Exfuel
Star
- Joined
- Jun 11, 2016
- Location
- California
The Inheritance’s Dark Tale
That's the name I'd be going with for the campaign. It was inspired by the video game Darkest Dungeon, which in turn was inspired by H.P. Lovecraft. I love the idea of the horror of adventuring especially for those types of characters who aren't the type. I have ran this for about a dozen sessions or so, it worked well but my gaming group moved on to another game. I originally made this for 3.5 but have sense adapted it to 5th edition dungeons and dragons as I like a lot of the optional rules for this style of game. The idea isn't to copy the story of the game however I do like how the game starts with inheriting a problem. I have the set of optional rules set aside I'll post later, but I'm more focused on the story of the game.
So what do I have so far?
I have a map! I've edited the map slightly but it works very well for what I want.
"He who fights with monsters should be careful lest he thereby become a monster. And if thou gaze long into an abyss, the abyss will also gaze into thee." -Friedrich Nietzsche
The game starts on the mainland, on the sword coast or 'insert any game setting here'. Each of our characters receiving a letter of inheritance and are to meet at the docks of a particular city on such and such day. Within the envelope is a currency note expenses for their travels along with a letter. They are to meet Lord Gregory Moring as he's getting old in age and had no children of his own, however had many brothers and sisters. Lord Moring is the characters Granduncle or Great-Granduncle, and wishes to pass the shimmering isles down to an inheritor, along with a sizable sum of wealth.
They're given plenty of time to gather to the large port city, and meet at the dock where they'll meet "Sharksail" Cooper, the owner of the ship SV Grafton. The old man has paid Captain Cooper a sizable sum to make this journey and has provided funds for the characters to spend before setting sail. If he's asked questions Captain Cooper doesn't know a ton about the Island but knows the keep and surrounding village is running low on supplies. It's up to the players to come to the conclusion to bring provisions for the future. They're each given 150 platinum coins to do what they wish, and they'll be setting sail when everyone's ready. He does mention it's a one way trip as he only returns to the Isles twice a year.
So that's how our story begins. There's a few encounters on the high seas, and once they get to the Island they find the keep is mostly run down and village in disarray. Magic is often twisted here and the game is partially trying to survive, lots of horrifying things to run into, and unsuspecting allies/enemies.
The underdark on the island was created by the formian, which are ant like humanoids branching out from out in the desert. Most of them have died off but a single queen and small colony still exists, this has left the majority of tunnels abandoned. They branch off into existing caverns, or large open chambers they've made.
Buildings and Occupants
The old keep: It's in less than ideal condition, Lord Moring along with several servants live here.
Monastery: It's empty and hasn't had any inhabitants since the priest disappeared some time ago.
Library: In good condition as Lord Moring often visits and loves to read. It's up-kept by a young human girl named Abigail Tate. There's a lot of strange knowledge to be found here.
Blacksmith: In relatively good condition, the dwarven blacksmith Ingot Black is often venturing into the underdark mining the rich ores beneath the island.
Adventures Guild: A smaller guild building, only here because the Moring family has connections in many of the major cities. A human mercenary Elric Finch is paid quite well to be here. But not enough to deal with the islands problems.
Sanitarium: Occupied by a older one eyed elf named Solana Rokas. She's a little unsettling but good at what she does as the villages sole medical provider.
Tavern: An old drunkard Vince Tharamel runs the place. He makes his own booze from whatever he can find. Food is provided often by Elric Finsh.
Apothecary: Abandoned much like the Monastery, however it's owner passed only a year or two prior. The books, enchanting equipment, and tools are still there however. Along with some supplies to make some potions or other various things.
Family houses: There's a dozen or so houses for the various families that live here, along with another two dozen abandoned houses. The Tates, Blacks, and Theramel families still reside here, many of the other families are thinking of leaving.
