Dungeons and Dragons – Mystara
Adventures in AC 1013 – War in Glantri – Camp Huledain
Dark is the Night
Source: The Principalities of Glantri (gaz3)
This adventure was originally part of the Basic Adventures section of Gazetteer 3 – Principalities of Glantri which I modified and one of the changes to be investigated as part of the Wrath of the Immortals storyline.
This features in the following sections:
- Gazetteer – Glantri
- AC 1013 – War in Glantri – Camp Huledain. To help the war effort you are drafted to serve at Camp Huledain.
The Original Concept
“Things were getting hairy at the capital. We had offended the Thugs Guild, the House of Singhabad was suspecting us of plotting something, and the Followers of Fire were more than upset with us for abducting one of their lieutenants.
“Then we all received an official scroll from the army. We were drafted to Camp Huledain, under Volospin’s banner. They were at war there with a large tribe of mountain humanoids. The day after our arrival, we were ‘volunteered’ for a dangerous mission to eliminate the tribal chief and break the enemy’s chain of command.
“It took us weeks to accomplish the mission. There, we found a prisoner, an old elf whom we brought back. He was none other than the camp commander’s father. His son rewarded us with our freedom, and promised that if we swore allegiance to his clan, he would support our petition at the Parliament for a Barony.”
- Adventure Level: 16-18, Companion (converts to 14)
- Topic: Sire Qenildor Erewan; becoming a noble; voting support at the Parliament.
- Interesting Features: A dangerous raid into the Silver Sierras, ores galore.
- Campaign Hook: The old elf wants to remain incognito and retire from politics. His son orders a PC Baron to safeguard the old elf. Other nobles send spies to break into the PCs’ tower and find out who the old elf really is. Abduction or assassination are possible events.
It is set after the Glantrian Mini campaign as year 14 at the great school of magic, was the alternate storyline available. Could be run anytime in the fourteenth year in Glantri.
More to be written about the outcome.
(Tier 1 – Introduction 11/46)
(Tier 2 – Investigation 16/50)
AC 1005 (Year 6) – (12/19) – Rheddrian’s Investigation Bureau, Cult (of the Scarlet Moon, of the Valley of Death), Mystery (in Aegos, in Sundsvall, in Thyatis City, of the Alphatian Duellers, of the Dead Elf, of the Great Gnome Caravan, of the Magic Mirror, of the Missing Pilgrims), Relic Hunter (Dinosaurs)
Phase 3 (Tier 3 – War 28), Year 11 – 10, Year 12 – 5, Year 13 – 4, Year 14 – 4, Year 15 – 4
Phase 4 (Tier 4 – Conclusion 7) Year 16 – 3, Year 17 – 2, Year 18 – 1, Year 19 – 1, Year 20 –
Phase 5 (Tier 5 – tba)
Phase 6 (Tier 6 – tba)
D&D Menu – Adventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Organisations, Pantheons, Races, Ranks & Titles, Rune Magic, Secret Crafts, Settlements, Spells, Timeline, Weapons Mastery
Class Builds – Artificer – Bombardier (Tinkerkin), Barbarian – Totem Warrior (Ethegnarian), Totem Warrior (Heldannic), Bard – College of Valour (Sunfey), Druid – Circle of Dreams (Woodfey), Circle of the Tree of Life (Seasonfey), Fighter – Battlemaster (Seashire), Eldritch Knight (Kerendan), Weapons Master (Makai), Weapons Master (Stonebound), Monk – Way of the Elements (Waterchild), Paladin – Oath of Radiance (Sunfey), Oath of Vengeance (Firechild), Sorcerer – Wild Magic (Shadowfey), Warlock – Celestial (Sunfey), Wizard – Bladesinger (Seasonfey), Dragon – White. Multiclass – Cleric/Wizard (Ethengarian), Rogue/Cleric (Atruaghin), Rogue/Sorcerer (Seashire), Wizard/Rogue (Traladaran)
Floorplans – Thyatian
Session Recordings – Campaign Journals
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