servant of his father's deity. He discovered at a young age that he had a strong sword arm, he soon learned to wield a battleaxe. After he learned that his skill was not with tomes and scrolls but with a shield and axe.
He enlisted in the City Guard, defending Waterdeep and the surrounding towns. On one outing where a village was overturned and destroyed in an orc raid, several of his close friends died and an atrocity was committed. His commander felt (incorrectly) that there was inside help and he watched as the half-orc constable was tortured and killed over an imagined plot. He vowed to leave the guard at that point and find his own way.
He now serves Helm, and uses his own moral compass as his guide. He loves his hometown city of Waterdeep, but after his experience with the guard he feels that Helm is leading him elsewhere. He has been recruited into the Order of the Gauntlet. He works as a caravan guard, providing safety to those moving through Red Larch, but also doing investigative work for the Order about the dark robes figures with stone masks who are bothering shepherds and travelers, trying to unravel the story behind them. He is keen to solve mysteries and cannot let unsolved crimes go...
Backstory: (put it in a spoiler, wasn't sure if you wanted everyone to know each others back stories yet)
Beetlejuice was born in Neverwinter. His mother was an extremely powerful sorcerer and his father was a warlock. When he was 10 the mighty Red Dragon Flight came down from the mountains and terrorized the city for day. His mother and father both powerful casters joined with the city watch to help defend and drive off the dragons. The dragons were defeated but his parents both suffered injuries far greater than any healer could cure and passed away days later. From that moment on Beetlejuice vowed to grow in his casting powers so one day he will be able to put and end to any Red Dragon he comes across.
Beetlejuice, even at an early age was starting to come into his own as a caster. As he grew and aged, spells just naturally came to him, as they do with sorcerers, but also influences from his father’s warlock side also began to help and strengthen him in his mission to end Red Dragons.
Beetlejuice was not satisfied through with just the knowledge of the spells he naturally gained. After seeing first hand just how dangerous and devastating dragons can be he set out on a mission. He joined adventure party after party, anyone going any that might even remotely lead to finding magical items he could use later in his revenge.
*** Not familiar with this campaign at all, will be 1st time running this particular one ***
Ein never knew her parents, a farmer found her in the woods just hours old. The farmer and his wife took pity on her and raised her in their family. But she never felt like she belonged there. Her distinct looks made it obvious to everyone that she was the odd one out. The other children from the village always teased her, calling her halfblood and other far worse names. Turning 15 she had enough and left one night. She wonders around, trying to keep her self alive. Once she got to a city she realised she had a natural talent for melting in to shadows and for getting in to places where she didn’t belong. She also learned that is she turned on her charm, she could make people and especially men, to do what she wanted. This made her a reputable spy and someone to turn to when you needed something that didn’t belong to you. Ein never stayed in a place to long. She moved on when she started to feel restless, when people wanted to call her friend. Now she had ended up in Red Larch, a place as good as any. A faction of people not unlike her self had invited her to join them and as for now she found the arrangement to be a good one. But as always she kept one eye open for new and exciting opportunities.
Regarding the campaign; I have never played it but am exited to get to try it.
This post has potentially manipulated dice roll results.
Ability scores: 1271210713
Yikes. Need a weak, slow peasant for your campaign?
So, standard array it is.
Randall Foote
Fighter
Randall was trained to follow in his father's footsteps as a stonecutter. However, during his 19th year, a spark from a hearthfire spread out of control during a family gathering. When it was over, his father and uncle had perished, his uncle's home was destroyed and Randall found himself caring for his younger sister (Amelia) and his younger cousin (Ashleigh). Having always had more of an interest in metalwork than stone, he took over his uncle's blacksmith shop. He was able to eke out enough of a living to support the girls. Both are now of age and have left Red Larch to join a temple in Waterdeep to study as priestesses (faith pending if necessary).
In the year since they left, Randall has felt a bit aimless. The blacksmith work is hard, and while more interesting that stonecutting... he is beginning to find his mind wandering. He joined the local militia and has been trained with how to handle weapons. He finds himself beginning to wonder what he will do with the rest of his life... at 24 he is still a young man.
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM -(Homebrew) Heroes of Bardstown *Red Dead Annihilation: ToA *Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Name: Brennus Race: Human (variant) Class: Barbarian Background: Sailor
Brennus' tribe was swept away in a barbarian tribe long conflict, when he was teenager. Then , in early twenties, he started to roam aimlessly until he found a new hope and meaning in joining the Emerald enclave. The enclave sent him to investigate the rumors about the troubled sheperds in Red Larch. At first he thought a newbie job, now that he is there he is not so sure about it.
Able to post 1 post per day, even more when needed, never played this adventure and looking forward to.
This post has potentially manipulated dice roll results.
