Friday, February 12, 2010

Intro to Episode 5

During the many months of occupation, Webb actively suppressed the forces of good and order within the city, and deliberately set evil loose upon its residence. The terror of daily life in Eddonland City in the period of the siege distracted the residence, and prevented an organized uprising against the oppressors. The cities vast underground boiled up into the city, with vile creatures laying havoc upon peaceful neighborhoods and looting the city of its treasures.
Webb is gone now, but not all has returned to normal. The city guard struggles to regain control. Whole sections of the city are still in chaos.
Webb himself has escaped and no one knows for sure how or where.
Valuable and powerful artifacts once controlled by the king are now missing.
Security is still a major concern for the King and the Archbishop. Some of their closest aides, and key allies from the war have disappeared or even been assassinated.

Eddonland City’s Underground
Even before the siege, the underground was a very dangerous place. Eddonland city grew up on a river delta. As the city grew, some stream beds were literally covered over so that structures could be built above them. As sections of the city rose and fell throughout the ages, layers were built upon layers. The underground grew into a bizarre mix of natural caverns, underground streams, subterranean ruins, burial catacombs, and drainage sewers. It has never been fully explored or mapped.
Deep within the underground live all sorts of dangerous creatures. During peaceful periods, the city guard worked hard to clear the upper levels and hold back the chaos beneath. But their efforts were halted when Jarlo Webb rose to power.

A call for help from some old allies
The party of Brin, Kashi, Jailie, Rurik, Lakdar, Bart, Geddo, and Elvith have long been key allies of the King in his struggle against Webb. It was they who first uncovered the conspiracy. They have twice slain dragons in defense of the crown. It was they who closed the planar nexus in the Realm of the Bear, depriving Webb of access to Negative energy for raising undead armies.
Now the king has asked for 4 of these heroes to end their post-war retirement, and return to service of the crown. They must form a party to enter the underground, seek out 4 stolen artifacts taken into the depths by looters and return them to the King. They must also seek to learn the whereabouts of Jarlo Webb and bring him to final justice.

Map Key


Eddonland City Map

Eddonland History - written prior to Episode 4

Wilderness
In the earliest times, Eddonland was a vast wilderness. There were a few small gnome and halfling settlements. Elves walked the lands on occasion, but their cities were all in Irae to the west.

Humans came to the land. They may have migrated from the continent, or from the seas to the south. Or the gods may have called them forth from the soil.

Legend says that St. Cuthbert called upon his followers to build a town along the Worthing River. There was good land for farming here. The waters were plentiful, and the river was navigable all the way to the sea.

These early settlers built a bridge across The Worthing here. Today, St. Cuthbert’s Bridge stands on the same location, which is in the part of Eddon City known as SaintsBridge.

The Pact of Three
The town along The Worthing grew to be the largest in the land. It attracted followers of St. Cuthbert of course, but also followers of Heironeous and Pelor.

On the northern edge of the town, a temple to Heironeous was erected on the site of what is today the Grand Temple Heironeous.

In these earliest times, there was conflict among the 3 religions. But eventually these disputes were settled by the Pact of Three. The agreement made Grand Temple Heironeous the seat of power in southern Eddonland, but guaranteed equal rights for follows of Pelor and St. Cuthbert. The leaders of all three temples claim this pact was the result of negotiation among the three gods themselves, though some sects within each faith reject this idea.

When a bishop of the Grand Temple called Aralian passed sovereignty from himself to his eldest son, this marked the beginning of Eddonland’s monarchy. A throne known as “The First Throne” sits within the Grand Temple to this day, and the High Bishop of Heironeous leads his church from it.

Two Thrones
There came a day when Arling, the Bishop of the Grand Temple and King of Eddonland renounced his loyalty to Heironeous and instead began to follow Pelor. Arling had inherited his position at a young age, and felt out of place at the helm of Heironeous’s temple.

This schism was the first great crisis in the nation’s history. How could the heir of Aralian not sit upon the throne of the Grand Temple? What would this mean for The Pact of Three? Would this displease the gods themselves?

This matter was eventually settled by splitting power. Arling remained sovereign and King of Eddonland. He moved to a castle west of the city. From there he commanded the nation’s armies. He was the representative of Eddonland to the outside world. His place of rule became known as “The Second Throne”.

