Nov 16, 2023 6:36 pm
[ +- ] Guardians of the Great King Forest (Cormanthor)
It is largely abandoned today because of the Retreat, when over 90% of the elven inhabitants left for Evereska and Evermeet or other places in the west. It remained a large mysterious forest with old secrets for many centuries and only recently, with the revival of Cormanthyr, has it come alive again.
[ +- ] Non-Gestalt Alternative
If it would help to attract a GM, I could drop the Gestalt, provided the game was 10-15th level (vs 4-12 gestalt).
I could just multiclass the Ranger and Barbarian levels.
I could just multiclass the Ranger and Barbarian levels.
3. Party size (3-8; GM choice)
4. Level (4th - 12th level, GM's choice within that range)
5. Gestalt: https://www.dandwiki.com/wiki/Gestalt_(5e_Variant_Rule)
NOTE: classes on either side of the build must be nature based, taken from the following list (variety of classes is preferred over 5 ranger/druids for example). Regarding multiclassing: a minimum of 4 levels before changing out of a class; no 1-2 level dips for abilities.
Acceptable classes:
• Druid (Circle of the Primeval, Circle of the Shepherd, Circle of the Land)
• Barbarian (Path of the Wild Magic, Path of the Totem Warrior, Beast)
• Rogue (Scout)
• Cleric (Nature Domain)
• Fighter (Scout, Arcane Archer)
• Paladin (Oath of the Ancients)
• Ranger (Beast Master, Fey Wanderer, Primeval Guardian)
• Monk (Way of the Elementals)
• Warlock (The Archfey, the Kraken)
• Blood Hunter (any but with a focus on protecting ancient forests and its inhabitants)
• Wizard (School of Transformation - focusing on element/nature based spells)
• Sorcerer (Stone Sorcery, Sea Sorcery, Pyromancy, Storm Sorcery)
• Bard (College of Lore - must have nature skill proficiency with expertise, also, focusing on elemental/nature based spells, and all spells gained via "additional magic secrets" must be element/nature based).
•no artificers
6. Combat is great, but also looking for opportunities to explore concepts like exploration and discovery (ie: Myth Drannor), nature conservation/protection; character development/growth, along with anything else you might want to throw in there.
7. I plan to play a Fairy Ranger (Primeval Guardian)//Barbarian (Path of the Totem)
8. Posting - I can go with whatever comes my way. Preferring often over infrequent.
9. Regardless of starting level, my hope is that the intent is to see this run as an epic campaign, spanning as many levels as possible.
10. All characters use the same stat array (18, 16, 14, 12, 10, 8) and start with character wealth based on starting level, using the following chart: https://olddungeonmaster.com/2021/03/02/dd-5e-character-wealth-per-level/
11. Possible Campaign Concept:
[ +- ] Guardians of Cormanthor: Quest for Myth Drannor
Concept idea (feel free to use it or go with something else that is in line with the nature-based theme of this game request):
In the ancient and mystical forest of Cormanthor, a group of brave adventurers takes on the role of Guardians, sworn to protect the sacred woodland from the encroaching threats that seek to disrupt its delicate balance. "Guardians of Cormanthor: Quest for Myth Drannor" is a wilderness exploration and combat-based adventure that immerses players in a rich and vibrant world teeming with magical creatures, hidden treasures, and ancient secrets.
As Guardians of Cormanthor, the players are summoned by the wise and ancient Treant Council to embark on a perilous quest that will determine the fate of both the forest and the legendary city of Myth Drannor. A growing darkness threatens Cormanthor, and the key to its salvation lies in the rediscovery and restoration of Myth Drannor, a once-great elven city shrouded in mystery and forgotten history.
The adventure begins amidst the towering trees of Cormanthor, where the players must navigate dense forests, treacherous swamps, and enchanted glades. They encounter a diverse array of woodland creatures, from mischievous sprites to noble centaurs, who provide guidance and aid on their journey.
As the players venture deeper into the heart of the forest, they uncover clues and fragments of ancient lore that hint at the location of Myth Drannor, lost for centuries. They must solve riddles, face trials, and gather powerful artifacts scattered throughout the forest to gain entry into the fabled city.
The exploration of Myth Drannor itself becomes a pivotal part of the campaign's conclusion. The once-great elven city stands as a haunting testament to its former glory, now overrun by malevolent forces and haunted by spirits of the past. The players must navigate its crumbling streets, unravel its secrets, and confront the powerful entities that seek to exploit its hidden powers for their nefarious purposes.
Within the walls of Myth Drannor, the players encounter ancient elven guardians, trapped spirits, and remnants of powerful magic. They must overcome deadly traps, decipher forgotten scripts, and forge alliances with the few remaining elven inhabitants who maintain a glimmer of hope for the city's restoration.
As the players delve deeper into the heart of the city, they uncover a sinister plot that links the darkness threatening Cormanthor to the hidden secrets of Myth Drannor. They must confront powerful adversaries, including corrupted wizards, undead abominations, and ancient evil entities, in a climactic battle to save both the forest and the city from utter destruction.
"Guardians of Cormanthor: Quest for Myth Drannor" presents a captivating blend of wilderness exploration, tactical combat encounters, and immersive storytelling. It allows players to delve into the rich lore of the Forgotten Realms, uncover the mysteries of a lost elven city, and shape the destiny of Cormanthor itself. Can they rediscover the lost magic of Myth Drannor and restore its former glory, or will the darkness consume both the forest and the city? The answer lies in the hearts and actions of the Guardians.
GreyWord says:
While I have no capacity to DM this, I want to provide some feed (what would I say assuming I had the capacity and willingness to DM a game that ignores 5e established balance).[ +- ] Feedback
1. I would revisit your list of sub-classes. For an instance I would allow all druid sub-classes because 5e all "Druids revere nature above all".
2. I would slightly adjust story to have a few "Guardians, sworn to protect the sacred woodland" (only PCs that has no barbarian, rogue, fighter, warlock, wizard as their classes) and other PCs would join them as summoned my Treant Council, hooked by lore, artifacts, personal (ancestor related), etc.
3. If you are really interested in character development/growth I would start with 2 players and gradually add more (i.e. a player every month real time). gestalt perfectly support that
2. I would slightly adjust story to have a few "Guardians, sworn to protect the sacred woodland" (only PCs that has no barbarian, rogue, fighter, warlock, wizard as their classes) and other PCs would join them as summoned my Treant Council, hooked by lore, artifacts, personal (ancestor related), etc.
3. If you are really interested in character development/growth I would start with 2 players and gradually add more (i.e. a player every month real time). gestalt perfectly support that
[ +- ] My Response to GreyWord's Suggestions
@GreyWord - I appreciate any constructive feedback.
1. I would have no problem adding 'Druid of any subtype' as acceptable classes (if there are other 'nature-themed' class/subclass options that I've missed, I'm not opposed to having them pointed out to me.
2. The whole concept of the game is that of playing nature-based races/classes/subclasses. I'm not open to only having a few players follow those parameters while most others can simply ignore them. Now if you mean that a couple of characters come from the barbarian tribe as described in my last post...and other characters (that are equally nature-based as per the allowed class list I've provided) are summoned by the Treant Council, I'm definitely fine with that. The whole 'Barbarian Tribe' idea was simply an option, given there are already two players interested in playing Path of the Totem Barbarians (and based on the suggestion presented by Khulod).
3. This too would be fine with me. With two Totem Barbarians (from the same racially-diverse/totem-diverse tribe) already looking to play (myself and MaJunior), they could be the starting point with others being brought in over a period of weeks or months.
Last edited November 18, 2023 1:50 pm