Item: Princes of the Apocalypse recap; 22 Jan 16
The party, even with the preaching paladin of Lathander, managed to rescue the Wizard that was researching the Stone to Flesh spell from being sacrificed to the Prince of Evil Earth, for daring to unleash this particular spell to Faerun:
Stone to Flesh
4th Level Transmutation
Casting Time: 1 (Standard) Action
Components: V, S, M (a drop of blood)
You cast this spell on a person who has been petrified. You remove the petrified condition.
The formerly petrified being will have no recollection of the time he or she was petrified; it would be the first living moments immediately after petrification. Any damage done to the creature while petrified becomes physical deformities to his or her original state.
The party returns back to Red Larch with the wizard safe, where the party decided to test my staying power. The paladin wants a shrine to Lathander, a rogue wants a basilisk tooth (Yes, there were a basilisk involved.) and turn it into an injectable dagger. Of course, he wanted it to be a poison dagger. This is where I tell them that Drow Sleeping Poison is readily available in some cities, where some law enforcement uses it as a non-lethal ordinance (much like a Tazer, only you get to have a good nap instead) and yet a third wanted to help someone set up a Herbology store. All three paths lead out of the Dessarin Valley. And on a roadtrip to Waterdeep.
I definitely have my work cut out for me this week, and there’s also one more item to work with:
Item: Living Parnast
After some good night’s sleep, I decided on a title that I can publish in the DM’s Guild. I didn’t have to change too much: Wizards of the Coast owns the Forgotten Realms, but the Steam Engine is public domain. But I thought up a project that meshes better with the cannon Realms, where I put in the characters that I’m comfortable putting it under the DM’s Guild’s guidelines.
I give you Living Parnast. A series of campaigns that work like Expeditions, but it takes place in a familiar and out-of-the-way location that is introduced in Princes of the Apocalypse with a more casual gameplay. It takes the party under a new Lord, Justin Mercrial, as he liberates the village of Parnast from the Cult of the Dragon, and then rebuilds the village through the seasons in order (Tyranny of Dragons, Elemental Evil, Rage of Demons, Curse of Strahd, and so on.) Along the way, the village builds and expands, the party members become part of the village lifestyle and changes it to their liking, and events in both the Sword Coast and Moonsea have their effects in this Wild Wild West like environment.
With Living Parnast, I have the working path to Æthercoil that I wanted to have with the DM’s Guild. Living Parnast is where I set up the initial parts—and get the right book design—to the beta version of Æthercoil (The Forgotten Realms version). Like I said earlier, Æthercoil Forgotten Realms will not be put in either DM’s Guild or DriveThruRPG, but will be in a fanwork format. After I have the four documents made, I can then convert them into the official Æthercoil campaign guide, which will be published in DriveThruRPG.
At least that’s the plan for now. I’ll keep you posted on the progress here on my blog, and this will be where I’ll be working on my artwork in the near future.