Showing posts with label Eldar Chronicles. Show all posts
Showing posts with label Eldar Chronicles. Show all posts

Careful, the Spotlight Can Burn

By RJ on 12 December 2022. 

The spotlight should never linger too long on any one character in a multiplayer game, be it Dungeons and Dragons or any other tabletop hobby. When it does, it doesn't only burn the highlighted player, it also burns everyone else at the table and potentially turns them sour. 

However, it's not only the Dungeon Masters job to ensure one player and character isn't focused on consistently over the others. The players themselves, particularly the highlighted player/character, can help avert this common problem, too.

As always, if you notice this trend of focusing on a single player character over the others occurring at your table, ask yourself a few questions before thinking up a way to address:

  • How intense is the focus?
  • Are other players outwardly bothered by it?
  • What is the reason for it?
  • Should it be addressed? How?

Let's tackle each pointed question one by one.

Intensity of the Spotlight

We've likely all encountered Dungeon Masters homing in on certain character's stories before. As we'll discuss later, sometimes there's a good reason for this. Other times, it might be a clear sign of favoritism, sheer unawareness, or, in the worst cases, spite.

Perhaps the DM greatly favors the backstory of a certain character. Unlike the other PCs, it relates to their world or connects very well to the Big Bad Evil Person. While that may be great, unless it was specifically outlined in the session zero that this should be the case for all characters, this shouldn't dismiss the importance of the other PCs at the table.

Backgrounds should enhance the experience at the table, not hinder it. 

If the DM is only focusing on the character that relates to the overall world because of their backstory, that's not a good tactic and it should be addressed. Jessie's character might be truly tied to the world, with a backstory relating to the vicious high elves of Jhaeros and their vile manipulating of mortal minds and psychic powers. However, that doesn't mean her character should receive more focus than Guy's character, who might only vaguely be tied to the setting at-hand.

The DM might just be unaware of how much they're focusing on a specific character, too. 

Perhaps this player talks a lot and takes the crown of the party. Naturally, the DM will focus on their story and question them about the game more than others. If other players are okay with taking a backseat to piloting the game's direction, that's fine, but if clearly this is a scenario of a domineering personality driving all questions from the DM and NPCs to them without other player input, it should be addressed. This has happened quite a few times at my table, and at times it has been alright. Sometimes, players are fine with someone taking on the mantle of "party leader". If that's the case for your table, that's all swell!

In the worst case, some DMs focus on characters of players they like and intentionally leave out characters of players they dislike. This is a simple problem to address: directly speak with the other players and/or DM and figure out why this is ongoing. If no one will resolve or address it, leave the game and find another group. No D&D is better than bad D&D.

Does the Focus Bother Anyone?

After the spotlight highlights a certain character too much, it should become evident other players are bothered by it. 

Watch those not explored. Are they clearly bothered by it? Do they stop paying attention to the game and go on their phones? Do they start side conversations unrelated to the game very quickly? Are they taken completely out of the game?

Watch for heavy sighs. 

Be aware of dice-stacking. 

Scout out pencil-flipping. 

Hunt for light rules-reading. 

Look out for sleeping too, that's the worst.

It might not even be outright shown, at times. If you notice someone is getting a lot of the spotlight, other people will too, but as we'll discuss below: don't go and talk to people behind their back about it. If you'd like to address it, don't gossip: go directly to the source.

Succinctly: be attentive. If you notice someone at the table not having a good time, try to address it. We all play D&D to have fun.

Reason for the Spotlight

Sometimes, the spotlight shifts to a specific character and player for good reason. You should be able to detect if the reason is sound or complete rubbish.

Some campaigns have arcs, and the focus might shift from one character to another. Is this the case for the shift? If so, there's likely little to worry about, other characters will likely soon share the spotlight. It's natural. Ian's character might just be the perfect fit for this run of the story, wherein the party battles aberrations in the Realm of Madness for a bit. Next up, when the group returns to the mortal world and a split faction of psionic elves are on the tail of the party's allies? Well, now it's time for Jessie's character to trounce under the light!

Did the DM and a set of players have a fight, in-game or out? If the DM suddenly stops focusing on certain characters because of out-of-game reasons, it should be addressed immediately. That's no fun for anyone at the table.

Are people just not piping up or showing interest in the game? 

That might also be a reason for their characters not receiving major roles in the show. While some players take on this persona, more of an observer than an active mover and shaker, some might just be going through a rough time or not be invested in the current story. If you think it's the former, make sure to check in with them and see how they're doing. If it's the latter, try to rope their character into the latest escapades of the party.

Addressing the Focus

If the points explored before this part decidedly conclude the focus should be addressed, you should consider the best way to handle it.

The best way, always, is to address the problem at its source. Talk to the DM and other players openly about the focus of the game. Explain how you feel about your character not being a part of the game, how you feel you might not get the chance to speak as often as you'd like. At worst, they blow up and act as though none of that is true, which means it's time to find a new table. At best, they'll come up with a solution to include you and your character more and ensure the spotlight doesn't burn too brightly on any one character.

If you don't want to confront someone about the focus or don't think it's too big of a problem at the time, there's a more subtle way even a player can help diminish this: always include and play-off other players.

Even if you're the focus of the game for a session or an encounter, always search for a way to include others in the moment. Bounce off their characters. Ask them advice. Call out their character in some way. Just because one character is the focus doesn't mean others can be included.

For example, if your character is speaking with a dwarven priest about a demon deep within an abandoned mine, they could ask their fighter friend their opinion on delving below might be. Have they fought a demon before? If so, what's the best way to approach it? If not, are they frightened? Then, the DM can bounce off their response as the dwarven priest and pull the fighter player deeper into the conversation.

If you're on a brief solo-mission, investigating the trapped warehouse of a rival in a grubby dock, don't just interact with the DM: bring in the other players! As your character, mutter/ask yourself: what would Ian's character think of this? Even ask the other players what they think you should do. It might be a meta-gaming, but in scenarios where your character is alone and the other players are literally spectators, it's fair to do this to include them in the game.

It's not just the DMs job to ensure the spotlight is shared amongst everyone, the players can easily help this happen, too!

Being a Dungeon Master, though, you are usually in the best position to remedy any focus issues. Watch the table as you play, look for any signs of bother. If you see it, if you notice some is not engaged, quickly find a way to draw that character into the fray! Address a question from the NPC toward them. Engage them in combat. Spring a trap or mystery in their face! Don't let them sit idle and become more disinterested in the game. 

If it recurs, talk to them about it. Are they no longer interested in D&D, or is something else the matter? 

Ask what you can to help them.

In Summary

In games like Dungeons & Dragons, no single player should be the whole focus of the game. It's a collaborative experience, built by the myriad players at the table, not just one or two. Always remember:

  • Share the spotlight at the table. Encourage others to speak up and participate in even moments dedicated to your character.
  • It's not just the job of the Dungeon Master to ensure multiple people share the spotlight. All the players can take part.
  • If sharing the spotlight becomes an issue, never gossip about someone's handling of this task. Go direct to the source and discuss it with the players/DM to resolve the issue.

In last week's post, I explored how to create monsters based on the paladin class. If you enjoyed this article, check it out!

Here's to greatening your game and world: cheers!

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As always, thanks for reading. Please send all inquiries to rjd20writes@gmail.com or leave a comment below.

The End of Eldar and the Beginning of Golgifell

After years of breathing life into fantasy characters and realms, I'm finally creating life in the real world. My wife is pregnant with our first child, a little girl, and she is due in March 2022! The aura surrounding her inception and the news of her impending arrival rightly took up much of my mind's time the past few months, not striking down D&D from my long-list of hobbies, but surely keeping me from writing anything of interest here on RJD20. That won't persist, RJD20 will live on for as long as it's able, and I'll continue to write here...however sporadic it might be.

Let's briefly catch up.

The End of Eldar, For Now

Currently, I'm running two campaigns. One remains in the world of Eldar, my old, high magic setting where anything is possible. Caught in Galen is nearing its end, somewhat unnaturally, due to my interest in other settings and stories. Over the past few months, there was a shift in my mind set when it comes to telling stories. Limiting aspects in my games is more appealing to me, especially with the groups I play with; I'm certain it will lead to a more compelling story, as are my players. With that, Caught in Galen will end by March of next year and my new world shall continue to grow, alongside my young child.

