Difference between revisions of "CoS 2"

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=== Start ===
=== Start ===
(Session 1 - 2022-11-26 -Tobias) '''[Day -2]'''
(Session 1 - 2022-11-26 -Tobias) '''[Day -1]'''


The introduction '''starts near Waterdeep''', the largest city on the Sword Coast and possibly the largest in the world (at least that you know of). Starting out as small fish in a big pond, you heed a call from '''Sir Isteval''', a noted paladin of Amaunator (formerly Lathander) for adventurers and mercenaries to '''aid Daggerford''' in dealing with goblins, gnolls, and orcs who’ve been raiding the countryside, destroying homes and causing an influx of refugees to head to Daggerford.
The introduction '''starts near Waterdeep''', the largest city on the Sword Coast and possibly the largest in the world (at least that you know of). Starting out as small fish in a big pond, you heed a call from '''Sir Isteval''', a noted paladin of Amaunator (formerly Lathander) for adventurers and mercenaries to '''aid Daggerford''' in dealing with goblins, gnolls, and orcs who’ve been raiding the countryside, destroying homes and causing an influx of refugees to head to Daggerford.
Line 138: Line 138:


The cast of characters include: '''Terrance''', the secluded sage seduced by celestial, '''Jormung''' the simply delightful wildman, '''Torbjoern''', the shady half-elven outrider, '''To-be-named''', the charismatic half-elven outrider.
The cast of characters include: '''Terrance''', the secluded sage seduced by celestial, '''Jormung''' the simply delightful wildman, '''Torbjoern''', the shady half-elven outrider, '''To-be-named''', the charismatic half-elven outrider.


=== Chapter 1: The Wolves at Mud Creek ===
=== Chapter 1: The Wolves at Mud Creek ===

Revision as of 18:48, 1 December 2022

CoS 2 is a roleplaying campaign using a modified Curse of Strahd module using the DnD 5e system set in Forgotten Realms (Faerûn/Demiplanes of Dread), run by Gunnar Petzäll as DM and the Zeta group (Masen, Tobias, Staffan, Darío) as players.

The campaign follows a group of Forgotten Realms characters who end up in in a forgotten realm, with varying motivations to mostly make the world a better place.

For this campaign, not much house rules are used, mainly just the concept of Lingering Injuries that occur if a character receives exceptional damage or are downed.


House Rules


Barovian Sleep

In Barovia, the norm is to have nightmares dominate your sleep. On a Long Rest you make a Wisdom save DC 20. On a fail, you only regain HP up to a maximum (see table) and may feel heady (poisoned) for a while. You regain HD as normal (1 per 2 lvls). Any effect that reduces HP gained use this number as the normal gained amount.

You will acclimatise yourself with the discomfort, nightmares, and the dreary surroundings, adding a bonus to the roll of +1 for each logn rest receiving nightmares in Barovia. After 10 nightmarish long rests this roll is also made with advantage. Rolling a natural 20 is an automatic success even if it wouldn't reach DC20. Rolling a natural 1 will cause a character to have a failure level of at least 3, unless the actual result is lower than that. One may find ways to gain shielding from these effects and gain better nights' sleep.


Fail lvl Result Regain HP to Poisoned
Success! 20+ 100% n/a
1 18-19 90% n/a
2 16-17 80% 5 min
3 14-15 70% 15 min
4 12-13 60% 30 min
5 10-11 50% 45 min
6 8-9 40% 1h
7 6-7 30% 1.5h
8 <6 20% 2h

Session prep


Main Cast

Current level: 4 (new)

Player Character Sheet HP AC PER To-hit DC Str Dex Con Int Wis Cha
playername charname Link - PDF 31 15 13 +5 15 -1 +5 +2 -1 +1 +7


Planning

  • S1 2022-11-26 - as planned - 4/5 (face 2 face)
    • Tobias unavailable
  • S1 2022-12-05 - as planned - 5/5 (Discord)
    • (Tobias has not confirmed)


Summary

Start

(Session 1 - 2022-11-26 -Tobias) [Day -1]

The introduction starts near Waterdeep, the largest city on the Sword Coast and possibly the largest in the world (at least that you know of). Starting out as small fish in a big pond, you heed a call from Sir Isteval, a noted paladin of Amaunator (formerly Lathander) for adventurers and mercenaries to aid Daggerford in dealing with goblins, gnolls, and orcs who’ve been raiding the countryside, destroying homes and causing an influx of refugees to head to Daggerford.

A militia guards Dagggerford. Service is mandatory for all able-bodied adults, and lasts for twenty years. All citizens living within the town receive instruction from the duchess's own soldiers in the use of spears and other weapons, and must spend at least one day a month in defense of the town, standing sentry on its walls, or patrolling the nearby roads. Their training means that the common citizens of Daggerford aren't easily cowed by armed folk demanding goods, coin, or passage, and are slightly more likely to take up work as mercenaries, caravan guards, or adventurers. In this case, the troubles have been so large and such an influx of refugees that help is needed!