Let’s see what happens…
Ability scores:14129151412
Name: Melchor Syllestri
Race: High Half-Elf
Class: Wizard
Background: Faction Agent (Zhentarim)
Backstory: Melchor is a damaged man, both physically and emotionally. Raised amongst the elves, but never fitting in, he left as soon as he was able, leveraging his training in the arcane arts to pay his way - initially as a caravan guard, and later as the leader of a small group of bandits, using the knowledge gained as a caravan guard. On one occasion, the caravan was carrying a load of black powder, destroyed during the raid along with everyone but Melchor. Horrifically injured, he nonethless managed to use his arcane arts to survive, drawing deep on his inner strength. Discovered by a small band of Zhentarim, drawn by the sound of the explosion, his grit and iron will impressed their leader, and he was brought by to a local hideout to recover. Since then he has worked to build his influence amongst the group, along with his arcane powers. The recent rumours circulating around Red Larch have drawn the attention of the Zhentarim, who have sent Melchor to investigate the situation and to see if there are opportunities to be had...
Name: Zarya Darkholme Race: Half-elf Class: Warlock Background: Spy Backstory: Zarya never knew her origins but that never mattered to her. The Zhentarim was always her family and even when they brought her up to be a ruthless spy for the Black network she reckoned they had to do what they did in order to survive in an unforgiving world. Given a strict regimen and training in the arts of information gathering and eldritch magics within the confines of Zhentil keep she was at her 21st year set loose on Farûn and given several assignments collecting information along the Sword coast. Recently several caravans of the Black network have been attacked and trade disrupted in the Dessarin valley and Zarya was given an assignment taking her to the town of Red Larch to stabilize trade in the region no matter the cost. She realizes she would need to recruit others to help her accomplish this task.
Dod is an albino tortle, hatched in Chult during a massive undead surge. The local villages were being overrun by the living dead and their prayers fell on the deaf ears of the Gods of Chult. The hatching g of a pure white Tortle was seen as a sign of hope and soon after, a new God appeared to the people and consecrated several clerics in the name of Marduk. They rallied with the power to push back the dead and formed a monestary on one of the surrounding islands. Dod didn't have the mental acuity for the priestly trade,but had great strength and faith in the new God. He filled his mind with stories of knighthood and valor and after begging and some divine intervention, the Abbott sent him to the sword coast to be trained as a Paladin. Knight of the order of Marduk. This is how he came to reside in Red Larch. Trained in all the knightly skills by the order of the gauntlet. On his 15th birthday ( adulthood for tortles) he was officially inducted and rdy to begin proving his worthiness of the title.
This post has potentially manipulated dice roll results.
Sounds interesting! Have never played this campaign before.
Ability scores: 111015141410
Name: Tristan Corwain
Race: Human (Variant)
Class: Bard
Backstory: Growing up on his own in the streets of Neverwinter, he was taken in by a troupe of traveling performers who mentored him in the subtle art of weaving magic into song along with the skills of acting, acrobatics, and entertaining with the sword. He soon became a regular in the taverns along the Docks district, playing songs, spreading tales, or engaging in mock duels. But he wanted more.
A fellow entertainer introduces him to the Harpers. Aspiring to make something more of himself and be part of something greater, he seeks to join their order to help preserve balance along the Sword Coast and beyond. He is very persistent in a somewhat endearing and at the same time very annoying way. Looking at the young, skinny musician, the Harpers decide to test him and send him to Red Larch. They figure he will either report on happenings from the Savage Frontier or at the very least he will stop pestering them and they will be rid of him.
Jendryn was born in the back of her cart along with her twin sister. Her father a soldier and her mother a baker, Jendryn and her family settled in Waterdeep. With her father mostly away as a soldier meant Jendryn was mostly raised by her only mother, who ran a bakery which her and her siblings would also work at. As a child, one day her father was reported MIssing in Action, which devastated the family, but they would decide to press-on. During this time, Jendryn would join the Lord's Alliance and become a soldier, like her father before her and two of her older siblings. She trained as a combat medic and learned how to tinker.
Jendryn is no stranger to war, taking part in battles where she has seen many comrades die or get terribly injured, but she was instrumental in also saving lives. While she was away in war, her mother was killed traveling north to Amphail by an owlbear. She was taken-in by a neighboring dwarf family after the funeral, but a part of Jendryn died when her mother did. Thankfully, her siblings grew to be fairly well-off for themselves, with her twin sister now the manager for the family bakery.
Spending a few years in Waterdeep, Jendryn was ordered by the Lord's Alliance to head to Red Larch to investigate a recent disturbance.
"My name is Fr"reona D. Valian. I am beautiful! I am Gracious!" her head lowers looking serious "And I put you away if I find out your a criminal!" You see her stop for a moment to look up into the sky as a blank look comes over her face. She blinks twice then looks around strangely then giggles. "Oh yea, I was born and raised in a small town, yada, yada, yada. I like magic! I like playing with my hair." as she curls her left finger into her hair. "And I heard a tip from this ahh, traveling sales man who totally tried to rip me off. That the Order of the Gauntlets was the place for me to go." as she giggles "And that was why I came to seek them in Red Larch."