The Start of a New World: Golgifell

The Rise of the Giants, a brief campaign in Eldar, experienced a world-shift as I took on the role of a Watcher-like entitity and whisked the group away to a completely different universe. From Eldar to Golgifell they went, touring Abeir-Toril, Eberron, Nepeara, and other worlds along the way (very briefly). Golgifell is my new setting, the first I've truly formed in over six years, and it extremely different when compared to Eldar. While Eldar is high magic, welcoming to all, and home to world-shaking event after world-shaking event, stories on Golgifell are meant to be smaller, more bite-sized with rarer interactions with the arcane and divine. As a result, Rise of the Giants has been rebranded as the South Shards, a West Marches style campaign in the world of Golgifell. After Caught in Galen, my next campaign will also take place in Golgifell and I'll continue to hone this new setting. Ideally, this process will arrive with a host of new articles and bits of advice as I radically shift not only the setting I've presented to my players for years, but my style of Dungeon Master. Time will tell, but I am quite excited for it.

Eldar will eventually return, of course, but it might appear quite different depending on the ultimate conclusion of Caught in Galen. I'm anxious to see how that campaign will end, especially after a near total party kill in the last session I ran of it.

To the Future

And that's it, for now. Summarized: I am expecting a new addition to my family in March 2022, I'm still playing D&D, and I'm still worldbuilding. Articles on RJD20 will continue to be sporadic for the time being, but will appear. Be on the lookout, you never know when one will arrive! Perhaps that is disconcerting, but it's the truth for now.

Looking to the future, I'm satisfied. I hope all your lives are going well, too. Continue growing and adventuring, folks.

Until the next encounter, farewell!

The Bugbears of Eldar

The physical appearance of bugbears has always fascinated me. Their powerful maw, bodies coated in fur-like hair, and oddly shaped ears. From their depictions in early monster books to their Neverwinter Nights portraits, they've intrigued. However, their place in most D&D settings bores most. They are monsters by the D&D definition of the word, foes meant to be fought and killed with little mental recourse. For my world of Eldar, I've gone ahead and rewritten how bugbears are expressed, crafting a culture spliced with my own ideas and the written cultures of another famous work. Will you be able to see which culture I reference? Let us see.

The legendary Aud Dwarven Defender Loddoul Thal defined bugbears in a sentence during the War of Everspring Forest: "Bugbears, the most honorable backstabbers there is."

Ancient immigrants from the far-flung continent of Garthuun, bugbears who reside on the supercontinent of Aelonis have lived across the land longer than most Aelonian dwarves and dragonborn. Their place in the civilized society of the common races has always been uncertain, but in recent years, it has boomed with the continent's increased interconnectedness.

While most serve in quiet, somewhat stealthy roles, less skilled bugbears have adopted other positions among settlements: butchers, militia members, dock workers, and fortune tellers. Discrimination of their kind is still common in homogenous lands like Aralia, but in diverse locales such as Ghidos, they are viewed as equals.

As a bugbear player character, it is likely you are a rogue, ranger, or cleric of some sort, though bugbear adventurers of other classes certainly exist. Bugbears from villages and towns are usually rogues: scouts, assassins, or masterminds with an eye for plotting and planning the death of a particular target or the execution of a singular mission. Those who live among the wilderness in bugbear tribes are more commonly rangers and clerics. Bugbear rangers patrol miles around their tribe's territory, warding off travelers, dangerous monsters, and collecting valuables from nature.

Clerics typically lead bugbear tribes, almost all of them a part of the Circle of the Ancients, a legendary sect formed in part by their creator, Kax Gol. These bugbears shave their bodies and tattoo depictions of the terrifying deity across their bodies and wield double-sided spears into battle. Bugbear druids always head these battles and are often slathered in blood by their end. The blood they’ve gathered is then cleaned into a great cauldron, boiled, and given to Kax Gol—payment for their beastly might in battle. They hope, eventually, these gifts will give rise to him again. Despite the violent connotations connected to Kax Gol, his tenets outline a code of honor followed by almost all bugbears. They boil down to treating those with strength and courage with respect, and paying none to those who target the weak and reek of cowardice in the face of danger.

Think about the beliefs of your bugbear character. Do they fervently follow the tenets of Kax Gol and partake in this frightening ritual slaughters and blood offerings? Or have they taken on the civility of “normal” society? A mix of both is always welcome—and a sure way to intimidate foes and potential rivals. Read more about bugbears in civilization and bugbears from the wild in the sections below.

Bugbears of Civilization

The most populous bugbear center across all Aelonis is Syroli, where the shady House Hazosi headquarters, their forces empowered by the recent emergence of the Mark of Shadow in their bloodline. Most prominent bugbears are subtle spies and saboteurs, working on behalf of powerful organizations and formidable nations. A select few specialize in assassination, with spears being their weapon of choice. Few question this oddity, for it’s known that the spear is the ancestral weapon of bugbears, dating back to their dead god Kax Gol. And while this is a known fact, many would shudder at the paganistic rituals bugbears perform in their woodland homes, far away from “polite” society.

Though the headquarters of House Hazosi rests in Syroli deep within the sector called the Daggercliffs, they have multiple enclaves scattered across Aelonis—and even a far flung outpost on distant Garthuun. The two most populous bugbear havens outside Syroli are Gol Drata in the capitol of Waalnia and Gol Mata in Ghidos. Formerly, their most populated outpost sat in the center of Klagro, but it was obliterated along with the rest of the country.

Bugbears of the Wilderness

The thickest woodlands are home to bugbear tribes who battle and bellow for their dead god, Kax Gol. Although groups are scattered across mainland Aelonis, the greatest numbers gather in the temperate forests across the Tarok Heartlands and the chilly groves in the foothills of the Scargos Peaks. In these wild lands, they fight for supremacy with other woodland denizens: elves, fey, goblins, lizardfolk, and tabaxi, among others. Famous bugbear tribes include the Blood Drinkers (the Tuat Nek, in Bugbear), the Wood Skulls (the Huri Gor), and the Summer Spears (the Lieg Kor). 

While most practice the dark blood rituals of their ancient past, some have evolved these practices to involve live subjects, usually enemies who attempted to slaughter innocents among the bugbears, including the elderly, motherfolk, and children, all in line with Kax Gol’s tenets. They believe Kax Gol will consume and spit out their vileness, transforming it for courage and power to be eaten by bugbears and others across the world. In an attempt to separate themselves from their wilder kin, bugbears who live in human, dwarf, halfling, or other diverse settlements denounce the bloody rituals of their forest kin and oft try to distance themselves as much as they can from these practices.

Thanks for reading. Until next time, farewell!

The Karlith Straits


With the Frozen Expanses of Iskryn campaign retrospective now over, it’s time to delve into the next installment of finished campaigns in my grand, old world of Eldar. It is not the third campaign of the setting — the Enoach Desert — which is still ongoing, it is the fourth campaign of the massive realm: the Karlith Straits. This campaign opened up a new world of possibilities to me and my players. It was a weekly campaign with some of the folks from the failed Cursed Jungles of Yatar campaign set in the islands once called the Dead Isles of Altarin, an archipelago named the Karlith Straits. In this campaign, I would learn to become a better Dungeon Master, gather almost every week to play Dungeons & Dragons, and ensure my players had a blast until the campaign’s conclusion.

The Karlith Straits was the first campaign I kept a dedicated campaign compendium for. Here it is: https://docs.google.com/spreadsheets/d/1JscU_4NDsT9lqIhA6aXZaOkFQp7HB5sgMLgne2PmDrQ/edit?usp=sharing

The compendium has everything inside of it. Names of every session, brief summaries of them, descriptions of every single NPC that appeared in the campaign, maps of the world, and even information on each player character! It also has links to the Karlith Straits region guide and the in-depth journal for the campaign.

This article is an introspective and retrospective of the Karlith Straits D&D campaign. It explores the entirety of the campaign, from its story and characters to the lessons I learned as a DM and person along the way. It is long. It is rambling. It is filled with pictures of my actual notes, scribbled on and filled with ideas that never manifested in the campaign.

If you are a lover of D&D tales, you will absolutely enjoy this in-depth delve into me and my friends’ story of the Karlith Straits of Eldar.

An Overview of the Karlith Straits


Before we explore the story, let’s glimpse over the campaign as a whole. The Karlith Straits was the fourth campaign I have run. I was running it alongside the Frozen Expanses of Iskryn (rarely played, finished) and the Enoach Desert (played about every month, ongoing). It started on December 27th, 2018 and concluded on May 26th, 2020 with its 44th session. The majority of the campaign was played in person, with the last few sessions (40 to 44) played online because of the COVID-19 pandemic. The campaign started with six players, including myself, and fluctuated between six and eight throughout the campaign with very rare additions and subtractions.