But a new Bishop was appointed to The First Throne, and claimed to rule Eddonland on matters of law and morality.

The Third Throne
Two centuries later, during the reign of Karmona, the next great crisis in Eddonland’s history occurred. Karmona “The Mage Queen” was more interested in researching arcane power than in fulfilling the duties of The Second Throne. One day, Karmona simply disappeared. She had no heir, and there was a dispute among distant cousins as to who the legitimate monarch was.

The Bishop at this time was a frail old man, who had little real control, even within his own Temple.

At this weak moment, pirates from the south, and barbarian and orc invasions across the channel from the continent threatened all of Eddonland. There was no one to organize a response and preserve the nation.

On Eddon City’s east side, a group of powerful merchants, fisherman, and shipbuilders from the Seafarer’s Guild to tried to organize a response to this crisis. The leader of this guild was a man called Jonas Steel. He was able to win support from the other powerful guilds in Eddon City, and some from large cities in the north as well.

With no real legal authority Steel took command of the Eddonland’s armies and navy, and eventually brought the crisis to an end.

With peace restored, Steel agreed to return power to one of the factions vying for The Second Throne. But he forced the new King to create a Constitutional government. In this government, the King had to share power with the Assembly of GuildMasters. All of the large trade-Guilds are allowed to send a representative to the Assembly.

Today the Assembly is headquartered within the Walled City on the east side of Eddon City. Its elected leader sits upon what is informally known as “The Third Throne”.

And this is the way it has remained ever since. The Bishop of the Grand Temple sits upon The First Throne, and presides over matters of culture and morality. The monarch, most recently King Mendill the 2nd, is the sovereign of Eddonland, and commander of its armies. The economic powers of Eddonland are manifest in The Third Throne, as the elected chairman of the GuildMasters.

A New Crisis
Recent times have seen a new power struggle within Eddonland. For the first time, the holders of the First and Second Thrones are exiled from the Capital City, and the country is embroiled in a civil war.

It began 16 years ago. King Mendill II was old and ill. He knew he would die soon. His son, and only heir, was just months old, and his wife had died in childbirth.

The Chairman of the GuildMasters was a talented and ambitious young man called Jarlo Webb. Webb was a trusted ally of the King, and a competent leader. Mendill and Webb worked out a plan for succession. Upon his death, the boy would be named Mendill III, King of Eddonland. But he would cede power to the Guildmasters until he came of age. To insure that the Guilds did not fall into evil hands, Mendill suggested that elections be suspended until Mendill III assumed power. Webb would preside on the Second and Third Thrones until that day came. Webb’s title would be Viceroy. The Bishop of the Grand Temple and the assembly agreed to this plan.

The terms of the agreement were that Mendill III would assume his authority on his 18th birthday, unless The Bishop deemed him competent to rule prior to that day. The Bishop had the power to move up the date if he thought the boy King was ready. On the day of when Mendill III assumed his power, Webb was to step down, and the Assembly would hold new elections for Chairman. Power would once more be divided among “The Three Thrones”.

After a decade of power, tensions rose between the Bishop and the Viceroy. Webb had gotten Eddonland involved in many wars on the continent, and engaged with some questionable allies. The Bishop feared that Webb would not step down when the day came. Webb appeared to be consolidating power to hold power for himself, beyond the 18-year term.

Eventually, the civil war did come to pass. The Bishop and the teen-age King fled to the North. The Bishop declared Mendill III competent to rule, and a coronation was held in a gnome village on the west coast. Upon hearing this news, the Assembly of Guildmasters held elections, and declared Abbado of Northgate the new chairman.

But the Viceroy declared all of this illegal. The coronation was not official, since it did not take place within the Capital. And Mendill III was not truly competent to rule. The Bishop was just playing politics, claimed the Viceroy. The election in the Assembly was an act of treason. The Constitution was suspended, and marshal law declared.

War came. The “Pact of Three” temples, and those loyal to them on one side, supporting the King. On the other side was Viceroy Jarlo Webb, supported by an army of mercenary soldiers brought home from foreign wars. Webb’s forces included Lizardfolk allies from far across the sea to the west, and Formian soldiers from the east. Webb employed orcs and goblinoids to assault the loyalists. And most disturbingly, he used some horrible source of magical energy to raise undead armies.

Eddon City is now a city under siege from within.