Panga works with the Emerald Enclave fighting unnatural threats. Roving the woods to find corruption, help those in need, and answer the call to action. A competent ranger that has wandered through many lands, Panga feels most at home with nature and exploring the wild. She grew up in a tight-knight elven community so she also values community and the well-being of society. Over the years she has made friends with many races and creatures, eventually befriending and working with the Emerald Enclave. She has arranged meetings with someone from the Enclave who tells her about threats or things she should investigate. Recently she was sent to Red Larch to investigate the growing danger, it sounds like there might be more at work than just bandits.
I also started this campaign, but didn't get very far:
We were in Red Larch and then we left to fight an Ogre and a Goblin. I don't think the DM was very prepared as they were kind of reading from the book as they went along to figure things out. They called it off after that :(
Backstory: Frail contracted a chronic disease at a young age and was brought her by her birth mother to a grove of kindly elven medicine people, caring for those sick and wounded that the tribal people's couldn't support. Frail grew (relatively) stronger under their care and began to help with other patients until she had the strength enough to travel. Her life mission now is to support those in need around her on her quest to find her parents and tribe.
(Left it vague so it can he molded to fit the story, but had to do something to match the low stat)
While most of his flock wandered around aimlessly with no real purpose and lost in their tale of woe, Piper always possessed more of an inner drive to strive for something, anything. It took a bit of effort to pull himself out of his plan-less drifting lifestyle and toward the monastery where he learned to still his mind and focus his thoughts and energies. With this discipline, came clarity of purpose -- to uncover if there was any truth to the legend of the lost wings. As a lone wanderer searching for clues or information that might help him learn more about the source of the legends, he became friendly with a few members of the Emerald Enclave, who found his unique affect amusing (not having seen many Kenku in their travels). Now he moves slowly from one area to the next as he watches and listens for clues, while also patroling for the Enclave and helping any travelers he encounters.
Piper is currently stationed in the Dessarin Valley for the Enclave and is passing through Red Larch to continue on the Long Road to Amphall
I was too clumsy for the other Eladrin in [fey city], so they left me on the streets. I think it was from the Giant heritage on my mother's side, but she disappeared before I could understand more about that. I was taken in by the Tinker's Guild, who moved me into the exotic requests section. I never knew who or what would come through the door, or what broken-down trash they expected us to fix. When I realized what some of them were planning, and that I was helping prepare, I decided to take a long-overdue "vacation" through the nearest erratic fey crossing. The closest point of interest was Red Larch. (Hiding origin. The plans don't have to be anything major, potentially involving a huge overreaction. I have no problem with other elves/paladins in the party: Mira could learn a thing or two from them.)
Curiosity – It can make a wise man foolish, a meek man bold, and a rich man poor. It can consume minds, for those in which it manifests find every waking thought dominated by it.
As was the case for Darla. ‘Innocent’, ‘talented’, ‘gifted’, ‘intelligent’ were words often thrown around by her professors throughout her childhood; however, above all Darla was curious. Growing up in the illustrious academy within Neverwinter, Darla found herself naturally adept at magical pursuits. The resources available to the young half-orc, through the great library within the academy, had served to sate her curiosity; though this was but a band-aid over a gaping wound.
Above all, she was curious about the main question that had eluded her all her life – “where do I come from?”. Darla was an orphan, she had never known her parents and, seemingly, neither had any of her academy professors, or any of those that worked at the orphanage.
For years, throughout her studies, the question had been prodding at her; she grew ever more exasperated that no ‘clue’ existed as to her origins. That was, however, until she was able to find something, a scrap, that hinted at where more information might be found; she was able to find a note, nothing more than a scribble, next to her orphanage records – ‘Red Larch’.
At first, she did not know what to make of the tidbit. Darla had initially misread the scruffy, hand-written scribble. Hours had been spent looking for references to a ‘red arch’; places, structures, names, titles, all had been painstakingly checked.
Later, it had dawned on her, after revisiting the note, that the cursive handwriting could be read as ‘Red Larch’. More digging revealed that the note likely alluded to a town along the ‘Long Road’. Darla had been so giddy with this revelation that she had almost knocked over the lamp as she jumped up from her desk. She resolved then and there to make her way to this ‘Red Larch’ and see what she could find.
For once the seeds of curiosity have been sown it does not take much for them to sprout into ideas, theories, fantasies and dreams. Darla’s young, yearning mind proved fertile ground; convinced that she was on the right-track to finally finding the answers to her questions.
Level of Familiarity: **Checks through D&D Beyond resources** Seems like I own it on DDB but I have never read / have 0 knowledge of the campaign.
Backstory: Olstine was the daughter of an elven princess and a human journalist. Olstine and her father were unwelcome by the other elves and so her father took her with him to live amongst humans. However, her father died when she was a young age. She grew up on the streets of the city learning to take care of herself and was recruited by the Lord's Alliance. Then as an adult she decided to leave and wonder the world.
Eventually, she decided to settle in Red Larch as a professor teaching the young children there. Now she chooses peace over fighting and a quiet life over adventuring. However, she will do anything to protect her children, and she has continued contact with members of the Lord's Alliance.