Every starting character began at level one and ended at level twelve. There were a total of ten different player characters between seven different players. Only one of the characters made it (in the hands of its starting player) to the end of the campaign. The rest of the players lost their characters or made new ones. Five of the seven players played through the entire campaign. Two players made it part of the way through, with one of them participating in most of it and only leaving due to real life circumstances (moved to a new, faraway place). In total, there were 115 different NPCs across 44 sessions of gameplay. That’s an average of 2.61 new NPCs per session! Over two years of time passed in Eldar between the first day of the campaign, Bhas 5, 201 AK, and the last day of the campaign, Lestodis 20, 203 AK.

As always, the players and their characters made the campaign. I was the DM, yes, but their involvement in the world and interest in the events around them drove the plot forward. I thank them graciously for their time and would play with each of them again. The players and their characters were:
  1. Albert: Alovnek, the minotaur cleric of Isperia.
  2. Ian: Ra, the fire genasi aasimar warlock of Xiacutli, and Ruaka Jaqiarza, the platinum half-dragon barbarian.
  3. Hannah: Qoyish, the ice elf ranger, and Na, the water nymph warlock.
  4. Tom: Grobbolith, the lizardfolk druid, and Bruno, the kobold wizard.
  5. Anthony: Elrich, the halfling rogue.
  6. Andrew: Merk, the triton warlock, and Dayo, the githzerai mystic.
As we dive into the campaign’s story, try to guess which character survived in the hands of its player until the very end. Let me know in the comments if you were correct!

If you want to dive deep into the story itself, go ahead and read the Karlith Straits In-Depth Campaign Journal or listen to the video in which I read it out. I’m going to overview most of the story in this article, else it’d be far, far too long.

Okay. Let’s take a journey into the past, a meandering trail through the lives of those who changed the face of Eldar forever...

Act I: The Fall of Taris


The campaign opened up in the small town of Doran on the isle of Varn in the Spearhead Inn & Tavern. A storm raged outside as each member of the unformed party sat either in the inn or on the muddy street outside. Across the town, furious animals with odd, purple eyes bashed into the gates, sending the town guard into panic. Alovnek rushed to the street, mace and shield in hand. Ra joined the fray, flames dancing off his skin and blade. Grobbolith pushed his mushroom cart to the side and turned nature against itself. Qoyish shot into the fight and was picked up and dropped tens of feet by an attacking eagle. This was the unification of the party. They succeeded in defending Doran from giant eagles and a huge rhino, all the beasts mind-controlled and purple-eyed. The leader of Doran, Lord Adrian Ambriosa, arrived to the scene of the battle with his pristine Lord’s Elite, the battle already over. He discussed the origins of the animals, believing they were most likely sent by the neighboring wood elf enclave called the Choqiti. Due to their competence in defending Doran, he invited them to the Lord’s Keep to discuss a proposition. The newly formed party cautiously accepted without showing Lord Ambriosa the respect he wanted. The storm raging above them, the lord returned to the Lord’s Keep with his dragonborn soldiers and left the party at the inn to contemplate their options. What ensued was a great story that shot between a deep, cursed cavern filled with pearls, the dense Twilit Grove, alliances and betrayal, and the ultimate confrontation with an enforcer of the Obsidian Circle: Taris. It saw the death of Qoyish and the addition of Ruaka Jaqiarza, a platinum half-dragon, to the party.

Everything was fantastic during this first act. The party explored two dungeons, both of which they enjoyed. This allowed me to work on running dungeons, a skill I lacked then and still do now. There’s something about the freedom of the surface that helps me become a better DM. Somehow, I need to incorporate that freedom into dungeons. The thing, though, is that dungeons usually need to be prepped to make total sense to me. Exterior areas are different in my head; I can weave everything together in interesting ways, whereas in a dungeon that’s far more difficult. In Caught in Galen, this is a skill I’m specifically trying to improve on.

In addition to dungeon delving, they played games between powerful political leaders and, eventually, faced one of the leaders in combat and killed them. They met many different NPCs and became attached some ones I thought I’d use once and never again. I adjusted lots of different ideas I had during this act, such as the inclusion of a myconid that became a major character. I also tried to focus on a single character’s plot alongside the main story, leading to that characters removal from the party. Oops! With his character gone, I abandoned what I thought would be the main plot: the rise of a fire primordial. Instead, I decided to pursue a plot I’d been hinting at throughout the campaign but thought would be a side plot.

Act II: The Gold Twins


The party arrived at Doran, soaring in on their pegasi with Taris’s head clipped onto Alovnek’s belt. Upon their arrival, they intimidated Lord Adrian, banished Ra to the Azurian Citadel, gained a new party member, Na, and found Zekki alive in his cave. From there, they decided to return to Cursed Pearl Cove to recover with Zekki. There, they found a group of sahuagin had invaded the cavern, who they negotiated with and eventually fought. In the cove, they discovered the fey-touched passages of Old Blenna, where they battled the servant of the Beast Queen and gained a new party member, Merk. Upon defeating the night hag, Na became Na the Everflowing, claiming the allegiance of the remaining unseelie fey there. The cove tamed and in good hands, the companions traveled to the city of Merlint, encountering Grobbolith’s old leader, Caprakan, and his mentor, Amanita. The lizardfolk departed with the mushroom treant as the group arrived at Merlint, where they added a kobold named Bruno to their group. In the Kothian controlled city, the party falsely accepted a job given to them by the Kothian vessel, Lord Elyas Embong. He wished them to capture the twin brother of a gold dragon he’d already captured — he wanted to gift them both to the Obsidian Circle and prove his worth to Head Enforcer Galasar Kisoja. What ensued was an awesome romp throughout the city, a cloud giant’s flying island, and the depths of the dungeons below Merlint. In the end, they saved both gold dragons and discovered they were a part of a greater plot to bring the Platinum Sun — Bahamut — back to the multiverse. They were members of the Line of Seven Guardians, the ancient protectors of the Platinum Sun. The Obsidian Circle wanted their death and the party sought their survival, safety, and the destruction of the followers of Takhsis. They were intent on taking them to a place they thought the Obsidian Circle could not reach them: the Domain of Laughing Goats, the realm of Na’s patron, Hyrsam, in the Feywild.


There’s not too much to critique about act two; some of the best moments of the campaign happened here. I pulled off a stellar betrayal plot in which a changeling was disguised as Ruaka’s long-time friend, a crazy hill dwarf. The clues were introduced from the character’s initial introduction and dotted through six sessions. The reveal was one of my favorite moments of D&D: the look on the players’ faces, the realization...it was fantastic. We did lose a player during this time, his character going out in a truly memorable way. His shadowy patron, Scopos, walked into the Mortal World and demanded the powerful, sentient blade of Ruaka, forcing a face-off between the companions. Luckily, Alovnek was able to intervene and banish a hexblade patron back to the Shadowfell! There were very few combats during this act. Most of the ones that did happen were avoided or simmered down by the characters in great ways, from the dewinging of a trapped balor to the epic escape from a trio of cloud giant brothers. I’m sort of sad about that. I enjoy challenging my players and I’m sure they all enjoy challenges; I know I need to work on combat and tactics, it’s the thing I need to prep most when it comes to D&D. I’m slowly improving, but I need to remember to include awesome battles in my sessions, however engaging the roleplay and exploration may be.
 

Act III: Na the Everflowing


The companions spoke to Zekki a final time before entering the fey crossing in the Orovian Well, formerly Cursed Pearl Cove. Flowing into the Plane of Faerie, the party encountered minions of the Beast Queen and traveled through fantastic environments, barreling past any encounters that stood in their way. With the twin gold dragons, they reached the Golden Sea and interacted with the centaurs there, learning of the Obsidian Circle’s war on Hyrsam (which they had known little about before). They swept through the Golden Sea and battled an enforcer of the Obsidian Circle: an ancient silver dragon, alongside Marzius and Trinathia. After the battle, Trinathia informed them more about the Line of Seven Guardians and they discovered one of the dragons might be hiding in the Grove of Laughing Goats. Soaring over the Feywild, the companions arrived at Hyrsam’s domain and spoke with the archfey, who was threatened by Na the Everflowing. In the grove, Ruaka discovered another Line of Seven Guardians dragon, Kazakis, and they allied to defeat Funghoul, the Beast Queen. In the epic confrontation, Na absorbed the dead archfey’s essence and became a fledgeling archfey.

This act focused on growing the Obsidian Circle threat and Na’s journey to becoming an archfey. Looking back, this is when I realized the campaign was going to end earlier than later. People were moving away, there was a pandemic halting sessions, and I needed to find a way to wrap up everything nicely. I started looking toward the future, introducing plot-ending scenarios, and trying to conclude everything in a way that was satisfying for me and the players. The moment Na became an archfey was simply fantastic, only beat by the final few moments of the campaign.

