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The Promised Land and beyond

Tue 14 Feb 2023, 13:03

Hello everyone,

So I am preparing our first foray into Symbaroum as a setting and a rule system, I hope our dnd diehards will come around or else we can always pivot to the Ruins version.

Now I bought the Korinthia Bundle, in other words I basically got everything, so I want to start us off with the Copper Crown campaign and hopefully the players like it and continue with the Throne of Thorns.

After the Promised Land I will run the The Howling of the Damn Gods, with slight changes, so I wanted to include prison transfer in the Caravan that the players are with, I think this could be fun with the PCs maybe finding out that the top secret weaving machine is in fact a cover. I don't see a problem with them finding out there is a super dangerous prisoner being transported. But any advice on including them would be great.

I would like to include more tie-ins with the rest of the Copper Crown and Throne of Thorns both in PC backgrounds, but also in NPCs they meet. I was thinking maybe to include Anadea in the caravan as well, if she is then a healer and helps the PCs, they will probably like her somewhat, and I can keep the cool opening of Throne of Thorns without the obvious problem of the players completely forgetting Anadea in all the stuff going on. I was also thinking of running the whole church stuff before hand, especially with the events in Prios Pass setting up the frictions in the church and maybe Anadea can tell them about Sarvola (btw Father Sarvola have a girls name, considering he is ambrian).

I also intend for them to work for master Vernam before the Flayer stuff, maybe have him send them out on a mission in Davokar beforehand.

I still need to find something fun to happen at least in Yndaros and Templewall depending on what route they want to take, but that is the most likely. I think something with the Dwarfs in Yndaros would be cool, so if anyone have suggestions be free to share. I think around Templewall it depends a lot on whom they are traveling with at the time, if there should be more religion or something completely different again any ideas are welcome. If anyone have any ideas for some event in Blackmoor once again feel free to share.

Now back to the beginning: The Promised Land.

How big is the caravan? There are six wagons, reading between the lines it mention Telk and Keler as being part of a larger group in one wagon. But how many people total.
The 'adventure' starts with the PCs fighting some of the guards, PCs+1, so there are probably more. How many guards? The more guards, the less danger for the PCs later.
With minimum number of guards and people I am up to at least 25 people, but probably 35-40 people, you also want some nameless, but competent people that can be PC replacements, being first time with a system I think a death or two might be unavoidable.
So how many people did you bring in your caravan? Did you have some cool or fun NPCs I can steal for mine?

Did you use the original version with a player possessing the Sun Stone and delivering it to Master Vernam, or the Ruins version with the NPC Edira (could be Anadea instead) carrying it to Thistle Hold? I am leaning towards to later version, tho it would be fun for a player to get the stone ... maybe as a reward for some service to Anadea/Sarvola in Thistle Hold later.

I think there is room for one or two landscapes more on the way. I was thinking of having them come across a Way Station that is packing up for the winter, but still open, except it's Mal-Rogans gang that have taking it over (Inspired by the movie The Hateful Eight by Tarantino). Anyone had something they used and want to share?

Edit: Also only 2 elves, with the PCs organizing a defense with ever capable person and wagons circled, it just seems to weak, I would probably add a vague number of younger elves, with the numbers hidden in a magical snowstorm, I can tweak it doing the session.
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Re: The Promised Land and beyond

Tue 14 Feb 2023, 19:32

Sorry that I've just read the post quickly, and can't answer thoroughly, but...

"Did you use the original version with a player possessing the Sun Stone and delivering it to Master Vernam, or the Ruins version with the NPC Edira (could be Anadea instead) carrying it to Thistle Hold?"

I did this: in my case it was the mage apprentice, Bartelom, who carried the Sun Stone, to Master Vernam in Thistle Hold for further study. After the attempt to steal it and the saving by the players, Bartelom decided he needed some protection along the way and hired the adventurers. This way, there was a hook for the company to travel to Thistle Hold. As Bartelom became a friend of them, and began studying under Master Vernam, he was first the link to discovering the flyed body of Master Vernam in Mark of the Beast, and afterward played the dramatic part of Anadea (Iron Pact contact in the city, as Master Vernam was before him) to trigger the envents in Wrath of the Warden.

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