I have almost no knowledge of this campaign, this will be my first running of campaign. What I do know is that it has something to do with elemental creatures.
Hi, I am a returning DM looking to run Princes of the Apocalypse. It's a fun campaign, and one i've done before so it'll help me get back in the groove. I'll be starting it from Level 1, before the main campaign.
Style/Expectations: I am a an easy going DM who likes to improvise and rewards improvisation and creativity. I know the campaign well so I can stretch a bit outside the sandbox. I will bend rules a bit if need be in order to suit story or if I feel the party is way too strong or way too weak for the content (Read: I play fast and loose with xp). A L5 party waffle stomping a L3 area is no fun.
All content is fine but i'd like to keep things somewhat vanilla since i'm just coming back.
Side note: I will let you walk into encounters you can't win, and there are plenty of opportunities in this campaign to be outclassed. I'll try and provide nudges or hints, but I like my players to have freedom to go or do what they want, even if it means poking a Mindflayer with a stick.
I am very active and expect the same; A minimum of 1 post per day is expected, though obviously life happens.
Things I need from you:
DND beyond character sheet link (Level 1), ability rolls done in this thread or standard array. Total ability scores to capped at at 90 even if you roll better
Name, race, class
Short Backstory: Why are you in Red Larch? What is your character about? Are you aligned with some of the area's factions? Feel free to include in a spoiler anything you want to remain secret.
Notable Factions:
The Harpers
A scattered network of spellcasters and spies, the Harpers advocate equality and covertly oppose the abuse of power, magical or otherwise. Agents operate in secret and emphasize stealth and subtlety, or at the very least discretion. Bards and wizards are their most prominent members.
The Order of the Gauntlet
This faction is primarily a military organization made up of paladins, clerics, and monks. Members of the order are faithful and vigilant seekers of justice who protect others from the depredations of evildoers. They exact swift retribution against those who violate the law.
The Emerald Enclave
This widespread group of wilderness survivalists preserves the natural order while rooting out unnatural threats. Many of the Enclave’s members are barbarians, druids, and rangers. Some wander the untamed lands while others make their homes on the outskirts of towns and villages, where they help to protect travelers from the dangers of the wild.
The Lords’ Alliance
The Lords’ Alliance is a shaky compact of aggressive political powers concerned with mutual security and prosperity. Fighters and sorcerers are prevalent among alliance agents, and they are often glory hounds seeking personal recognition. Most agents are lawful or neutral; in the courtly circles of the lords, those who don’t follow the rules seldom last long.
The Zhentarim
This shadow network seeks to expand its influence and power base throughout Faerûn. Its members coerce, persuade, or buy their way into every major area of influence. Rogues and warlocks fill the Zhentarim’s ranks, but the faction recruits any who can conduct its business without too many moral reservations.
The campaign will start in the town of Red Larch in the Dessarin Valley in the Forgotten Realms along the Sword Coast, Southeast of Neverwinter and North of Waterdeep
RED LARCH
Red Larch has been an important stop on the Long Road for two centuries now. Named for a distinctive stand of red larch trees that were cut down when the hamlet was founded, Red Larch became a settlement in the first place thanks to a drinkable spring that fed a sizable pond ideal for watering horses, oxen, and pack mules.
An east-west trail meets the Long Road at the pond, running west to the logging community of Kheldell and east to Bargewright Inn and eventually Secomber. Another trail leads to quarries in the Sumber Hills and to ruins of stone keeps long ago left to monsters and outlaws (the Haunted Keeps).
In recent years, new quarries have been opened on the northwestern edge of town. So far these have yielded up great slabs of marble much prized in Waterdeep for facing large new buildings and repairing older edifices. Red Larch is also a center for stonecutters quarrying slate on the fringes of the Sumber Hills.
While Red Larch remains prosperous, dark omens are appearing. The heart of the Sumber Hills has become far more dangerous, with monsters lurking seemingly everywhere (no one goes into the hills berry-picking or hare-hunting these days, though Red Larcher children traditionally did so daily in summer and fall). Banditry is on the rise, and the weather seems to be getting more severe and more unpredictable. Several Red Larcher shepherds have seen strange figures watching them from distant hillsides in the wild fields east of town where they have traditionally grazed their flocks. Quarry workers used to cut by torchlight when orders were backing up but do so no longer, shunning the pits by night. They are spooked by rumors of dark-robed figures in stone masks lurking in the darkness beyond the torchlight. The townsfolk fear that dangerous times are at hand, but no one seems to know what to do about it.
DESSARIN VALLEY
Most people who live in the Dessarin Valley have no idea of its long history. Old-timers nodding sagely by the hearths of the local taprooms sometimes observe, “These lands, they have old bones.” Most locals have no idea of how right they are.