You heeded the call to arms coming from Waterdeep, but only came at the end of the crisis, assisting with a few minor erradications and to housing refugees, etc. Nevertheless, your help was greatly appreciated and you have been given a small reward of 25gp each and invited to dine in the Duchess Morwen's manor.

The largest and oldest building in Daggerford is the ducal castle, a three-level keep enclosed by a two-story wall that contains its own smithy, parad ground, and stabling. The dukes of Daggerford have always kept a well-stocked larder, capable of feeding the castle's inhabitants and any citizens that it might shelter inside during a siege.

The feast is lavish by any commoner's standard and is mostly attened by local militia, mercenaries and intrepid adventurers. The local nobility, including Duchess Morwen mingle among the common folk (some nobles seem to have been told to attend). (Passive society 14 informs you that though luxurious for commoners, this is a budget ordeal compared to a proper nobility feast, albeit accomodated for many times the amount of guests)

During the dinner you share stories with others and also have the luck to be seated fairly near Duchess Morwen and got some time to socialise in addition to regular mingling. She shows appreciation and while not heavy on the wine, not timid either. During the evening you convey regret you arrived too late to really make a difference defending Daggerford and Morwen politely acknowledges the sentiment and implies the time may yet come.

The cast of characters include: Terrance, the secluded sage seduced by celestial, Jormung the simply delightful wildman, Torbjoern, the shady half-elven outrider, To-be-named, the charismatic half-elven outrider.

Chapter 1: The Wolves at Mud Creek

(Session 1 - 2022-11-26 -Tobias) [Day 1]

Much of the dinner guests dissipates from Daggerford during the next day and many are allowed free housing either as guests at locals or at an inn while refugees are still catered for and repair work is in order. You spend time helping for free food and lodging and can do some downtime activity or simply help out with the work. Torbjoern couldn't handle the uneventful time and sought to visit the Constabulary and spoke to Sherlen Miller, Captain of the Constabulary, to get an actually rewarding job.

Mud Creek village council is having severe problems with wolves, possibly related to the goblin attacks, offering a 800gp reward to anyone who can wipe them out. The rest of the guard are too busy and if you elect to not go, there are others they can ask.

The travel to Mud Creek you traverse on foot and is uneventful for half a day's worth of travel. Nearing the town, a few miles up you see six wolves attacking two shepherds and a flock of sheep, seemingly herding the sheep into the woods with precision similar to a sheepdog. You intervene and though Jormung puts himself in harms way and is nearly injured, the wolves are killed or chased off and the shepherds and (most) sheep are saved, though Torbjoern manage to skewer one with an errant lonbow arrow. The party made a quick job of skinning the wolves, taking their pelts with them to town.

You get some odd stories from the shepherds in regards to the wolf attacks, and something is clearly amiss. Someone or thing is obviously controlling the wolves.

In town you're invited to a council meeting where they debade if it's worth the risk to continue to export foodstuff while the wolves attack (risking either starvation in the coming winter or a lack of money to re-stock in spring). It turns out the town guardian (and sorcerer) Alexi Merricksson, brother of the town priest, Father Merricksson, has been missing about three-four weeks and this is roughly coinciding with the troubles starting. There has been more disturbing reports like sheep stolen out of locked barns and when the village sent out a hunting party, several died and of the missing people only the halfling Willen Featherock turned up alive - but only barely.

Talking to Featherock who claims the wolves SPOKE and investigating Alexi's town house that seemed like he had not planned to leave for "one of his long trips", the party decided to rest for the night and use the slow spoken Corel of the Fleecers' Guild to aid them track the wolves from their last attack point into the forest. But first they would have a rest in the Shepherd's Crook inn. [Day 2]

Trackign the Wolves

The party was joined by Corel and he was assisted with the tracking. The first 1,5 hour was uneventful but the party noticed rustling in the bushes ahead and spotted an owlbear.

(End of session)

(Session 2 - 2022-12-05) [Day 2]

(Start with Initiative!)


Links


House Rules* & Roleplaying nav.. (e)

Primary


RP Intro
Introduction
DnD 5e
Pathfinder 2e
Pathfinder
DnD 3.5
Healing
Environment
Knowledge
Links


Character


Classes
Races
Feats


Specific


Healing
Fatigue
Hexploration
Travel
Starvation


Hero Points
Languages
Magic items
Item
Prices
Spells


New Concepts


Cryptography


Production


Links
Generators
Glossary
Kingdom creation
Worldcraft


Minis


Campaigns


CoS 2
CoS 1
IPO
Escape
PF2
Coin & Blood
English
Expectations


Players*


Outdated


Death
Death Attack
Magic (D20)*
  Residue Table*
Magic residue
  Rogue talent
Sparks
Spell Trickery
Skill bonus
Skill training*
Wounds*
Damage Conversion
Masterwork

.