Act IV: The Rebellion’s End


In the Beast Queen’s domain, the party recovered, Na imbuing the dark waters with a beautiful blue hue. Together, they decided to return to the Mortal World and try to take out the Obsidian Circle and push the Kothians out from the Karlith Straits with their new allies and power. When they returned, they discovered over two years had passed while they were in the Feywild. They quickly traveled to Doran and met with Lord Adrian Ambriosa, who caught them up on the affairs of the world. From there, Hyrsam attacked them, pissed at Na for becoming an archfey; however, they escaped and joined an attack on a Kothian caravan that included Lord Elyas Embong. In a brutally fast battle, Ruaka, Alovnek, Na, Bruno, and multiple members of an allied faction destroyed three Kothian airships and Lord Embong. Those foes destroyed, they retreated to the Plane of Air to regroup and plan the final assault on the Obsidian Circle. Altogether, they plotted out an attack on Merlint, an assault on a new Obsidian Circle citadel, and Head Enforcer Galasar Kisoja’s spire in the Plane of Battle, Acheron.


The final session was incredible, so I am going to include its entire campaign journal entry:

The companions departed Malseru’s sanctum and spread across the heart to prepare. Bruno and Ruaka went to Richtar to discuss battle plans. Na spoke to a few fey and annihilated a potential dissenter and former thrall of Funghoul. Alovnek found his old friend, Grobbolith, and caught up. Eventually, after crossing paths and conferring once more, they all ended up in the same chamber, awaiting the assault that would arrive come morning. Bruno prepared a speech Richtar asked him to give. Ruaka thought of the new and powerful energy inside of him. Na spoke to Oro about returning home after all of this was over, and whether they’d stay united as companions. Alovnek received guidance and reassure from Isperia herself in his dreams; she’d heard his calls for intervention but couldn’t aid before. If Takhsis herself intervened, though, Isperia could join the fray as well. As night ended on the Plane of Air, everyone gathered at the apex of the Ruptured Heart. Atop two stacked barrels, the best the Atlas Assembly could do, Bruno gave a rousing speech to the gathered forces. At its end, everyone cheered, some cried, but they were all inspired to battle the Obsidian Circle and drive the Kothians from their home. Malseru and Kazakis opened portals to the mortal world and Acheron, where Galasar awaited. One by one, the airships broke through to the mortal world until it was only the dragons and the companions left. Alovnek boarded their airship, the Bloody Tide, and the others mounted the gold dragons. Na rode Kazakis, Bruno rode Malseru, and Ruaka rode Trinathia. Together, they flew into Acheron and the realm of Takhsis: Astradanis.

As the companions broke into the other plane of existence, the sound of battle welled around them. Screams of warriors breathing their last; steel swords clanging against each other; catapults releasing fiery ammunition and great towers falling. But no battle took place before them — ‘twas simply the inherent atmosphere of Acheron. Before them was a massive obsidian fortress built onto the side of a high plateau. The plateau was surrounded by swirling, multi-colored mist that took the form of draconic entities. Blue dragons wisping, red dragonborn flying through the sky, all souls of those who fell for the dark goddess Takhsis in battle and found their ultimate resolution here in Acheron. On the plateau’s apex was a huge, black orb — the Obsidian Circle. Floating above it was a gold dragonborn donning plated obsidian armor and two crackling purple wings of shadow. Surrounding the orb were purple robed dragonborn priests, chanting the words of Takhsis. Attached to the orb were two gold dragons...and Hyrsam, the Prince of Fools. Scattered across the rest of the plateau were servants of Takhsis: red and black half-dragons and shadow wyverns. The companions flew to the plateau, breaking through the wall of swirling souls and immediately engaged the remaining members of the Obsidian Circle. Bruno rushed in on Malseru, unleashing a storm sphere on the chanting priests. The red half-dragons responded, one surging to meet Na with an acidic greatsword, the other bringing down Malseru with an arrow that unleashed a flurry of thorns. Ruaka joined the fray atop Trinathia, rushing the archer on the far side of the plateau, using Flindlint to great effect. Alovnek manned the gnomish cannon on the airship for a brief moment, unleashing a radiant beam onto the half-dragons below before leaping on Marzius and flying onto the plateau. The black half-dragons of Takhsis then unleashed magic upon the companions, one of the holding Ruaka still and the other imbuing his mace with unholy might. The shadow wyverns acted quickly after, rushing to the held down Malseru and the isolated Na. Na reacted by transforming into an erinyes, longsword of flowing liquid in hand, while Kazakis unleashed fire breath on the attacking half-dragons. With that, the battle truly broke out. Dragons circled the plateau alongside the draconic mist. The airship launched cannon beam after beam on the party’s foes. Galasar grew in might but joined the battle when all the priests were slaughtered. Trinathia was trapped by the sheer will of the Obsidian Circle. Eventually, though, only the companions, the gold dragons, the airship, its crew, and Head Enforcer Galasar Kisoja remained. He fought against the companions, despite being held down by Alovnek and his Isperian might and being frightened deeply by Bruno’s magic. In erinyes form, Na slashed into him while the dragons had their turn at the Obsidian Circle’s leader, until Ruaka, the Platinum Sun rising inside him, shattered the Obsidian Circle using a heavenly imbued Flindlint.

As the orb shattered, Ruaka channeled radiant breath to scatter its pieces to the swirling souls around them and Galasar went limp in Alovnek’s strained arms. The servant of Takhsis gave up, shocked that everything was over this quickly. Ruaka turned to finish him as the once unconscious gold dragons rose from their slumber. Yet Alovnek spotted it first: the immediate halting of the wall of souls, the darkening of the plateau, and the massive, obsidian plated talons grabbing onto the plateau’s apex. A massive entity revealed itself, wading in from the mist. A titanic dragon with crackling purple eyes and two massive horns curving from its head, obsidian plates guarding every inch of its gargantuan form. It was Takhsis. The Line of Seven Guardians were all here, all in her realm, and she could end Bahamut with a bite. She brought down her maw on the plateau, a move that would swallow its entirety. From the airship, Bruno launched a lightning beam with the cannon that deterred her for a brief moment...and the plateau grew lighter, Alovnek’s triforce buzzing with energy. From the opposite end of the plateau and paused mist stretched a huge, azure paw. Its claws caught Takhsis maw as it came down on the plateau, holding it steady. Isperia. The goddess cried out for the Platinum Sun to react, and with the help of Alovnek’s divine energy, Ruaka let himself radiate with the force of Bahamut. The platinum half-dragon doubled in size, white fire blazed from his eyes, nostrils, mouth, and between his scales. His wings grew, wisps of light and concentrated positive energy. Flindlint screamed in protest or pleasure, as he too felt the energy of the Platinum Sun course through him, becoming a weapon of holy might. Imbued by Bahamut and Alovnek, Ruaka surged upward, toward the locked maw of Takhsis, the six gold dragons of the Line of Seven Guardians following him. Altogether, they assailed the dark goddess, pushing her back into the depths of Acheron. Marzius and Trinathia scorched her with radiant flame. Kazakis and Malseru blasted her with arcane spells. The other two dragons raked their claws across her body. Ruaka, the Platinum Sun, transformed Flindlint into a massive spear of divine power and plunged it into Takhsis, wounding her and sending divine blood spewing across the skies of Acheron. Takhsis, wounded, was driven off. Ruaka, no longer truly Ruaka, landed back on the top of the plateau, the six gold dragons behind him. Everyone, including Galasar, was in awe of what just happened. Bruno was shocked. Na was intrigued. Alovnek was relieved. Malseru proudly stated, “The Platinum Sun...has risen once more. And so sets the terrible reign of Takhsis. She’s gone, for now.” Isperia echoed these thoughts and blessed Alovnek, crowning him as the new High Justicar of the Azurian Order. The goddess faded and everyone was left on the top of the plateau, together. The six gold dragons polymorphed into tiny, gold-feathered canaries and perched themselves on Ruaka’s broad shoulders. In a melodic voice, Malseru asked the Platinum Sun what was next. Ruaka looked around to his companions, all of them together, surrounded by the remnants of one god and the new presence of another. They bid their farewells as Ruaka left with the dragons to a different plane of existence and the rest of the companions returned to the mortal world, their stories with the Karlith Straits not finished just yet.