While some truly ancient ruins in this area go back to the days of the first great elf kingdoms, none of these figure into the story of this adventure. The earliest realm that does is the shield dwarf kingdom of Besilmer, which was founded nearly six thousand years ago in −4420 DR. Its existence is so far back in the mists of history that only a handful of non-dwarf sages have even heard of it. Most people of the Dessarin Valley don’t know Besilmer at all, but they are familiar with two of its works: the engineering marvel known as the Stone Bridge (described later in this chapter) and the crumbling ruins known as the Halls of the Hunting Axe.
The realm of Besilmer was something rare: a dwarven kingdom built on the surface, with its strength measured in fields and pastures. It prospered for a time but was plagued by trolls and giants. The dwarves were obliged to build a stronghold underground, carving out the fortress-city of Tyar-Besil a century after Besilmer’s founding. Unfortunately for the dwarves, the realm collapsed after its king and founder died in battle. Most of the surviving dwarves sought safer lands. The dwarven city beneath the Sumber Hills was abandoned by −4160 DR and then forgotten.
Tyar-Besil slumbered in darkness for many long centuries, occasionally discovered and occupied by monsters or ambitious miners, only to be abandoned again. It came to light again in 893 DR, when a group of adventurers who called themselves the Knights of the Silver Horn discovered the ruins. Over the next six years they returned again and again, eventually founding strongholds of their own to safeguard the hidden entrances to the sprawling dungeon.
The knights had some success in clearing small domains in the wild Sumber Hills, but only a few years later the powerful orc realm of Uruth Ukrypt arose nearby, and the Dessarin Valley became a battlefield. Trouble followed on trouble: the Orcfastings War, the First and Second Trollwars, and finally a series of vicious drow raids. By the year 942 DR, human settlements in the Dessarin Valley had been all but wiped out, and the Knights of the Silver Horn were no more. Their strongholds crumbled into ruin and became known in later years as the Haunted Keeps. Eventually, no one remembered who built them or why.
The current wave of settlement in and around the Dessarin Valley began after 1000 DR, coinciding with Waterdeep’s growth from a warlord’s stronghold into a major city. The first small outposts that would grow into places such as Red Larch and Triboar were carved out of a wild and untamed land. People resettling the Dessarin Valley found the remains of “kingdoms of old” scattered here and there throughout the area.
Please let me know your level of familiarity with the campaign as well.
I will start as soon as I have a party of 4-6 I like!
Sounds great! Fingers crossed…
Ability scores: 15 11 16 12 11 11
Character : Olaerys
Race : Half elf
Class : Paladin
Backstory :
Olaerys is the son of an Elven priest and a young human girl, ill conceived but thankfully not thrown to the dogs. He grew up as an altar boy and a servant of his father's deity. He discovered at a young age that he had a strong sword arm, he soon learned to wield a battleaxe. After he learned that his skill was not with tomes and scrolls but with a shield and axe.
He enlisted in the City Guard, defending Waterdeep and the surrounding towns. On one outing where a village was overturned and destroyed in an orc raid, several of his close friends died and an atrocity was committed. His commander felt (incorrectly) that there was inside help and he watched as the half-orc constable was tortured and killed over an imagined plot. He vowed to leave the guard at that point and find his own way.
He now serves Helm, and uses his own moral compass as his guide. He loves his hometown city of Waterdeep, but after his experience with the guard he feels that Helm is leading him elsewhere. He has been recruited into the Order of the Gauntlet. He works as a caravan guard, providing safety to those moving through Red Larch, but also doing investigative work for the Order about the dark robes figures with stone masks who are bothering shepherds and travelers, trying to unravel the story behind them. He is keen to solve mysteries and cannot let unsolved crimes go...
Character sheet : https://ddb.ac/characters/37019801/7ilAlp
A wizard is never late, nor is he early, he arrives precisely when he means to.
Sounds good, rolling abilities now will post a character later on today after I write it up
Ability scores: 13 11 15 14 17 13
Character: Beetlejuice Half-Elf (Paladin w/ lock dip if allowed, possibly sorcerer also)
https://www.dndbeyond.com/profile/Beetlejuice74/characters/58098473
Backstory: (put it in a spoiler, wasn't sure if you wanted everyone to know each others back stories yet)
Beetlejuice was born in Neverwinter. His mother was an extremely powerful sorcerer and his father was a warlock. When he was 10 the mighty Red Dragon Flight came down from the mountains and terrorized the city for day. His mother and father both powerful casters joined with the city watch to help defend and drive off the dragons. The dragons were defeated but his parents both suffered injuries far greater than any healer could cure and passed away days later. From that moment on Beetlejuice vowed to grow in his casting powers so one day he will be able to put and end to any Red Dragon he comes across.
Beetlejuice, even at an early age was starting to come into his own as a caster. As he grew and aged, spells just naturally came to him, as they do with sorcerers, but also influences from his father’s warlock side also began to help and strengthen him in his mission to end Red Dragons.
Beetlejuice was not satisfied through with just the knowledge of the spells he naturally gained. After seeing first hand just how dangerous and devastating dragons can be he set out on a mission. He joined adventure party after party, anyone going any that might even remotely lead to finding magical items he could use later in his revenge.
