Night Below - 2nd Edition FR Campaign

Old Sep 27 '12, 3:10pm
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Night Below - 2nd Edition FR Campaign

Night Below - Forum
Dungeons & Dragons (AD&D) and clones - Forgotten Realms
Estimated Members Requested: 5

Night Below. Yes, you read that right. I am planning on running this massive 2nd Edition campaign from start to finish. I will be putting up detailed information in the game forum, but for those who want some details prior to signing up:

1. Characters start at 1st level.
2. Haranshire is southwest of Waterdeep, and west of Westgate.
3. 2nd edition Forgotten Realms.

And just to be clear: Night Below is going to be the primary campaign, but don't be shocked if there are other side-treks that take you in and out of Haranshire. You may start and end with this campaign, but it's not going to be as linear as most people make it out to be.

If you're interested, sign up. If not...well, then, at least I hope you'll read along!

Game Description:

Hark! You there! Yes - you. You seem to be a strapping young adventuring type, with your armor and weapons all dangling about your person. Are you interested in exploring new realms, fighting evil beasts, and above all else, making some coin? If so, then come in and listen.

My master, the respectable Scarecrow71, is...what's that? You never heard of him? Why you little...

All right, so he's not well-known in these parts. In fact, he's rather new 'round here. But that don't take away from the fact that he's famous elsewhere, and that he's got a great head on him. Excellent guy, if you ask me. But I am starting to get away from why I called you in here to begin with.

As I started, my master is seeking to employ several adventuring types to roam about the land, taking on quests and fighting evil monsters and all that kind of stuff. Crawling through castles, rescuing maidens fair, battling beasts, diving into get the idea. And he's willing to pay you for it, if you're good or lucky enough to wade through hell and come back out on the other side alive.

Are you interested?

Night Below is an epic campaign for AD&D 2nd Edition set in the Forgotten Realms where characters will work their way through and around the sleepy land of Haranshire, uncovering evils and delving into mystery and intrigue, all the while attempting to keep their own sanity while eventually traversing through the underdark to find the true source of the goings-on.

Will you take up the mantle of helping the people of this fair countryside? Can you find your way to figuring out what true evil lies in this land? Are you brave enough to stop it once you do?

Fantasy Football Champion: MW League 2013; Grouchy John's League 2015

This, too, like all other things in time, shall pass.
I sent this character to your private message but got no response. I really want to try out this character. Again any penalties and limitations you impose on her I will of course accept but I would like to play her as is. The background explains everything.

Name: Marianna 'Maria' Fireheart
Race: Human
Sex: Female
Age: 9
Height: 3 feet 10 inches
Weight: 48 lbs
Hair: Reddish Brown
Eyes: Hazel
Character Class: Invoker
Alignment: Neutral Good

Description: You see a female, standing just a few inches short of 4 feet. She has a very young, probably slightly babyish face which is very childlike for a supposedly young halfling adult. But she can't be a Halfling since she is wearing boots instead of walking hairy barefooted. And she hasn't the pointed ears of an elf. But the real clue to her age is that she lacks any breasts, usually present in adult females of most humanoid species. They have yet to develop indicating she is still in early puberty, perhaps 9-10 years of age. She is a very lithe child, though not too thin. Fairskinned with a slightly sallow complexion, her head is surrounded by a beautiful mane of wavy, reddish brown hair that runs down to her shoulders. She looks at you with piercing, mysterious hazel eyes. Her attire consists of a green shirt, light brown pants and a hooded blue cloak which partially conceals a backpack. On her belt is a sheathed dagger.

Personality: Maria is a shy, introverted child that is full of surprises. She is someone who likes to stay in the background but despite this can be very outspoken at times. The little girl is very intelligent and witty. She can also be very sarcastic and blunt. But she has a meek exterior that hides the courageous, often formidable inner strength that she possesses within. The child is kind and helpful and a champion of the oppressed and the downtrodden.