While the companions battled Galasar Kisoja in Acheron, the Atlas Assembly assaulted the Kothian remnants in the mortal world. Their airships flew over Merlint and quickly retook the city, tearing down Kothian banners and restoring freedom from the tyranny of the dragon empire there. At the Bastion of the Lawful, though, there were numerous losses. Enforcer Salarand’s departure was faked and the ancient black dragon was there to defend the fortress and entryway into Acheron. In the end, Enforcer Salarand retreated, soaring back to mainland Aphesus and the Kothian Empire and the rest of the Obsidian Circle was slaughtered by the Atlas Assembly, by command of Richtar Maxim. During the battle, Amanita was lost, overrun by a swarm of red drakes, but Aunliac Choqiti, Grobbolith, and Audry Ambriosa survived. After the climactic battle, the Atlas Assembly hopped from island to island, driving the Kothians out and turning Karlithia into a free archipelago once more. Adrian Ambriosa continued to lead Doran and his daughter, Audry, became a student of the gold dragon Kazakis. Grobbolith traveled once more to the dense tropics of Varn, attempting to reignite the lizardfolk clans there. Zekki helped bridge the gap between the Orovian Well and Na’s domain in the Feywild: the Orovian Sea. Bruno ascended through the ranks of the Atlas Assembly after every successful maneuver, leading the faction and eventually becoming a general. Alovnek traveled back to Merlint and held a trial for Galasar Kisoja, finding him guilty in the just eyes of the law. The minotaur cleric of Isperia began to rebuild the Azurian Order and drafted the Atlas Constitution, a document establishing laws for the Karlith Straits and uniting the individual islands to become a united force: the Azurian Confederacy. Na returned to the Feywild with Oro and began restoring the Swamp of Everlasting Darkness, now the Orovian Sea, into a beautiful and serene oceanic swamp. She also led the restoration of the Twilit Grove and established true bonds between the fey of the Feywild, the people of the Twilit Grove, and the folk of the Azurian Confederacy (with Alovnek’s assistance, too, of course). As Na grew in power and influence int the Feywild, she heard the cry of a forest nymph in need, her forest blazing before her. Na blessed her with eldritch power and formed her first pact with her first warlock, truly establishing her as Na the Everflowing, an archfey of the Plane of Faerie. And directly after the battle with Galasar, Ruaka traveled with the Six Gold Guardians to the first layer of the Nine Hells, Avernus, and battled his way to Archduchess Zariel’s infernal throne. Before her, the Platinum Sun bargained for the final gold dragon of the Line of Seven Guardians. Ruaka, now aligned with all seven members of the Line of Seven Guardians, would hunt down one of Bahamut’s greatest enemies and former prisoner of Avernus: Tiamat, the Dragon Queen, in exchange for the final dragon. The deal made, Ruaka departed Baator and began his quest across the multiverse, searching for Tiamat alongside Marzius, Trinathia, Kazakis, Malseru, Garion, Rafnir, and Chrysophlax. Every so often, the Platinum Sun, not a god just yet, returned to the mortal world to meet with his companions: High Justicar Alovnek, General Bruno, and Na the Everflowing. Those four, in addition to all those they met and battled, changed the Karlith Straits — the Azurian Confederacy — the world of Eldar, forever. Their actions would echo through the ages of Eldar, forevermore…

The end of the campaign was all I could have hoped for, as was the final battle. The intervention of the two gods went perfectly and the players reacted well. The epilogue, too, was mostly unplanned and evolved naturally, something I love. I ensured all their characters and their actions had an impact on my world for the rest of its existence. Nine Hells, there’s now a new country on the map thanks to them, as well as a brand new archfey players can choose as their patron!
 

In Summary


As with every campaign I’ve run, am running, and will run, I learned loads from the Karlith Straits. I learned weekly campaigns are the way to go; players remember more, are invested in the game, and understand their characters. I learned that I love improvising NPCs and roleplaying far more than I like running combat, but I need to improve on that front drastically. I learned not every campaign needs to go to level twenty; they can end in satisfying ways long before that endgame state. It was a great campaign, my best so far, and I’m so excited to be running another weekly game: Caught in Galen. Here's to it being better than the Karlith Straits!

Thanks for making it this far. I hope you enjoyed the tale of the Karlith Straits. Here’s to the next one: either the Enoach Desert or Caught in Galen. We will see which one ends first. It will be awhile!

Until next time, stay creative!

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The Frozen Expanses of Iskryn


After the success of the Dead Isles of Altarin, my group was prepared to undertake a new adventure in a radically different climate. We said our goodbyes to the tropical and sunny archipelago where undead monstrosities once ruled and greeted the icy tundras and snowy forests of the far north with a warm embrace. The second campaign in the world of Eldar was the Frozen Expanses of Iskryn. At the time of the campaign’s genesis, I was wholly unaware of the struggles it would have to overcome and the new lessons about Dungeon Mastering, planning, and management I’d learn during it.
Here’s the compendium for the campaign: https://docs.google.com/spreadsheets/d/1QNDvHcSh0NfdE-PkHlQLEgLVBaYW9Z0I7M93P5pZuLw/edit?usp=sharing

It’s less detailed than my other compendiums because I started the entire campaign compendium concept long after this campaign began. Still, it contains some information about the campaign.

This article is an introspective and retrospective of the campaign. It explores the entire campaign, from its story and characters to the lessons I learned as a Dungeon Master and a person along the way. It's long. It's rambling. It's peppered with pictures of my actual notes, scribbled on and filled with ideas that never made it into the world itself.

If you're a fan of D&D tales, you'll enjoy this look back at my friends' trek through the frozen expanses of Iskryn.

An Iskryn Overview


Let’s start this introspective with an overview of the campaign. Doing so will give you a preview of the topics we’ll be discussing. The Frozen Expanses of Iskryn was the second campaign I’ve run. It started on April 7th, 2017 and ended on April 25th, 2020. Overall, the campaign lasted 29 sessions. That averages a little under one session every month for three years. The campaign began with five players, including myself, and fluctuated between nine and three for the remainder of its life. The characters created were level one and finished their adventure at level 14.

There were two players who participated through the entire campaign. Their characters were Aku, a firbolg warlock with a fierce hatred of the elements and a trapped fey patron, and Cloud in the Eyes, a blind tabaxi arcane archer destined to kill Yeenoghu. Both had a single character other than those; Aku joined in session four after his player’s old character retired (but showed up later in the campaign), and Cloud in the Eyes joined after his player’s character was killed and unable to be resurrected. They made this campaign. I might have been the Dungeon Master, but their stories, actions, and attention created this campaign; I love them for it.


At the end of the day, I’m happy with the campaign. It wasn’t what I wanted it to be, not because of the players or what their characters did in-game, but because of the circumstances in the real world that deeply affected the story as a whole. I made many mistakes and I learned greatly from them. I wholly accept that.

Let’s delve deeper into the Frozen Expanses of Iskryn, beginning with the first act.

Act I: The Corruption


The campaign began with four players and me, the Dungeon Master. I made sure to run a session zero with every player, letting them feel out their character and understand the world they were playing in. Each of them went well at the time, but looking back, I think they were disconnected. Some of the plots I introduced fell off the face of the world for one reason or another. There was also nothing unifying about them. One-on-one session zeros are a chance to tie various player characters together in a satisfying way. As I’m going through the individual session zeros for my next campaign, Caught in Galen, I’m achieving this and it feels great. Anyway, back to Iskryn. We started after holding all four session zeros with an interesting first session.

As many other great campaigns, Iskryn began in a tavern, but that was accompanied by a failed opening narration. I had this wondrous idea in the early days of the campaign that I’d open each session with a bit of retrospective narration, as if I was telling their story far in the future or reading it from an ancient tome, each time as a different person. While the idea was cool, I didn’t execute it well and stopped trying it after the first session. After the narration, each player introduced their character and the party slowly formed. They met in the Silver Bear Inn, some of them ready to meet a sage named Gitro. He did eventually arrive, but his arrival was accompanied by a gang of humans with patches of soiled fur. They tried to kidnap Gitro, but each member of the party intervened and a battle ensued. As they killed the humans, they discovered their blood was oily black and their rage was insatiable. Something was amiss with them. This began the first plot of the campaign, the corruption of creatures across the icy region of Bassel’s Vale. The party found themselves tangled in it, trekking across the town of Piken to stop members of this lycanthrope cult, the Sanguine Paw, from achieving their goals. Of course, the characters' goals interfered with the cult as well. Rob Tully, a beastmaster ranger, knew the cult well and was destined to cull their rise; Artieom, a member of a good-natured wildlands tribe, sought to protect what his devastated people once did; Dani Dregon, an arcane trickster, believed the cult was behind the capture of her two eggs (she was an ancient dragon who'd lost her power and was polymorphed into a halfling); Mithdartis, an ice elf wizard of the frigid fjords, was under the impression that the cult's leader owned an artifact he needed to progress his studies. They heard of the Woodsmaster and culled one of his operations in a bakery called the Crescent. In the underbelly of the establishment, the group fought a powerful, demonic creature of dog-like appearance and found a wereboar goblin, who they cured of his foul corruption. The group needed a guide through the nearby wilderness to an ally of the Woodsmaster and the Sanguine Paw, a corrupted giant named Legrogg. This cured goblin became that guide and a steadfast member of the group, even though only one of the party members, Dani, took care of him and genuinely enjoyed his company. Boarhead was born that day, and he’s a character I will never forget playing. After raiding the bakery, the party lost Artieom as a member and gained a new one: Aku, a firbolg warlock whose patron was locked in a mysterious place.