Ability scores: 12 10 11 15 15 14
I’ll get this out of the way and return with a character.
With that amazons roll I will go with standard array :D
Character sheet: https://ddb.ac/characters/58099164/fYVmWr
Name: Ein
Race: Half elf (high)
Class: Rogue
Background:
Ein never knew her parents, a farmer found her in the woods just hours old. The farmer and his wife took pity on her and raised her in their family. But she never felt like she belonged there. Her distinct looks made it obvious to everyone that she was the odd one out. The other children from the village always teased her, calling her halfblood and other far worse names. Turning 15 she had enough and left one night. She wonders around, trying to keep her self alive. Once she got to a city she realised she had a natural talent for melting in to shadows and for getting in to places where she didn’t belong. She also learned that is she turned on her charm, she could make people and especially men, to do what she wanted. This made her a reputable spy and someone to turn to when you needed something that didn’t belong to you. Ein never stayed in a place to long. She moved on when she started to feel restless, when people wanted to call her friend. Now she had ended up in Red Larch, a place as good as any. A faction of people not unlike her self had invited her to join them and as for now she found the arrangement to be a good one. But as always she kept one eye open for new and exciting opportunities.
Regarding the campaign; I have never played it but am exited to get to try it.
Basina Fairfoot- Halfling paladin
Shadow through the forest (Shadow) - Tabaxi Ranger (beastmaster)
Ability scores: 12 7 12 10 7 13
Yikes. Need a weak, slow peasant for your campaign?
So, standard array it is.
Randall Foote
Fighter
Randall was trained to follow in his father's footsteps as a stonecutter. However, during his 19th year, a spark from a hearthfire spread out of control during a family gathering. When it was over, his father and uncle had perished, his uncle's home was destroyed and Randall found himself caring for his younger sister (Amelia) and his younger cousin (Ashleigh). Having always had more of an interest in metalwork than stone, he took over his uncle's blacksmith shop. He was able to eke out enough of a living to support the girls. Both are now of age and have left Red Larch to join a temple in Waterdeep to study as priestesses (faith pending if necessary).
In the year since they left, Randall has felt a bit aimless. The blacksmith work is hard, and while more interesting that stonecutting... he is beginning to find his mind wandering. He joined the local militia and has been trained with how to handle weapons. He finds himself beginning to wonder what he will do with the rest of his life... at 24 he is still a young man.
(No secret affiliations)
Randall Foote
PC - Ethel - Human - Lvl 4 Necromancer - Undying Dragons * Serge Marshblade - Human - Lvl 5 Eldritch Knight - Hoard of the Dragon Queen
DM - (Homebrew) Heroes of Bardstown * Red Dead Annihilation: ToA * Where the Cold Winds Blow : DoIP * Covetous, Dragonish Thoughts: HotDQ * Red Wine, Black Rose: CoS * Greyhawk: Tides of War
Ability scores: Ability scores: 14 14 15 14 14 14
Name: Brennus
Race: Human (variant)
Class: Barbarian
Background: Sailor
Brennus' tribe was swept away in a barbarian tribe long conflict, when he was teenager. Then , in early twenties, he started to roam aimlessly until he found a new hope and meaning in joining the Emerald enclave. The enclave sent him to investigate the rumors about the troubled sheperds in Red Larch. At first he thought a newbie job, now that he is there he is not so sure about it.
Able to post 1 post per day, even more when needed, never played this adventure and looking forward to.
Let’s see what happens…
Ability scores: 14 12 9 15 14 12
Name: Melchor Syllestri
Race: High Half-Elf
Class: Wizard
Background: Faction Agent (Zhentarim)
Backstory: Melchor is a damaged man, both physically and emotionally. Raised amongst the elves, but never fitting in, he left as soon as he was able, leveraging his training in the arcane arts to pay his way - initially as a caravan guard, and later as the leader of a small group of bandits, using the knowledge gained as a caravan guard. On one occasion, the caravan was carrying a load of black powder, destroyed during the raid along with everyone but Melchor.
Horrifically injured, he nonethless managed to use his arcane arts to survive, drawing deep on his inner strength. Discovered by a small band of Zhentarim, drawn by the sound of the explosion, his grit and iron will impressed their leader, and he was brought by to a local hideout to recover. Since then he has worked to build his influence amongst the group, along with his arcane powers.
The recent rumours circulating around Red Larch have drawn the attention of the Zhentarim, who have sent Melchor to investigate the situation and to see if there are opportunities to be had...
https://ddb.ac/characters/58106781/leWvem
Ability scores: 15 15 17 9 16 9
Name: Zarya Darkholme
Race: Half-elf
Class: Warlock
Background: Spy
Backstory: Zarya never knew her origins but that never mattered to her. The Zhentarim was always her family and even when they brought her up to be a ruthless spy for the Black network she reckoned they had to do what they did in order to survive in an unforgiving world. Given a strict regimen and training in the arts of information gathering and eldritch magics within the confines of Zhentil keep she was at her 21st year set loose on Farûn and given several assignments collecting information along the Sword coast. Recently several caravans of the Black network have been attacked and trade disrupted in the Dessarin valley and Zarya was given an assignment taking her to the town of Red Larch to stabilize trade in the region no matter the cost. She realizes she would need to recruit others to help her accomplish this task.