Fisherwoman- Zina Morales (Half-elf)
Farmer- Prustine Carter (Human)
Woodworker- Petaver Soldshort Halfing
Extra hands- Gurak (Half-Orc), Yaris (Human), Peteak Wolfsbane (Goliath)
Other NPC's
A baba yaga dancing house with a coven of three hags. Nellie Bristleskewer (Annis hag), Violet Bristleskewer (Sea hag), Ina Bristleskewer (Green hag). They are evil but not necessarily hostile.
The cult of the green fog, a couple dozen of individuals that worship the green fog phenomenon. They are hateful of those who don't have twisted flesh like them.
The Ecosystem
Since the moment stepping foot on the island an unnatural chill comes over the party. The wind seems colder than it was on the sea. The vegetation seems dead, rotting, or even poisonous. The land is evil itself. Not even speaking of the demons, creatures of the abyss, even the rabbits and birds seem vampiric and cannibalistic. Besides the plants and half-fiend animals a number of actual fiends dot the lands. Devils and demons often seen in combat.
The island often has strange weather violet rain that severs the connection of divine magic. Plague of nettles as thorns fall from the sky planting thorn like plants that choke out others. Green fog that perverts and twists the flesh. Raining blood, or often times just fish or frogs falling from the sky.
Endgame
I don't really have much of one, I know I loosely want to base the game on the 7 deadly sins. The party eventually fighting corrupt versions of themselves. A demiplane that leaks these abominations and eldritch horrors onto the land, and the goal would to eventually rid the land of the demiplane and the vile god that exists in it. I don't really have a plan on how to go about all of this, and would probably want a mastermind or henchmen of this vile god that does it's bidding. So that's kinda where I'm stuck. I just have a lot of ideas but no solid plan on how to connect them.
Edit
Inheritance: As noted by ptarmigan, I'd agree that being in charge of and inheriting the island is probably enough motivation for them to want to clean up it's problems.
The Village and it's inhabitance: They are loyal to Lord Moring, as he's done what he can to provide for them. Many of them will have their own issues and problems to solve. I have some characters in mind I'll go ahead and post.
That's the name I'd be going with for the campaign. It was inspired by the video game Darkest Dungeon, which in turn was inspired by H.P. Lovecraft. I love the idea of the horror of adventuring especially for those types of characters who aren't the type. I have ran this for about a dozen sessions or so, it worked well but my gaming group moved on to another game. I originally made this for 3.5 but have sense adapted it to 5th edition dungeons and dragons as I like a lot of the optional rules for this style of game. The idea isn't to copy the story of the game however I do like how the game starts with inheriting a problem. I have the set of optional rules set aside I'll post later, but I'm more focused on the story of the game.
So what do I have so far?
I have a map! I've edited the map slightly but it works very well for what I want.
"He who fights with monsters should be careful lest he thereby become a monster. And if thou gaze long into an abyss, the abyss will also gaze into thee." -Friedrich Nietzsche
The game starts on the mainland, on the sword coast or 'insert any game setting here'. Each of our characters receiving a letter of inheritance and are to meet at the docks of a particular city on such and such day. Within the envelope is a currency note expenses for their travels along with a letter. They are to meet Lord Gregory Moring as he's getting old in age and had no children of his own, however had many brothers and sisters. Lord Moring is the characters Granduncle or Great-Granduncle, and wishes to pass the shimmering isles down to an inheritor, along with a sizable sum of wealth.
They're given plenty of time to gather to the large port city, and meet at the dock where they'll meet "Sharksail" Cooper, the owner of the ship SV Grafton. The old man has paid Captain Cooper a sizable sum to make this journey and has provided funds for the characters to spend before setting sail. If he's asked questions Captain Cooper doesn't know a ton about the Island but knows the keep and surrounding village is running low on supplies. It's up to the players to come to the conclusion to bring provisions for the future. They're each given 150 platinum coins to do what they wish, and they'll be setting sail when everyone's ready. He does mention it's a one way trip as he only returns to the Isles twice a year.