From Piken, the party departed for the Goblin Barrows, where Legrogg awaited. En route with their goblin guide, they encountered wild beasts, saved a village named Damor from Sanguine Paw assault, battled the Woodsmaster for the first time, freed an efreeti from an eternal prison, befriended a handicapped hill giant named Mebigg, and ventured into the Goblin Barrows. Inside the dizzying series of snow capped hills and rocky outcroppings, they discovered Legrogg’s lair, a large cavern behind a great waterfall. There, they fought a representative of the Sanguine Paw and snuck deep into the giant lair, evading goblins, trolls, giants, and ogres all the way through. In a rite of sacrifice, Aku destroyed the elemental blade he looted from the efreeti's stone prison and annihilated the weaker beings of the lair. That left only Legrogg to be dealt with. The corrupted giant was handily defeated, a fight I was upset with for multiple reasons. With the giant’s death and the discovery of possible help in the north, the first act ended.


The first act started strong but stumbled a few times. Play was regular for awhile, every week or two weeks, and everyone showed up. Then, in the fourth session, two people joined the campaign with new characters and one of the original players created a new character. Talk about a mix up! I didn’t do a great job of integrating them, but I tried my best. The story was ramping up then, causing the addition and subtraction of characters to truly mess up my planning. No matter, we went onward and awesome adventures were had! The delve into the Crescent bakery dungeon was great, from the battle with the yeenogdemon to the establishment of a friendship between a goblin and the party’s arcane trickster. Leaving the town, Piken, increased up the tension. As the group arrived at Damor, this village under siege by the Woodsmaster and the Sanguine Paw, we lost two members. Then, a session later, we lost another; all three of them came and went for a few sessions after they "dropped out" but I see it all the same. The group was down to three players and one DM in the blink of an eye, all due to scheduling conflicts. They were busy with some other aspect of life or just couldn’t play, so I let them leave or come and continued on. Everything went well through the Legrogg fight, which wasn’t what I wanted it to be. I didn’t play the giant well enough; he was a beast of fury and passion, yes, but he was also somewhat intelligent. That wasn’t shown at all. In the session Legrogg was killed, I let another new player join in...and she got the killing blow on the villain as well. I understand it’s D&D and the dice fall where they must, but that was a real bummer. Legrogg had been built up to for quite awhile and then a new player comes in and finishes him off. Great for her, probably not for the rest of my group. And, of course, the very next session, she left the group, citing the inability to play consistently. Onward, though, to the second act!

Act II: The Magus and Beholder


Act one was the introduction to the characters, the setting, and the overarching plot. Act two saw the deepening of the primary plot and lots of other madness. It began as the group trekked north to the Seventh Spire. There, they sought more knowledge about this foul corruption, the Sanguine Paw, and the Woodsmaster from a wizard called Magus Sint. On the way there, they fought Magmaphor, the efreeti they freed in an earlier adventure, gained their old party members back again, fought the Woodsmaster near a hag’s abode, and ensured the Goblin Barrows were ruled by someone they trusted: Mebigg the Beastmaster. Once they arrived at the tower, they held council with Magus Sint and their old patron, Gitro, discovering that the Sanguine Paw and the Woodsmaster sought something lost to time. They were searching for a gnomish artifact or location that held souls of long disappeared beings. To find it, Sint believed they were bolstering their gnoll armies in the far north and preparing to bring the demon lord Yeenoghu into the mortal world. Their best option, they all agreed, was to find this mysterious gnome thing before the Sanguine Paw could act. In the Seventh Spire, they researched and discovered a ritual of divination to find the lost place — but it required multiple lunar aspects. They knew one lurked in the far north in a buried sanctuary of Bjornar, god of the urson. That was their next stop.


The party barreled through the frozen north, to the Gashnought Devastation and the location of the buried sanctuary. After weeks of searching the region for it, they uncovered the entrance to the shrine and entered it. Within was a tainted temple crawling with demons of Yeenoghu, remnants of a battle lost long ago by the servants of Bjornar. In this astral space, the party desperately dueled the powerful fiends and lost both Boarhead and Rob Tully. They also discovered and befriended the lunar aspect of Bjornar, who they explained the entire situation to. Afraid that Yeenoghu might enter the mortal world and ravage it like in the days of yore, the aspect agreed to assist them with their ritual. After everything concluded in the sanctuary, two members decided to stay behind and guard the ancient shrine of the bearfolk god. The group departed the sanctuary, resurrecting Boarhead but not Rob Tully, and journeyed back to the Seventh Spire. On their way to the tower, they found a tabaxi named Cloud in the Eyes, an arcane archer yearning to eviscerate Yeenoghu and his followers for transgressions against his people; the tabaxi joined the party. Weeks passed and the party arrived at the mage tower, seeing the slopes surrounding it filled with tents of humans, dwarves, elves, and halflings. They were refugees of Piken; the town was being ripped apart from the inside by agents of the Sanguine Paw. As the party assisted Magus Sint, their homes were being devastated by the Woodsmaster’s cult. Nonetheless, they entered the Seventh Spire, ready to return the aspect to Sint. In a twist, the group discovered using divination magic that the halfling magus was double crossing them, planning to use them to find the aspects and take the gnomish artifact or prison for himself. In private, the party decided to betray Magus Sint before he could betray them, but an attack on the Seventh Spire hurried their course of action. Minions of a great beholder they’d heard of before, Relueick, assaulted the mage tower. Eyeballs, trolls, and purple worms ravaged the tower, killing sages like Gitro by the hundreds. Luckily for the group, Relueick wanted the same thing as they now did: to find the gnomish thing and to take out Magus Sint. Together, the party and minions of Relueick entered Sint’s study and a portal to his fortress in the Nine Hells — a great structure of emerald and ooze. Against the magus of ooze, they were handily defeated but saved by Dani's connection to a famous archdruid, Gwenavine.

Teleported thousands of miles south to the Isles of Altarin, the party recovered from their battle with Magus Sint. In Altarin, they gained three new party members who would travel back north and help fight the Sanguine Paw and the magus of ooze. They took an airship to Azudon’s Reach, met with a respected archmage, Primedordus, and confronted Magus Sint in the renowned, massive spire of magic. In a flurry of plane shifts, the party teleported from Azudon’s Reach, to Magus Sint’s emerald stronghold, and back to Piken — the ruins of Piken. Demolished by the hordes of the Sanguine Paw, Piken was no more and most of its citizens were taken as prisoners. Gnolls still haunted the ruins and they party took it upon themselves to cleanse them. While eliminating them, the group discovered a massive excavation site. Before entering, the party's new members departed, eager to brave the wilds of Iskryn before venturing into the maw of the Sanguine Paw. Inside the excavation site were gnolls, a recently uncovered statue to Yeenoghu, a strange talking door, and the Woodsmaster. For the third time, the party battled the Woodsmaster, a once angelic overtaken by the hunger of Yeenoghu and a seemingly single purpose. They overcame him and banished him to the Death Dells again. They were left exploring what laid beyond the door: an ancient gnome outpost. They discovered mysteries and answers aplenty inside. A gnome civilization was buried deep below Iskryn and it harbored beings of metal, stone, and wood: soulforged. Relueick, the party’s beholder ally, had monopolized many of these buried outposts, including this one, and was producing soulforged with souls of various creatures across the Subterrane. Shocked, the party realized that the maniacal beholder, the halfling magus, and the lycanthropic cult of Yeenoghu were all after the same thing as them: one of this ancient gnome outposts that acted as a prison.