Quirks/Flaws: Naive and a bit self critical. Bit of a bookworm and sometimes can be oblivious to her surroundings when she has her nose in a book. Very outspoken and will say what she feels at the most inopportune times. Annoyingly sarcastic and bluntly honest.

Motivations: Day to day. Her strongest motivations are survival and avoiding capture by the red wizards. She would not mind becoming a more powerful invoker in her own right but long term goals are somewhat furthest from her mind at the moment. She has just recently been orphaned, is travelling in a strange unfamiliar land, and is on the run from powerful wizards! That's enough to give adult adventurer's humungous migraines let alone a prepubescent girl!

Future Plans

-hoping for her to have to constantly put up with the red wizards. Would love to see her give them a merry chase about Faerun, especially since they are unaware of how well she has developed in her magic!
-other organizations being interested in her because of her abilities with magic which would make sense. The good organizations will try to protect her and find her a mentor, the evil ones will try to manipulate her and turn her to the dark side. After all there's the Arcane Brotherhood and the Harpers, the red wizards are going to have a lot competition soon!
-not sure about Prestige Classes although she is still a child and is probably more or less thinking short term than long term. simply going higher in levels and developing more power for now


Umara Fezim was a red wizard unlike any other. Instead of choosing to be power hungry and ruthlessly competitive like the other red wizards in training, she chose to do some good with her training, feeling that the backstabbing, self serving nature of the red wizards could only lead to their downfall. A very idealistic and kindhearted person she was alienated by her fellow trainees, but it only served to make her stronger both mentally and physically. Despite her do gooderness she proved to be a very formidable and clever red wizard which served her well and helped her survive as she developed as an evoker during her years in red wizard school.

So when she gained her right to become a red wizard, she chose to instead join the ranks of the Guild of Foreign Trade and serve as a merchant. She was also trained as an alchemist and chose to ply this trade, mostly to get out of Thay. She had no wish to get involved with the internal conflicts of the other red wizards so she chose to travel outside of Thay and work with the enclaves to help establish trade with the nations to the east. Given that she was one of the best alchemists in Thay and that her goody two shoes nature made her a little more trusted than most other red wizards, she was successful.

But she also left Thay for an even less patriotic reason, wanderlust. For several years she went adventuring whenever she was not working with the enclaves. But she made sure she contributed some of what she gained from adventuring to the enclaves to ensure that they knew she still worked for them.

Umara worked with a particular adventuring group who were neutral enough to accept Umara and her red wizardly background and 'complications'. Although she was very honest with them and while not necessarily telling all of the red wizards' secrets or conspiracies, generally being trustworthy and caring enough to do what is best for the party and their well being. So quickly she earned their trust, a trust she repeatedly continued to earn. The group was working around the vicinity of Daggerdale, since one of their group, a man named Randal Bloodaxe hailed from there and was working to free his people from Zhentarim rule. Because of this the party often went on missions for Randal Morn.

In 1357, the adventurers where one of the mercenary groups selected by Randal Morn and Mourngrym Amcathra to help defend the overland pass between Shadowdale and Mistledale through Tilver's Gap to Cormyr. The group fought bravely and Umara, who was already getting an earful from her red wizard superiors for threatening to induce the wrath of the Zhentarim by helping Randal Morn's cause, risked her life constantly, even for a clear enemy of her people and earned the respect of Randal and Mourngrym and their allies. Eventually the crisis was averted and the group parted ways with Bloodaxe and continued on.

Because of her deeds in Daggerdale, Umara was walking on eggshells with her superiors and to appease them offered to go on a few missions, nonevil ones that is, that would help them get some valuable artifacts with the help of her friends who suggested the idea in the first place. It was also at this time that she had a budding relationship with one of her adventuring group, a man Waterdhavian named Allistair Fireheart. Eventually Umara at least earned a bit of forgiveness for her actions in Daggerdale, even though she has no regrets for helping Randal Morn, and Umara was still allowed to continue working for the enclaves. Her position and influence within the enclaves helped them to get needed healing supplies. She did have to screen them first before getting it to her party. Given that these were coming from red wizards that were not as good natured as Umara, precautions had to be made.

