Dungeons and Dragons – Mystara
Adventures – Introduction to Glantri
Source: The Principalities of Glantri (0e-gaz-03)
This is a storyline is used as an introduction adventures for the Wrath of the Immortals based in the Pricipalities of Glantri.
- GAZ3 – The Principalities of Glantri (5th Edition)
- Group: Wednesday (D&D Week)
- Session 41 to 44 (4 sessions)
- 21st September 2016 to 16th November 2016
- Players: Jeff – Gargamel (4), Nim – Kang Hohar (4), Nathan M – Covare mk1 (3), David B – Indigo (3), Annette – Char (2)
This features in the following sections:
- Gazetteer – Glantri
- AC 1000-01-01 – Introduction to Glantri – The mini campaign introducing Glantri and its locations.
- Session Recordings
- AC 1000-01-01 – Introduction to Glatnri – Audio Only Recordings
Notes of the Gazetteer Mini Campaign
This was run from the 21st of September 2016 to the 16th of November 2016 over the course of 4 sessions.
The characters started in the City of Glantri, as new students at the Great School of Magic on their first day at the school, all in the same intake.
As this is planned as a 4 year study in the Great School of Magic in Glantri City the characters each got to participate in classes about furthering their knowledge of magic.
Six players, each having backgrounds that fitted into the setting or changing the setting slightly to allow for the backgrounds to work. All characters are enrolled in the great school of magic and should have played either a wizard, a sorcerer or a bard in that order of preference.
Planned end to story arc
The characters were told that they would be given the test of sorcery at the end of four years in the school to determine how well they had progressed in their learning and where they would end up as member of society.
How it turned out
Well it was fun working out the classes, and interactions between characters, as we roleplayed some of the classes, teachers and other students. They got to meet some of the true terrors of the setting, young teenagers with magical power. Elves and humans the equivalent mentality of a eight year old wielding magic in the classroom.
Using some of the basic adventure idea’s in the back of the book and tailoring it to the group of players and their characters on the night has been fun.
Characters got to create magical items, learn abilities beyond what other spellcasters from other nations are capable of, learn or create new spells, increase the size of their personal library and expand their knowledge on the identification of magical creatures.
As part of the semester each session I had a bunch of rolls to see how well each character participated in the school classes. Each semester I had the characters apply against those categories.
They spent half of each session seeing if their characters learnt anything that semester in the Great School, and the other half of the session doing side jobs for the professors, ranging from delivering packages, to scouring the nearby mountain peaks for rare herbs.
I had planned for two more semesters and then do the school’s test, but the players were not into it enough to justify another session so I moved up the test of high sorcery. For this session the players got to see what everyone else was doing, but not know what it meant. I would run each player and their character though the graduation test in the book and let it finish but not give the results until they all ran through the test.
There was two outstanding performances, one okay performance, and one disappointing performance. So it was good that the continuing players managed to graduate and gain employment with the government as citizens.
Changes to the setting:
- Goliaths added to the mountains
- Red Dragons with their dragonborn added to the mountains
- War Forged allowed as a once off as a science experiment that gained sentience.
The secret crafts of Glantri all become feat progression to be taken in place of feats, though they were also thought to be downtime activities like the semester training except their abilities were more powerful and I did feel appropriate for a feat selection.
- 2021-05-09 – Moved the mini campaign from the sourcebook to its own post with extra information.
(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
This site is constantly under revision, no blog posts are final as this is a work in progress place for me to develop my game settings and rules. Some posts might be placeholders for future content, so feel free to check back later for updated information.
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