The party delved into this outpost and confronted Relueick himself. They spoke to the beholder and made a tenuous alliance against Magus Sint. Together, they’d eliminate the magus of ooze and then go their separate ways; if they collided on the way to the gnome prison, so be it. They also confided in a trapped gnome soul, who alerted them of the prison they sought: Gavelingrad. Searching his memories, the party discovered four keys were required to open the ultimate prison entrance — they knew Magus Sint and Relueick had one each. They needed to find all of them. Bolstered by a force of soulforged, eyeballs, and snow trolls of Relueick, the party entered the third layer of the Nine Hells once more, landing in a town on the River Styx: Zalgun's Crossing. Sensing an opportunity, the group decided to participate in a devil coliseum in exchange for artifacts of power, knowledge, and more creatures to strengthen their ranks. They battled fire giants, vampire lords, an ancient gnome artificer, powerful abishai, and an entrapped, corrupted marut. These souls had been trapped in this devil arena, the Den of the Demised, for centuries and millennia, and the party bested each of them, except the marut. The marut did almost defeat the party, but Aku managed to enter its planar prison and free its soul, earning the respect of the marut who turned back time...to the day Cloud in the Eyes, Aku, Dani, and Boarhead first entered the town in the Nine Hells. Despite losing to the marut, they still had all their rewards earned in the past, including one of the keys, the diamond key from Zalgun. Briefly, they planned on entering the arena again, despite there being changes to the inhabitants of Zalgun's Crossing, but it was attacked by Magus Sint and his oozey, infernal minions. Beside the minions of Relueick and the devil Zalgun, the party battled the magus of ooze on the banks of the River Styx. Barely, they defeated the wizard-warlock and fulfilled their end of the bargain with Relueick. Ransacking Sint's citadel alongside Zalgun, they found the emerald key and enlisted their soulforged companion, Tamus, to watch over the citadel alongside Zalgun. Satisfied, the party plane shifted back to the mortal world, to the Gashnought Devastation. After all, that was where the Sanguine Paw was taking the prisoners from Piken and where they planned on conducting the ritual to summon Yeenoghu to the mortal world.


In the frozen wasteland scoured by pools of bubbling lava, the firbolg and tabaxi scouted for signs of the Sanguine Paw. Primedordus teleported to them briefly, alerting them of various outposts around the area, points of interest discovered by an old friend of his. Dani and Boarhead decided to head to a clan of urson and gain their allegiance; a tabaxi they saved from Relueick’s clutches headed south toward the remnants of his people; the remaining party members — Aku and Cloud in the Eyes — decided to move toward an outpost of Relueick’s in the area, hearing from Primedordus that the beholder planned to ally with the Sanguine Paw and betray them as Sint did. Displeased, they scaled a chain of whitecapped mountains, braving strong winds and thick snow. Eventually, they found an old frost giant fort, renovated by Relueick and his minions, in addition to a great pillar of unknown origins. Beside the pillar, an efreeti materialized before them; he was Magmaphor the Second and he sought revenge against his father, Magmaphor, the efreeti that party had battled for the past few months after freeing him. They agreed to ally against Relueick, Magmaphor, and the Sanguine Paw. Together, they invaded and sneaked through Relueick’s renovated fort and lair, passing by soulforged, trolls, and eyeballs. A brief combat with a maddened gauth preluded the ultimate conclusion with Relueick. Cloud in the Eyes, Aku, and Magmaphor II confronted the icy beholder, who’d gone insane with greed and lust, desperate to find the gnomish prison and use all the souls within to power his ancient soulforged monstrosities. Alongside the eye tyrant stood a warforged titan — and the party battled both for awhile. They even managed to turn the warforged titan against the beholder multiple times, eventually shattering the aberration. As they slaughtered the beholder, a portal of fiery energy opened up before them, and Magmaphor the Second jumped through it. Hesitantly, Aku and Cloud in the Eyes followed, leaving the warforged titan and the rest of Relueick’s minions to fend for themselves. Upon the group’s arrival to the Plane of Fire, the second act ended.

The second act, the Magus and Beholder, was extremely long out of game. While act one was fairly consistent, progressing at a pace I thought was okay back then, act two was a drag. Lots happened during that time, in my life and the lives of my players, but the ultimate pressure and fault lies with me. We were all in college and had jobs. Some people moved away then came back and left again. I got married and moved to a new place. We let new people try out D&D multiple times, only for them to either not enjoy or not deem it worth their time. It was hectic and while D&D games can thrive on chaos in-game, chaos out of game only causes harm. The constant addition and removal of players really hurt the campaign here. Character specific plots were abandoned and added, were destroyed or slowly disappeared. It wasn’t great. The death of Rob Tully, too, was a monumental disaster for the campaign. He was so connected to the overarching plot, so integral to the story, but D&D is D&D and his character died and did not return from his afterlife in the Beastlands. The long spaces between sessions didn’t help with people’s memory, either. Key plot points were forgotten, interesting characters were pushed to the side, and lots of the intimate moments in the campaign faded away. On top of that, I started other campaigns, too. I was juggling a lot: three D&D campaigns, my wife, my job, school, writing, reading, exercising, and much more. By the end of act two, I’d realized all of this and actively remedied it. From now on, I’d only be running 2 campaigns, one every month or so and the other every week. I’d remedied the wrongs when it came to D&D, but there was this one campaign I knew had to be finished in a satisfactory way. Two of the players stuck through it, through all the trials in the world of Eldar and in our world. We needed to have a great ending. Although I knew it would be short, I also knew it would be epic, memorable, and would have an impact on Eldar for the rest of my life. Onward, to the third and final act!

Act III: Yeenoghu and Gavelingrad


Magmaphor the First awaited the party on the Plane of Fire. He approached them with a bargain: he’d shift them to the inner reaches of the Sanguine Paw’s territory if they could recover a powerful sword the Woodsmaster was holding over his head for him. The group agreed, despite the tense confrontation between Magmaphor the First and Second. The efreeti shifted them into the deep lair of the cult and the party cut through hordes of demons to find a twisted aspect of Yeenoghu guarding both the sword and one of the keys to Gavelingrad, the ruby key. During this battle, Magmaphor the Second was slain, turned to ash by the deadly fiend and servant of Yeenoghu. The group spent a moment recovering, but heard a rumbling howl from the surface. The cavern began to collapse and the single howl was joined by thousands more. Hurriedly, the party rushed to the surface, Cloud in the Eyes dodging falling chunks of stone and Aku riding a disc of crimson energy. Upon reaching the surface, they looked upon a massive gorge that ended in a titanic, partially cracked archway cackling with fiendish magic: the Gash. Hordes of gnolls surrounded the gorge, all howling in unison; crumbling stone towers dotted its sides, gnoll warlocks leading the cry; the prisoners from Piken sat helpless in the gorge itself; and the Woodsmaster stood above the arch, holding radiating parchment vital to the ritual. Yeenoghu’s arrival was imminent.


Aku flew to one of the stone towers, spotting one of Dani’s prismatic wyrmlings under the control of a gnoll warlock. The firbolg dispatched the gnoll and freed the dragon, leaping on it immediately. Cloud in the Eyes weaved through the hordes of gnolls at a rapid pace, moving toward the arch and the Woodsmaster. The ritual continued and the world shook — thousands of innocents were sacrificed in the gorge, their blood spattering the snow and ice of Iskryn. A terrifying maw broke through the cackling portal to the Abyss, snarling and voracious: Yeenoghu. He let out a frightening howl and his gnoll children responded, transforming into demonic visages of their already bestial selves. As the demon lord broke through, Aku unleashed a barrage of eldritch might upon the arch and Cloud in the Eyes loosed explosive arrows its way. Yeenoghu, the Gnoll Father, tore his head out as the top of the arch cracked and toppled onto the demon lord. In a grand and gory moment, the demon lord’s head was ripped from his body as the portal to the Abyss boomed out of existence. The livid gnolls howled in unison and began rushing the gorge, eager to finish off the prisoners and whatever sent their father howling back to the Abyss. The Woodsmaster, enraged, knocked Aku out of the sky and sent him and the dragon tumbling to the bottom of the gorge. Extremely wounded, Aku stood at the head of the remaining prisoners as the Woodsmaster landed in front of him and Cloud in the Eyes perched hundreds of feet above them, bowstring drawn.