Zarya Darkholme - D&D Beyond (dndbeyond.com)
https://ddb.ac/characters/57999036/7Wrsma
Dod
Tortle Paladin. 1st knight of the order of Marduk
Ability scores: Ability scores: 15 10 16 11 17 13
Dod is an albino tortle, hatched in Chult during a massive undead surge. The local villages were being overrun by the living dead and their prayers fell on the deaf ears of the Gods of Chult. The hatching g of a pure white Tortle was seen as a sign of hope and soon after, a new God appeared to the people and consecrated several clerics in the name of Marduk. They rallied with the power to push back the dead and formed a monestary on one of the surrounding islands. Dod didn't have the mental acuity for the priestly trade,but had great strength and faith in the new God. He filled his mind with stories of knighthood and valor and after begging and some divine intervention, the Abbott sent him to the sword coast to be trained as a Paladin. Knight of the order of Marduk. This is how he came to reside in Red Larch. Trained in all the knightly skills by the order of the gauntlet. On his 15th birthday ( adulthood for tortles) he was officially inducted and rdy to begin proving his worthiness of the title.
Sounds interesting! Have never played this campaign before.
Ability scores: 11 10 15 14 14 10
Name: Tristan Corwain
Race: Human (Variant)
Class: Bard
Backstory: Growing up on his own in the streets of Neverwinter, he was taken in by a troupe of traveling performers who mentored him in the subtle art of weaving magic into song along with the skills of acting, acrobatics, and entertaining with the sword. He soon became a regular in the taverns along the Docks district, playing songs, spreading tales, or engaging in mock duels. But he wanted more.
A fellow entertainer introduces him to the Harpers. Aspiring to make something more of himself and be part of something greater, he seeks to join their order to help preserve balance along the Sword Coast and beyond. He is very persistent in a somewhat endearing and at the same time very annoying way. Looking at the young, skinny musician, the Harpers decide to test him and send him to Red Larch. They figure he will either report on happenings from the Savage Frontier or at the very least he will stop pestering them and they will be rid of him.
https://ddb.ac/characters/51932321/x6Kzzo
Ability Scores: Standard Array
Name: Jendryn Ungart
Race: Hill Dwarf
Class: Artificer (Alchemist). Looking to make her a healer sort of build.
Background: Soldier
Link: https://ddb.ac/characters/58109288/bsjb1N
Faction: Lord's Alliance
Backstory:
Jendryn was born in the back of her cart along with her twin sister. Her father a soldier and her mother a baker, Jendryn and her family settled in Waterdeep. With her father mostly away as a soldier meant Jendryn was mostly raised by her only mother, who ran a bakery which her and her siblings would also work at. As a child, one day her father was reported MIssing in Action, which devastated the family, but they would decide to press-on. During this time, Jendryn would join the Lord's Alliance and become a soldier, like her father before her and two of her older siblings. She trained as a combat medic and learned how to tinker.
Jendryn is no stranger to war, taking part in battles where she has seen many comrades die or get terribly injured, but she was instrumental in also saving lives. While she was away in war, her mother was killed traveling north to Amphail by an owlbear. She was taken-in by a neighboring dwarf family after the funeral, but a part of Jendryn died when her mother did. Thankfully, her siblings grew to be fairly well-off for themselves, with her twin sister now the manager for the family bakery.
Spending a few years in Waterdeep, Jendryn was ordered by the Lord's Alliance to head to Red Larch to investigate a recent disturbance.
**Ability Rolls** Standard Array
**Name** Fr'reona D. Valkian
**Race** Tabaxi
**Class** Cleric
**Backstory,Short**
A account told by Lady Fr'reona
"My name is Fr"reona D. Valian. I am beautiful! I am Gracious!" her head lowers looking serious
"And I put you away if I find out your a criminal!"
You see her stop for a moment to look up into the sky as a blank look comes over her face. She blinks twice then looks around strangely then giggles.
"Oh yea, I was born and raised in a small town, yada, yada, yada. I like magic! I like playing with my hair." as she curls her left finger into her hair.
"And I heard a tip from this ahh, traveling sales man who totally tried to rip me off. That the Order of the Gauntlets was the place for me to go." as she giggles
"And that was why I came to seek them in Red Larch."
**level of familiarity** Sorry, None.
Fr'reona D. Valkian - D&D Beyond (dndbeyond.com)
Ability scores: 15 11 15 15 13 10
Sheet:
I chose the optional class features for Ranger, but don't mind if you'd prefer I not.
https://www.dndbeyond.com/profile/Gorgogi/characters/58128785
Name: Panga
Race: Elf (Wood)
Class: Ranger
Background:
Panga works with the Emerald Enclave fighting unnatural threats. Roving the woods to find corruption, help those in need, and answer the call to action. A competent ranger that has wandered through many lands, Panga feels most at home with nature and exploring the wild. She grew up in a tight-knight elven community so she also values community and the well-being of society. Over the years she has made friends with many races and creatures, eventually befriending and working with the Emerald Enclave. She has arranged meetings with someone from the Enclave who tells her about threats or things she should investigate. Recently she was sent to Red Larch to investigate the growing danger, it sounds like there might be more at work than just bandits.