Umara still continued to antagonize other red wizards though. One time she was supposed to alchemically alter one of her potions to turn it into a powerfully new addictive drug for sale at the enclaves. Instead she gave the potion, unaltered, to Reidan Veil to help cure his daughter Celeste who had accidentally ingested a lethal poison, saving her. Grateful Reidan compensated for the loss of funds even though Umara insisted on giving the potion without fee.

In Eleasias 1359, the party was in the Sword Coast in and around Waterdeep. They were investigating some banditry north of Waterdeep in the caravan route leading to Neverwinter. It was rumored that the bandits were led by a wizard working for the Arcane Brotherhood. On the night before the party went out to hunt down the bandits Umara and Allistair had a night of unrequited passion after Allistair proposed marriage. Then as soon as morning came the party went out and hunted down the wizard to his lair in the mountain ranges just east of the Mere of Dead Men. Eventually the party battled their way through the underground fortified lair of the wizard and confronted him in his study room and Umara and Allistair got into a magical battle with him while the rest of the party fought off his minions. The two won but Allistair was mortally wounded and died in Umara's arms. Eventually a grief stricken Umara parted ways with her adventuring friends.

Grief stricken and alone, Umara returned to Bezantur,Priador for a while. The while turned out to be a longer stay than she expected as in a few weeks she would realize she was pregnant. Not willing to risk the unborn child by traveling too much and wishing to ensure that her child at least had a stable home, Umara retired and took a position at a red wizard school to teach Invocation/Evocation magic.

Nine months later Umara gave birth to a healthy baby girl whom she named Marianna or Maria for short. She poured all her love and affection into the child and allowed her little girl to grow and develop on her own terms within reason. To Umara's pleasant surprise Maria was very intelligent and by three was already reading fluently and by 4 could to a limited degree even write fluently as well.

This came to the attention to the red wizards and against Umara's objections had Maria tested for magical aptitude. She tested very high. To keep Maria from being taken away from her, Umara agreed to reluctantly train her daughter in the Art herself citing that her daughter would learn better under her tutelage. So every 6 months between the ages of 5 to 8 Maria was required to attend a meeting with a senior red wizard to show her progress as a red wizard. Maria always toned down her abilities though because she learned magic quickly, actually thriving on the training and the challenges that it provided.

By the time she was 7 Maria had already mastered basic Cantrips and was well on her way to learning Read Magic. She would master it just before she reached the age of 8 and was well on her way to becoming an Evoker like her mother. Maria did not want to become a red wizard though, sharing her mother's ideals and beliefs and largely growing to hate the backstabbing, deceitful life the red wizards seemed to live for. Especially when a necromancer named Shamar Grezznar in the service of Szass Tamm has wanted to get to Maria since she was 5 because of her potential. Even on one occasion he tried to send undead to kidnap her while she was on an errand for her mother. Fortunately Maria escaped. Maria intentionally only did what was required for her during her testing by the red wizards for fear if they knew how powerful and advanced she truly was, they would take her away from her mom.

Then one night, after Maria celebrated her 8th birthday and was given her first spellbook as a birthday present, Umara managed to smuggle both her and her daughter onto a ship at the docks of Bezantur. The ship was commanded by a family friend. And eventually the ship left Thay in the dead of night.

During her boat journey Maria polished off her wizarding skills and mastered all the new spells she had in her spellbook. After a few months the boat was forced to head to the city of Yhaunn after it collided with a shallow corral gouging a harmless hole on its side. But before they could reach the city the ship was hit by a severe storm. The already disabled ship did not stand a chance and eventually sank. But before the ship sank Maria's mother put her in the lifeboat just as a broken beam fell on both of them. Umara pushed Maria out of the way and into the lifeboat but was crushed by the beam. Just as she was about to die Umara barely casted a levitation spell that released and safely set the lifeboat away freeing Maria from the sinking ship.