Synopsis of episodes 1 thru 4

Episode 1:
The party of 6 characters find themselves together in the town of Meacham on the trail of 3 missing women, including the missing daughters of 2 prominent townspeople. It turns out the young ladies have fallen under the influences of a mysterious figure known as “Master Chron”. They follow the women across a magical portal to a far-off jungle, populated to lizard-folk and other reptilian creatures. The lizard folk build large cities of step pyramids. The party learns that Chron is negotiating with the Lizardfolk to purchase war ships and hire mercanaries.
NPCs you may remember:
Farly Leggs – Halfling farmer and inn keeper. Merrisa, Steffana, and Aria – the 3 girls

Episode 2:
The party has returned to Meacham. Eddonland’s navy has been devastated by attacks from mysterious warships, often crewed by Lizardfolk. In the capital city to the South, Viceroy Jarlo Webb has called home his armies from the neighboring continent to protect the homeland from this new threat. Webb also brings in Formian allies to shore up the defenses. The party learns that Master Chron is actually a commander in Webb’s army. The sea attacks have been a ploy to bring in an army that will help him overthrow the king, and take over Eddonland for himself.

NPCs you may remember:
“Ratcatcher” – a drifter who makes his living as a rat exterminator on ships. He tagged along with the party quite a bit. Evenentaully, they learned he was a wererat.
Sen-Varry Merrow - A mermaid Bard.
Wave Dancer – A “high dolphin”, sorcerer, and a companion to Sen-Varry.
Raiff- A fez-wearing, lion riding gnome from a far off desert land.
Tisk – An insectoid warrior from the Thi-Kreen race. A companion of Raiff

Episode 3:
Full scale civil war has erupted, with Webb’s army of lizardfolk, mercanaries, and formians in the south, including the occupied capital city. The other side are those loyal to the young king, and the arch bishop who supports him, mostly in the North. The Viceroy’s forces terrorize southern towns into submission with marauding bands of undead soldiers. The King’s forces feel that they must find out how the Viceroy is raising and controlling these armies. The secret, they believe lies in far off region known as “the realm of the bear”. To teleport to the realm of the bear, the party must recover an artifact called “The sword of the north”, which contains a magic stone that will unlock the magical gate to the realm of the bear. The party recovers the sword from the lair of a black dragon called “Ballack”. They slay Ballack along the way.

NPCs you may remember:
Zinza – A scholarly monk from the bee-like race called “Abiel”
Ooto – An uncouth dwarf barbarian who guided the party through the wilderness to Ballack’s lair.
Renalf – A Nycter sorcerer who the party met in the tunnels above Ballack’s layer. He helped in the battle.
Truffel – Leader of a group of mushroom people, known as myconids, who live in the caves.

Episode 4:
Using the magic stone from the sword, the party is able to teleport to the Realm of the Bear. They discover a complex of towers that serves as a “nexus of planes”. At these towers the material plane, the 4 elemental planes, the plane of shadow, the plane of positive energy, and the plane of negative energy all exist in the same space. They find that Webb’s servants are using the access to the plane of negative energy as a source of power that helps them raise a special breed of undead, known as “tower spawn”. Tower spawn are intelligent and thinking creatures, and they possess the ability to raise and control other sorts of undead as servants. It is the tower spawn that allow Webb to raise armies of undead.
Near the towers, the party learns of a gigantic polar bear, 160 feet in length. The Bear is infused with power from the plane of positive energy.
The party lures the Bear to the nexus of plains. When his positive energy aura collides with the negative energy from the nexus of planes, it destroys the nexus, causing the towers to collapse. This ends the ability for Webb to create Tower Spawn.
In the effort to bring the Bear to the towers, they party faced and defeated white dragon called “Chrysalrime”. Chrystalrime had been imprisoned there as a “last line of defense” to protect the towers from threat of destruction.

NPCs you may remember:
Ed the Head – A disembodied head in a jar that the party recovered in a construct lab at Tarsus University
Ratcatcher – The return of an old friend from episode 2.
Skudenshavven – Immoth scholar who exchanged knowledge that helped them for a spell book that they had recovered in Ballack’s layer in Episode 3.

