If you Build It…My Current Campaign If you want to start at the beginning.

As the party closed in on the wagon, they all drew closer to the city of Trolsport, which is known as a transportation/shipping hub as much as for its’ aristocratic merchant families with their grand balls, gossiping and intrigue, all in the name of gaining favor over each other in the eyes for the ruling council.

The overly decorated cart must have been familiar to the guards at the gate as they allowed it to rush straight by the crowd of animals, carts and various people waiting to get let in, bowling over a couple of very angry looking dwarves in the process. The party was forced to stop at the gates as guards moved to block their way. The typical business in town questions and a little golden lubricant go them through the gate ahead of many angry others. Still, the delay cost them the destination of their runaway party member and the sword they have been sent to recover from him.


The only lead they have is the name Trell, after stashing the horses and their travel clothes at a nearby Inn they begin their investigation, asking about the coach which tends to stand out. A few minutes later and they are standing outside an embassy, which happened to be holding a masquerade ball. The party needs to get costumes and invitations quick. Tluth ran to a tailor’s shop and got himself some upper-class Drow finery with only a small mask to cover his eyes, paper mache dog head and minotaur head for Bane and Anders respectively.

The entrance was heavily guarded, with all invitations being inspected. A combination of sleight of hand, distraction, intimidation and luck eventually got them through the doors and into the large reception hall beyond.


The music and dancing were distracting, as were people approaching Tluth trying to find out which Drow house he was from hoping to win favour and possibly a trade deal for goods from the Underdark which are all the rage in aristocratic society, little did they know how much anger Tluth had against his own people and what they represented. Finally, they spotted Namless slipping out a servant’s door near the rear of the ballroom.  The party joined back up by the door and ran after Nameless in hot pursuit. As they followed him through some winding halls, they emerged as the base of an airship tower and can see at the top the ship is preparing to cast off!!!

Next Part 8 – The knack lies in learning how to throw yourself at the ground and miss!



To read the beginning of the campaign click here.

With the information about where to get the clock in hand. The party heads over to The Jackdaws headquarters to investigate what is going on with the homeless and beggars that are being replaced in the city.

The party discovers The Jackdaws HQ is a lighthouse tower with a side building attached they decide to rent a local magic carpet to fly up to the highest point on the tower and start investigating from the top down.7-jackdaws-e1522160673546

Starting on the fifth floor, they see it is an actual fire that is illuminating the lantern room, which is also encased in glass to prevent the fire being blown out by wind as well as ambers from spreading to the nearby buildings. The party proceeded down the stairs quietly, On the fourth floor, they found a small observatory with a telescope looking out over the surrounding buildings and appeared to be pointing at The Styx Oarsman. The third floor they found the attic containing some wood for burning in the fire above and other storage, nothing of value.

As the came down to the Second floor they found a small library/study. They heard some noise from the closed door and decided to burst into the room hoping to take anyone within by surprise. They did surprise the two very scholarly looking Orcs. One of which was holding a wand that produced a rather large fireball that shot right through the doorway back into the library where the party just exited. After a short concise battle in which (Kristian) used his Patreon’s gifts to good use, the two Orcs lie dead however the fire in the building was spreading quickly thanks to all the tomes and scrolls used as kindling.

The party raced down to the ground floor. As they reached the ground burning ambers start falling through the ceiling. They rush into the main foyer they are confronted with two more Orcs, a human in robes as well as what seems to be a few of their wards. The obviously distressed individuals tied up on the floor helpless as the man in the robe is unstoppering a small jar containing three small slug-like creatures sliding one of them into the victim’s mouths. Quick action by Tluth and Nameless as they ran in swinging their swords like two lumberjacks in a race to chop-down the same tree first, downing the to Orcs. Meanwhile, Bane and Anders assaulted the robed figure making short work of him with a twin blast of power from Anders and some quick sword work from Bane.

The building falling down around them seeming like heroes they freed the victims, noticing a small hatch leading down but having no time to explore as the building crashed down around them in flames they fled the scene so as not to attract too much attention to themselves.  Taking the small vial with the slugs to try and find out just what the Jackdaws were up too. The party made their way to the Eastern safe house to recover before heading to the Drow sections of town to retrieve the Clock of Mechanus from the Vhaeraun temple.

15 Safe HouseOnce at the safe house they were met by another employee of Axis Inc. Tylo, a Gnome Tinkerer who provide a front for the house as an eccentric inventor and provides services to people creating, identifying and repairing items. They gave him the vial with the two slugs for identification. Tylo claimed that he could create a copy of the Mechanus device if he was provided with enough time to study it.

After a good night’s rest for all with the exception of a few strange dreams, the party set out to steal the Clock of Mechanus.

They quickly travelled south to the gateway that allows access to the Drow controlled section of the city. As they approached the great wall that connects the ground to the cave roof overhanging over an almost a full quarter of the city proper.  The city takes on a more menacing feel as they walked up to the gateway, there is no doubt about who is considered the dominant race in this part of the city. Anyone who is not Drow keeps their head down as if fearing to make eye contact with the Drow guards and nobles waiting to gain entry into their sector.

The party is fortunate to have Tluth with them, being a former Drow noble he knows how to give the correct gestures, attitude and level of impatience to bluff his way through the gates and into the Drow territory. The rest of the party plays along, acting as his servants. One inside it is as if they have been transported into the very Underdark itself. With permanent faerie fire effects, creating a soft, multicoloured glow that suffuses the cavern.

drow city

Tluth has a feeling of homesickness for Rilauven as well as anger and disgust as the way his people live under the influence of Lloth, their evil Spider Queen. Like the rest of Nadir, members of nearly every race in existence pass through here as either traders or slaves. Any item or service with any value at all can be bought, sold, or at least arranged for here. Bane immediately wants to refill his collection of poisons, finds a dealer and places his order to be delivered to the safe house in the next few days.

