Dungeons and Dragons – Mystara
Adventures – Introduction to Northern Reaches
Source: The Northern Reaches (0e-gaz-07)
This is a storyline is used as an introduction adventures for the Wrath of the Immortals based in the Northern Reachecs.
- GAZ7 – The Northern Reaches (5th Edition)
- Group: Wednesday (D&D Week)
- Session 61 to 65 (5 sessions)
- 9th August 2017 to 4th October 2017
- Players: Mark W – Horft (5), Jeff – Lemminkainen (5), Annette – Bro Maynard (5), David B – Duddly (5), Adrian – Thyra (4), Bryarne – Freyja (2) / Astrid (1)
This features in the following sections:
- Gazetteer – Northern Reaches
- AC 1000-01-01 – Introduction to Northenr Reaches – The mini campaign introducing Northern Reaches and its locations.
- Session Recordings
- AC 1000-01-01 – Introduction to Northern Reaches – Audio Only Recordings
Notes of the Gazetteer Mini Campaign
From 9th August 2017 to 4th October 2017 for five sessions.
This is the seventh in the series of adventures around the Known World of Mystara where I am converting the setting to 5th Edition as we play based on the choices of the players.
Six players, each having backgrounds that fitted into the setting or changing the setting slightly to allow for the backgrounds to work. They are all human vikings in service of the Lord of their choice and the story will evolve around their starting location.
Started in the Soderfjord Jarldoms, in the town of Snowvale in the jarldom of Nordcastel. They are in the service of the Jarl of Nordcastel and protectors of the realm.
I was hoping for a water based storyline with Ostland but was surprised with them starting in the Jarldoms over the two kingdoms.
How it went
Characters start out having a end of winter celebration where they are sent out on a quest to make the lands surrounding the area safer. Given options, they selected to take on kobolds as the easiest of the tasks being assigned, so they set out to explore a former gnome city now under the control of a contingent of kobolds. Lucky for them these guys were not evil, but once the party had been subdued by the vast numbers of kobolds living there, they were able to talk their way out and promised never to return.
The following year, the group was asked to defend the town from attacking trolls, which the did while loosing one of their number. Apparently the trolls were a little tougher than I thought they would be, but this was because the party had split their attacks and themselves and were almost solo’ing each troll.
Differences with trolls between editions is something worth noting, early editions allowed for any piece of a troll to grow into a full troll in its own right, and you tracked fire damage on a separate hit point track. Then it moved to regeneration became a set number of hit points it recovered every round of combat, and only the largest piece would regenerate. Then pathfinder took a different spin on it, when it took fire damage, it would not regenerate that round and no more separate hit point lists, all damage tracked as damage. The latest edition has made this part of D&D which is good as tracking a single resource for monsters is easier than tracking two or three. To kill a troll it must be hurt by fire once it is reduced to 0 hit points. A simple torch is enough.
Once they rested as heroes of the town, the following year they were sent out to gather information on patrols of Gnolls in the area. This proved to be entertaining as it was a roving band and they managed to survive a squad of gnolls who discovered them and attacked.
The last session for this group dealt with Trolls again and it was good to see them working as a group and how much easier it was to deal with the threat.
Notable changes to the setting:
- Rune magic is all about sacrifice, using rules from the sourcebook, incorporating stuff from Unearthed Arcana and Kobold Games who both have Rune Magic.
- Kobolds are not all evil monsters to be wiped out, gnolls do not seem to have any redeeming qualities as yet.
- The descendants of the Kobold God still thrive in the former Gnome city in the side of Odharjokull mountain.
- Stopped using Realm Works in this setting as it had become to unpredictable a resource to use as a scheduled outage could take the tool offline before the game started and I would be unable to get the program to load. Also as it never delivered player content editing it was too much time for me to keep it up to date and still prepare my other games.
- No longer using hero lab as players have provided their own tools which they prefer using on ios and android.
- 2021-05-09 – Moved the mini campaign from the gazetter 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)
Campaign References: Books,
Patrons: Abundance, Adventure, Aerial Races, Agriculture, Air, Alchemy, Amazons, Ambition, Anarchy, Ancient, Animals, Aquatic Races, Aranea, Architecture, Arctic, Armourer, the Arts, Astrology, Astronomy, Audacity, Authority, Avianfolk, Avidity, Balance, Battle, Bards, Beauty, Beholders, Berserkers, Betrayal, Birth, Blackflame, Boldness, Books, Bravery, Brute-men, Bugbears, Building, Cannibalism, Catfolk, Cats, Cavalry, Centaurs, Chance, Chaos, Charity, Charms, Cheating, Children, Circumvention, Cities, Cleverness, Cold, Communication, Completeness, Con-men, Conquest, Cooperation, Corruption, Courage, Crafts, Craftsmen, Creation, Cruelty, Culture, Cunning, Darkness, Death, Decadence, Deceit, Defence, Defiance, Desire, Destiny, Destruction,
D&D Menu – Adventures, Artefacts, Backgrounds, Classes, Dominions, Downtime, Feats, Gazetteers, Gods, Magical Items, Monsters, 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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