The boat reached ashore, just south of Yhaunn. Now Maria bravely continues to live on to this day, surviving on her wits and if necessary her magic. And this is where her adventures begin!

Sorry I didn't get back to your PM, but I do work from home during the day so some days I have client calls and all that.

Anyhow, the concept is interesting. You are missing most of the character, such as attributes and equipment, but the concept itself is ok. I have several concerns with allowing a character such as this in the campaign. They are, in no particular order:

1. The reaction of the other characters to a child. Are they going to be ok with having to, in their minds, looking after a child? Are they even going to want to have a child as part of their group?

2. The child's ability to pull their own weight. I'm not just talking about in combat, where you would be a definite target to the more intelligent creatures (as in, children are seen as small and weak and easy to pick off, not to mention that the adults in the group may be seen as being emotionally distraught and easier to kill if they have to witness a child being killed). I'm talking about simple things, like being able to keep up on marches that last all day, or being able to carry your own equipment such as a travelling spellbook and spell components. How are you going to be able to accomplish that, assuming you don't have access to a horse and cart?

3. Your attributes aren't going to be very good at the start. While you can make the argument that your INT score could be high (you could be a child prodigy), or that based on being so lithe your DEX score is high, you cannot make the argument for having a high STR, CON, or WIS. As a child, you haven't grown into your adult body yet, meaning your attributes will be starting low and developing over time.

4. Social interactions are going to be hurt. You are a child, and therefore no adult is going to take you seriously no matter how much you beg and plead and stomp your feet over them not listening to you. Not to mention you won't be able to get in to certain places, such as taverns and places of ill-repute that the other characters are going to want to go in, even if it's just to blow off some steam after laying waste to a cavern of kobolds.

I'm not entirely opposed to the idea of a child in the party, but it's going to have to be put to a vote by the other players (assuming we get some) to determine if the child would be welcome or not. They will need to understand the risks and responsibilities of taking this character along as they are the ones that will be most affected (other than, of course, yourself).

As far as the Sword of the Dales trilogy goes...I'm not planning on going that route. Night Below as the center, with some smattering of other stuff thrown in. I might make mention of the Temple of Elemental Evil, and there may be a place for some adventures that I hold near and dear to my own heart due to the fun I had playing them, but the Sword of the Dales is a campaign in and of itself that I wasn't planning on using. Although, I could read up and pieces of it may make their way in. You may have given me an idea....

Signing up as Interested, WIP below, will post when finished ... now, where did I put those 2e FR books ... ???

No dice rolling in the ad forum thanks

Well this sounds awesome! Really wanting to get into a 2ed game. I'm thinking an elf, maybe ranger or fighter. I've just got the players handbook. Are there any recommended FR books for char gen?

I'd recommend, at the very least, the Player's Handbook. If you are thinking of an Elf, I'd recommend the Complete Elves Handbook. And beyond that, the Complete [insert character class here] Handbook. That is, if you want to be a ranger, the Complete Ranger's Handbook.

To the rest of the world: Invitations have been sent to noobiegameplayer, genericun, onlie2005, scary wizard, and xenophone. noobiegameplayer has already accepted. Once I get to 5 people who have accepted we can get started. Yes, this means that I may send out more invites if more people show interest. First come, first served, so if you get an invite and don't respond timely you may be stuck in Waterdeep...

i really wish i could join this, but i ran this years ago and i remember far too much

good luck all, its a great adventure.

Oh! I really enjoyed this campaign in the late '90s, so I can't really join since I also know too much. But I would love to be added as a reader.

Well, that didn't take long. I've got 5 players already invited and working on characters. At least, I hope they are working on their characters.

Renshaw, I've sent you an invite to be a Reader of the campaign. I'm leaving the advertisement open in the event anybody else would like to be a Reader. Then you can just let me know and I'll invite you too.


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