I also started this campaign, but didn't get very far:
We were in Red Larch and then we left to fight an Ogre and a Goblin. I don't think the DM was very prepared as they were kind of reading from the book as they went along to figure things out. They called it off after that :(
Ability scores: 13 8 14 11 9 10
Name: Eulalia "Frail"
Race: Goliath
Class: Druid
https://ddb.ac/characters/58128868/80bUMQ
Backstory: Frail contracted a chronic disease at a young age and was brought her by her birth mother to a grove of kindly elven medicine people, caring for those sick and wounded that the tribal people's couldn't support. Frail grew (relatively) stronger under their care and began to help with other patients until she had the strength enough to travel. Her life mission now is to support those in need around her on her quest to find her parents and tribe.
(Left it vague so it can he molded to fit the story, but had to do something to match the low stat)
Placeholder:
Scourge the bountyhunter
(Scourge Aasimar, Order of the Gauntlet. Genie Warlock (Efreeti))
https://ddb.ac/characters/58128265/weQrGv
Name: Swan Piper
Race: Kenku
Class: Monk
Ability scores: 14 8 5 10 10 15
Sheet: ddb.ac/characters/57238692/qxGGny
Backstory:
While most of his flock wandered around aimlessly with no real purpose and lost in their tale of woe, Piper always possessed more of an inner drive to strive for something, anything. It took a bit of effort to pull himself out of his plan-less drifting lifestyle and toward the monastery where he learned to still his mind and focus his thoughts and energies. With this discipline, came clarity of purpose -- to uncover if there was any truth to the legend of the lost wings. As a lone wanderer searching for clues or information that might help him learn more about the source of the legends, he became friendly with a few members of the Emerald Enclave, who found his unique affect amusing (not having seen many Kenku in their travels). Now he moves slowly from one area to the next as he watches and listens for clues, while also patroling for the Enclave and helping any travelers he encounters.
Piper is currently stationed in the Dessarin Valley for the Enclave and is passing through Red Larch to continue on the Long Road to Amphall
No familiarity with Princes of the Apocalypse
Name: Miraneiros Eathanobel
Race: Eladrin
Class: Paladin
Ability scores: Standard array
Campaign familiarity: I applied once.
Link: https://ddb.ac/characters/58132799/EggLcT
Backstory:
I was too clumsy for the other Eladrin in [fey city], so they left me on the streets. I think it was from the Giant heritage on my mother's side, but she disappeared before I could understand more about that. I was taken in by the Tinker's Guild, who moved me into the exotic requests section. I never knew who or what would come through the door, or what broken-down trash they expected us to fix. When I realized what some of them were planning, and that I was helping prepare, I decided to take a long-overdue "vacation" through the nearest erratic fey crossing. The closest point of interest was Red Larch. (Hiding origin. The plans don't have to be anything major, potentially involving a huge overreaction. I have no problem with other elves/paladins in the party: Mira could learn a thing or two from them.)
Edit: fixed spoiler formatting.
Sounds interesting...
Ability scores: 16 6 13 9 14 8
Name: Darla (Character Sheet)
Race: Half-Orc
Class: Wizard
Background: Cloistered Scholar
Backstory:
Level of Familiarity: **Checks through D&D Beyond resources** Seems like I own it on DDB but I have never read / have 0 knowledge of the campaign.
DM - The Call of Strahd (CoS); Feyrealm Campaign, Chapter 0 - Bleak Prospect (BP), Chapter 1 - Destination Unknown (DU)
Name: Olstine
Race: Half-elf
Class: Sorcerer
Ability Scores: Ability scores: 16 12 16 12 13 11
Background: Sage
Backstory: Olstine was the daughter of an elven princess and a human journalist. Olstine and her father were unwelcome by the other elves and so her father took her with him to live amongst humans. However, her father died when she was a young age. She grew up on the streets of the city learning to take care of herself and was recruited by the Lord's Alliance. Then as an adult she decided to leave and wonder the world.
Eventually, she decided to settle in Red Larch as a professor teaching the young children there. Now she chooses peace over fighting and a quiet life over adventuring. However, she will do anything to protect her children, and she has continued contact with members of the Lord's Alliance.
https://ddb.ac/characters/58137921/8MEvZ2
I have almost no knowledge of this campaign, this will be my first running of campaign. What I do know is that it has something to do with elemental creatures.
“The secret we should never let the gamemasters know is that they don't need any rules.” ― Gary Gygax
Thanks for all the replies! I have messaged those I have chosen for the party. I'll be starting a new thread for the actual campaign.