9a Temple of VhaeraunThey move to the Temple of Vhaeraun to procure the Clock of Mechanus. As they entered the temple they could hear loud arguing coming from upstairs, they cautiously made their way up starts and found a heated argument between the head priest and a few of the monks. After some clever convincing by Tluth that Vhaeraun himself had sent the party to help, the monk in charge of maintaining artifacts told the party the clock was stolen just moments ago by an arcanist named Syken. She and her people are trying to start a war between follows of Vhaeraun and Lloth.

The party took off in hot pursuit of the thieves, working their street skills with some intimidation and persuasion, soon found out where they were holding up in a small house built into the outer wall near one of the gateways to the Underdark.  The party decided to try a bit of subterfuge to gain entry to the house and failed so they resorted to the full frontal assault plan.

To be continued…Part 4 coming soon…The clock and the mark



This is the second part of our continuing story of my main campaign, we pick the story up after the party arrives at The Styx Oarsman, the Inn that is to be used as the party’s cover for their mission to build an evil empire within the city.

Gliamr joins them at the main table downstairs to disclose information about some of the likely targets for corruption, replacement or allyship.  She goes over the points of interest, answering any questions the party might have about the organizations. Gliamr will also take command of the Wharf Rats, a group of orphans\street kids that run the area along the docks and can provide information for a price which is covered by money from the Inn’s profits.

After some discussion, the party decides to go see The Hold, (number 1 on the map) which is the main day prison for the city. During the time they are observing the comings and goings of the city police and various street scum. They soon hear rumours that the Jackdaws are abducting street people, taking them to Jackdaws’ headquarters (number 7 on the map), and the people are never seen again. The regular beggers and rummies are then replaced by others that are loyal to the Jackdaws. The party decides to investigate.


(The city of Nadir, listed are the 16 points of interest as determined by Gliamr. The dark grey section is actually underground as the rest of the land rises to a mountain.)

On their way to check out the Jackdaws, the party decides to help Nameless with his past and visit the Temple of ANU (Number 4 on the map) which is a temple to Mechanus and has ties to Eberron, Nameless’s homeworld. They are told that if they can get a clock that was stolen by followers of Vhaeraun (number 9 on the map) it could be used to open a passage to The Clockwork Nirvana of Mechanus which could help Nameless find the answers to his past and possibly his future.


To be continued…..

If you Build It…My Current Campaign

I have had feedback and questions about my current campaign and will attempt to explain how I built it as well as include the updates as we play it. As it is a live campaign I will have to leave some points out in case my party read my blog which I hope they do.

If you build it…Characters

The campaign centres around the players’ characters. I have included a link to their sheets and backgrounds. Before we started playing our session zero was a phone call with each player separately lasting about 15-20 minutes each.

On the calls, I explained the basic premise of my homebrew/ Forgotten Realms based game. I asked them what they want to play as characters discussing race, class, and background. This was key for me to get them to understand that the more descriptive their background the more I could weave their characters into the campaign.

The main setting is a city called Nadir (Which is the opposite of a Spire, the name of the main city in the Planescape setting). Nadir is a true multiplanar marketplace and Freeport city that collects the multiverse’s castaways and pulls to those that would feed on them. The average citizen just tries to get by and not get robbed, killed, or worse. Not a city of complete lawlessness but one that seems to devour people out of ignorance.

Needing a large metropolis I remembered one of the best city adventures I had played in years ago. So I pulled an old map of Lankhamr based in the realm of Nehwon*, modified it to fit the situation and feel I was going for in my campaign.

Image result for Nehwon d&d

*(Nehwon is the fictional world created by Fritz Leiber in which his heroes, Fafhrd and the Gray Mouser, adventure.)

The characters were individually met and signed up with an organization call Axis Inc. With promises of helping them each to reach personal goals, along with power, and who doesn’t like a bit of power?

Intro Letter

While sailing in separate cabins aboard a strange clockwork ship on their way to Nadir they received the Intro Letter (above). This helped to set up what they were to do when they first arrive in the city. This also provided them with a base of operations/home.

The hatches open to hot humid air filled with the thunderous sound of docks being worked. Never had any of them seen a city so large. Even Tluth coming originally for one of the largest Drow Underdark cities was taken back by the noise, crowd and the smell of seemingly every race in existence clambering, bumping into, moving over, under and through each other. Just to get down the street.

As the party heads down the dock to the street Nameless as a seizure of some kind. Stuttering to a halt, making a groaning sound, then silence.

The noise and crowd seem to cause flashes of memory, time moves in disjointed stops and starts for Nameless. Darkness, light, fire, night, day, explosions, spells, the dead and dying all around, blood always more blood!

As the rest of the party turns to Nameless he proceeds to walk again as if nothing was out of place, quiet and ever vigil as ever. They arrived at The Styx Oarsman. An old bar/inn that has a long complicated history within the city, with many owners, the place did well by some of them while others did not fare very well at all.

As they arrive and enter theystyxoarsmen are greeted by Gliamr Lamiai, the one who sent them the Intro letters and will operate as their guide and assistant, provided to them by Axis Inc. The Inn also has an Orc brother and sister that work as cook and server/maid respectively, along with a family of Ratlings that work the warehouse. This team has been provided to help with minor tasks, researching points on interest set by the party members, as well as give me the opportunity to have some friendly NPCs to help move the story along and provide extra allies if they get in over their heads in a fight.

Part 2 will follow the parties first few excursions into the city.

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