Looking ahead to Episode 5:
With the threat of undead terror removed, southern towns begin to break away from Jarlo Webb, and join the King’s loyalists. The supply lines from Webb’s mercenary armies are broken, and the King’s forces quickly advance. The Formians and Lizardfolk occupiers leave Eddonland. The occupation of the capital city comes to end. Much damage has been done by the civil war, and there are many wounds to heal. But for the first time, the young King sits on his rightful thrown in Eddonland City.
But Webb has escaped, and he will surely seek revenge…

Intro to Episode 1

Rules: This game will follow the Dungeons and Dragons 3rd edition rules. This will be my first attempt to play 3rd Edition, as a player or GM. Please be patient with me as I come up to speed. Its also my first GMing in any game for several years.

Characters:
All classes and races are eligible. No evil characters please. Please choose a deity from the players handbook (let me know if you want to choose one from somewhere else.)

Setting: The adventure starts in a country called Eddonland.

Geography: By pure coincidence, Eddonland is geographically identical to Great Britain. This is very convenient, because it gives the players a general idea of what their country looks like, and the GM doesn't have to draw a map. Its amazing how these things work out. The names of cities, towns, and other geographical features are NOT the same as in the real world, just the map. I'll occasionally use the "real" names of places to give the players a point of reference.

The largest part of Eddonland is a human kingdom (England). Separated from the rest of the world by the sea, Eddonland is politically stable and economically prosperous. Eddonland rules the seas. Many of it citizens make their living from fishing and trade.

The western edge of Eddonland's larger island (it looks just like Wales), is mainly populated by Gnomes. In the mountains to the north (the Highlands of Scotland) is a dwarf kingdom. The border between the human lands and the dwarves (the lowlands of Scotland) is inhabited by halflings.

The isle to the west (Ireland) is populated by gnomes, halflings, and elves in various different places.

To the east of Eddonland lies a vast continent. It lacks the stability and relative peace of Eddonland. Apart from some well fortified dwarf kingdoms, and well hidden elf realms, the continent is a land of constant chaos. Barbarian and Orc invasions from the east and south east are common.

Politics: The King of Eddonland, Mendill the Third, is only 14 years old. According to the will of his late father, Mendill will not actually rule the country until one of two things happens. One, he turns 18 years old. Or two, the Bishop of Eddon declares that the boy is mature enough to take the throne.

Until Mendill assumes his kingly duties, Eddon is ruled by "The Viceroy", Jarlo Webb. The Viceroy has used Eddonland's military might to protect the demi-human kingdoms in the Isles from invasion, but he has also used it to keep them in line and impose stiff taxes. Except for the Elves to the west, everyone in the isles has basically submitted to human rule. There is an uneasy truce between Webb's government and the Elves.

If one can believe rumors, there is a great deal of tension in the royal halls in the capital, Eddon City. Many believe that The Viceroy will never give up his power to the true king. He is thought to be seeking allies within Eddonland and on the continent to stage a coup when the day comes.

The Bishop despises Webb, and could call for the turn-over of power at any time, but he is too timid to spark what might be a civil war. Mendill is impatient with the situation, and is openly hostile towards Webb.

Beginning: The game begins in a small town on the western edge of the larger isle. It lies north of the Gnome lands. This town is a gathering point for goods coming in from the sea, and from all points in the north of Eddonland. Farmers, traders, and craftsmen of all types can be found here. It is harvest season, and the bazaars are full of people. Lots of money is flowing, so of course all sorts of unsavory characters are about, trying to find a way to steal their share.

Characters: Generate characters like this:
5 times: Roll 4d6 and discard the lowest Die.
1 time: Roll 4d6, take the highest 2 rolls, plus a “6”.
You can decide as you go which time to use the “6” instead of discarding.
Arrange the 6 resulting scores in any order you’d like.


If you write a brief biography of your character, I'll award you with half the XPs needed to reach second level.

What is Eddonland?

Eddonland is my homebrew setting for D&D 3.x.

I've been running this game off an on for the last, well, I'm not sure how many years. Probably 6 to 8 years.

My game group tends to switch DMs every 6 months of so, so the adventure has takend place in 6 month cycles. I'm about the start the 5th cycle. I'll be starting this blog by posting some old documents that I've saved over time. Later this year, when I start episode 5, I'll post regular updates.

The geography of Eddonland is approximately the same as the geography of Great Britain in our world. This saves me the effort of drawing maps.