So that's how our story begins. There's a few encounters on the high seas, and once they get to the Island they find the keep is mostly run down and village in disarray. Magic is often twisted here and the game is partially trying to survive, lots of horrifying things to run into, and unsuspecting allies/enemies.
The underdark on the island was created by the formian, which are ant like humanoids branching out from out in the desert. Most of them have died off but a single queen and small colony still exists, this has left the majority of tunnels abandoned. They branch off into existing caverns, or large open chambers they've made.
Buildings and Occupants
The old keep: It's in less than ideal condition, Lord Moring along with several servants live here.
Monastery: It's empty and hasn't had any inhabitants since the priest disappeared some time ago.
Library: In good condition as Lord Moring often visits and loves to read. It's up-kept by a young human girl named Abigail Tate. There's a lot of strange knowledge to be found here.
Blacksmith: In relatively good condition, the dwarven blacksmith Ingot Black is often venturing into the underdark mining the rich ores beneath the island.
Adventures Guild: A smaller guild building, only here because the Moring family has connections in many of the major cities. A human mercenary Elric Finch is paid quite well to be here. But not enough to deal with the islands problems.
Sanitarium: Occupied by a older one eyed elf named Solana Rokas. She's a little unsettling but good at what she does as the villages sole medical provider.
Tavern: An old drunkard Vince Tharamel runs the place. He makes his own booze from whatever he can find. Food is provided often by Elric Finsh.
Apothecary: Abandoned much like the Monastery, however it's owner passed only a year or two prior. The books, enchanting equipment, and tools are still there however. Along with some supplies to make some potions or other various things.
Family houses: There's a dozen or so houses for the various families that live here, along with another two dozen abandoned houses. The Tates, Blacks, and Theramel families still reside here, many of the other families are thinking of leaving.
Fisherwoman- Zina Morales (Half-elf)
Farmer- Prustine Carter (Human)
Woodworker- Petaver Soldshort Halfing
Extra hands- Gurak (Half-Orc), Yaris (Human), Peteak Wolfsbane (Goliath)
Other NPC's
A baba yaga dancing house with a coven of three hags. Nellie Bristleskewer (Annis hag), Violet Bristleskewer (Sea hag), Ina Bristleskewer (Green hag). They are evil but not necessarily hostile.
The cult of the green fog, a couple dozen of individuals that worship the green fog phenomenon. They are hateful of those who don't have twisted flesh like them.
The Ecosystem
Since the moment stepping foot on the island an unnatural chill comes over the party. The wind seems colder than it was on the sea. The vegetation seems dead, rotting, or even poisonous. The land is evil itself. Not even speaking of the demons, creatures of the abyss, even the rabbits and birds seem vampiric and cannibalistic. Besides the plants and half-fiend animals a number of actual fiends dot the lands. Devils and demons often seen in combat.
The island often has strange weather violet rain that severs the connection of divine magic. Plague of nettles as thorns fall from the sky planting thorn like plants that choke out others. Green fog that perverts and twists the flesh. Raining blood, or often times just fish or frogs falling from the sky.
Endgame
I don't really have much of one, I know I loosely want to base the game on the 7 deadly sins. The party eventually fighting corrupt versions of themselves. A demiplane that leaks these abominations and eldritch horrors onto the land, and the goal would to eventually rid the land of the demiplane and the vile god that exists in it. I don't really have a plan on how to go about all of this, and would probably want a mastermind or henchmen of this vile god that does it's bidding. So that's kinda where I'm stuck. I just have a lot of ideas but no solid plan on how to connect them.
Edit
Inheritance: As noted by ptarmigan, I'd agree that being in charge of and inheriting the island is probably enough motivation for them to want to clean up it's problems.
The Village and it's inhabitance: They are loyal to Lord Moring, as he's done what he can to provide for them. Many of them will have their own issues and problems to solve. I have some characters in mind I'll go ahead and post.
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