For a moment, the Woodsmaster seemed intent on finishing off Aku once and for all...but he stopped short of the warlock. The two conversed. The Woodsmaster was calmer than usual and seemed steady minded. He explained that the constant howl and dark hunger of Yeenoghu was not present in his mind with the demon lord temporarily disabled. In a surprising turn of events, the party allied with the Woodsmaster and he called off the lost gnoll horde. They decided to enter Gavelingrad together and release the souls trapped within the gnome prison, which had been the goals of either side the entire time. The three took a moment to speak and rest above the Gash. The Woodsmaster further explained his position, how Yeenoghu’s curse forced him to commit vile actions, and how he’d spend the rest of his eternal life seeking repentance. As everyone spoke, Dani arrived, both of her wyrmlings intact, and gave the group one last farewell, explaining that the urson and Boarhead were en route to help the troubled prisoners turned refugees at the bottom of the gorge. Fully rested and ready to go, the party, now including the Woodsmaster, ventured to Relueick’s lair, where they knew the final key awaited. There, they encountered Primedordus’ friend — White Crow — who had cleared the lair and found the key about a day ago. The albino drow quickly departed after gifting the group the key, stepping through an extraplanar, glassy portal. With all four keys ready, Aku took out their friendly gnome soul and swept through his memories of Gavelingrad, trying to place it in Iskryn. He found it: the gnome prison lurked deep below his home, the Elementalwood. Altogether, they journeyed one, last time across Iskryn, and deep into the Subterrane, where they discovered the long lost Gavelingrad. Inside the pristine gnome settlement, they found an old companion who’d gone insane, Mithdartis, and the entrance to the prison itself. With the four keys, they opened the door to the planar portion of the prison. Once inside, the party and the Woodsmaster freed all of the trapped souls: goblins and humans, lycanthropes and dragons, tabaxi and dwarves — and Aku’s patron: Niqua. As Niqua was freed, warlock and patron combined to form an entity of pure eldritch might, one that would enact vengeance upon those who’d wronged the souls trapped here and the oppressed in Aku’s home. The warlock of newfound power opened a portal to Piken, where he and Cloud in the Eyes ushered out all of the mortals who still lived in the prison; they could begin a new life there. At the portal’s edge, the Woodsmaster graciously thanked the group and admitted his wrongs. He’d have an eternity to right them, and it’d begin with protecting this new settlement of a lost people. He left, leaving them with his true, celestial name — Lysander Xonora — not the name given to him by the members of his Sanguine Paw cult.


The planar prison was quiet, the two remaining members of the party standing within it. Together, they decided to ensure this place of eternal capture and torture was never used or found again. They exited the planar portion of the prison, and, in the mortal world once more, shattered the keys. As they broke them, the entire gnome prison fragmented and shook. Buildings of electrum exploded. Towers of adamantine shattered. Streets of pure mithril cracked. Together, Cloud in the Eyes and Aku rode on a disc of eldritch energy, racing past the collapsing gnome prison and their insane former companion chasing lichhood. Flying past the ice elf, Cloud in the Eyes took one last shot, impaling him to a tower of shimmering metal. He and his dark secrets would rest here forever. Eventually, they reached the apex of the cavern Gavelingrad was built within and watched the gnome prison crumble. They looked to each other, spent but fulfilled, and decided to part ways. Aku opened another portal for Cloud in the Eyes to travel to Piken and the tabaxi stepped through, giving his companion, his friend, one last goodbye. The portal shut; Aku stood above the ruined Gavelingrad, infused with his patron’s power, and Cloud in the Eyes stood at the head of the saved souls, blessed with the thanks of folk who were all but dead to the mortal world. Iskryn had been saved, but their stories were not finished. Aku returned to his people and instilled a new order in them, tearing apart their reliance on the cruel elements and giving them a new entity to look to. From there, he and his patron waged war upon the Elemental Planes, attempting to separate them from the fabric of the mortal world. Cloud in the Eyes helped Piken and its new inhabitants rebuild. He protected it, alongside Lysander, and watched it flourish once more. After that, he journeyed to Azudon’s Reach where he convinced Primedordus to shift him to the Death Dells in the Abyss: Yeenoghu’s lair. There, the tabaxi sought to eternally hunt the Gnoll Father. He’s thought to be there even in the present. As for Iskryn, the region was forever changed. The party stopped the rise of a demon lord in the distant north of a quiet continent, yes, but even his momentary presence shaped the land for centuries after. Despite this, the impact Aku and Cloud in the Eyes had on the world was great: some gnolls still live in peace, without the hunger of Yeenoghu in their heads; firbolg tribes flourish around the grand forest once called the Elementalwood; Piken is a bastion of civilization to this day, thousands of years later; and Lysander still protects the people of Iskryn from the plight of evil, and seeks to assist Cloud in the Eyes in his eternal hunt when the time is right. The frozen expanses of Iskryn did change for the better thanks to the actions of these two heroes and those who helped them, and their tale is often read and recounted across modern day Eldar. It is known as The Frozen Expanses of Iskryn: The Epicenter of All Conflict. Many think it false, others know it to be true. But who really knows? The author of the tome is unknown. The only two people who know the whole story are Aku and Cloud in the Eyes, and they are both out there — somewhere — in the vast multiverse, ascended adventurers of the past.

That was act three, Yeenoghu and Gavelingrad. Everyone’s stories were leading to these two moments throughout the campaign. Aku wanted to free his patron who was trapped in Gavelingrad and Cloud in the Eyes wanted to kill Yeenoghu and free the tabaxi inside Gavelingrad. A lot went down during act three, but it was only two sessions, two great sessions. I thoroughly enjoyed both, as did my players, and we knew it was the end of the campaign. Most of the loose ends were answered, either during play or during each of the epilogues we created for the campaign. I was even able to get in cameos for all of their characters from the Dead Isles of Altarin: Primedordus, Gwenavine, and White Crow; they all thoroughly enjoyed and appreciated that. Each of the primary characters, too, had satisfying endings. Aku joined with his patron and took revenge on those who cast him out; Cloud in the Eyes pursued his lifelong goal of killing Yeenoghu; Dani returned to Altarin to be with Gwenavine, their wyrmlings, and Boarhead. Even those player characters who were present for part of the campaign did have endings: Mithdartis died in his attempt to attain lichdom; Erthizon guarded the sanctuary of Bjornar for the remainder of his life; Brique roamed the wilds, never to cure the planar bug in his head; Artieom reforged the Frostwolves to help Lysander protect Piken and Bassel's Vale; Rob Tully remained in the Beastlands, beside his wife and child until the end of time.

In the end, I was happy with the campaign’s conclusion. We ended it in the best way possible. After all the hardship, conflicting schedules, and lost time, the Frozen Expanses of Iskryn ended on a high note. I am glad it’s over and I think my players are as well. Now, we can look to the future, which, despite the pandemic raging across the earth right now, is looking bright. This campaign may have been sporadic and full of problems, but the D&D I run isn’t like that anymore. It’s consistent — and consistency is the key to great D&D games. Whether you’re playing once a week or once a month, as long as you are consistent and everyone is committed to playing D&D, you are going to have an amazing time. When everything is consistent and everyone is committed, the story progresses smoother, the characters are more alive, and everyone maintains a firm grasp on the game. Alas, consistency requires the organizer or Dungeon Master to be harsh at times. Get a firm answer on commitment, make sure that your players believe the game is worth their time. If the Dungeon Master is putting in the effort, the players should too — but the DM needs to enforce it. Sometimes, it’s necessary to be an enforcer to have fun.

In Summary


Like I’ve said many times in this article, I learned a lot during the Frozen Expanses of Iskryn campaign. I’ve taken all of the lessons to heart and incorporated them in the games I run now — they’re so much better. I can’t wait to write the introspectives/retrospectives for my current campaigns, it’s going to be a lot more storytelling and D&D specific lesson learning and a lot less learning how to plan, manage, and enforce. Running D&D campaigns is the best way to improve. If I would have never run the Iskryn campaign, I wouldn't have learned that:
  1. Consistency is the key to great campaigns. With consistent sessions, everyone feels more connected to the story and each other.
  2. It's necessary to find committed players. D&D shouldn't be something they do on the side because there is nothing else to do, they should see it as a priority, especially when it's scheduled out or predetermined.
  3. Many other things: improvisation is the best way to play D&D; grand plans sometimes stutter and fail; laughing and joking around makes everyone happier; the players and their characters are the centerpieces of the campaign; unimportant or side NPCs might be better than any planned character; and much, much more, but I can't go on forever!
Before this article ends, take a look at this page I wrote up before the campaign started. Plenty changed and morphed into new stories as the campaign progressed, mostly thanks to my players and their ingenuity, creativity, and excitement to tell awesome stories. I am happy, however, that the primary villain, the Woodsmaster/Lysander remained in the campaign the entire way through. It was absolutely great how the party reconciled with him after driving Yeenoghu from the mortal world, and seeing his redemption, something I always thought would be possible, actually happen was fantastic. Major props to my players!


I hope you took something useful from this, or enjoyed the story of the second campaign set in my world of Eldar. I’d like to deeply thank everyone who participated in this campaign and made it possible; you’re all amazing. Here’s to many more epic tales in Eldar!

It's only a matter of time before looking back at my current campaigns: the Enoach Desert and the Karlith Straits. When the time comes, I hope you'll join me again.

Until next time, stay creative!

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