The War of Strife
This is an overarching description of the entire campaign. Please do not read if you do not want spoilers.
Act 1 - Strife's recruitment
The attacks on the Temple of Tyr and Temple of Shar and subsequent revolution in Solar City.
Author notes when planning: Go to the priests of Tyr and Shar and make an alliance. It is better if you get there before any other representatives, but if you fail at that, make the alliance at all costs. They will at least be second for one temple. All costs means kill if need be. THough that last one might differ depending on the party's calling.
Suggested level: minimum 5
Act 2 - Tying loose ends
Covers the party going to assassinate the last high priest of Death at Mount Snowfaehl.
Author's notes: Mount Snowfaehl is the rumored resting plae of Mrykul's body. His remaining high priest should be there guarding it. Kill him.
Suggested level: minimum 7Act 3 - Making alliances
Author's notes: Maho Tier: gain promise from wizard here to fight for/against the Death and War calling. Won't give his word until party retrieves a god-slaying weapon from the bottom of Frostbite Lake.
Act 4 - Frostbite Lake
Author's notes: Need knowledge of it before going. Must physically dive into the lake and access underwater caverns. First cavern has a triggered spell to dry and warm players if they can activate it. A white dragon lives here and protects the weapon. Here is the suggested dragon depending on player level:
- Adult (CR13) if party is level 12
- Young 2x (CR8) if party is level 9
- Young 1x and Wyrmling 1x (CR7) if party is level 5
Act 5 - The last stand
Author notes: One massive fight between all three opprotunist factions and the surviving callings that are still interested at this point (characters and Calling of Virtue are guaranteed). Outcome of fight determines the ending.