Goblin Pirate

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Thanks Tangent101 really glad you liked it so far. It gets weirder, darker and more epic as it goes on. We stayed pretty true to the main narrative of all AP, but we embellished the heck out of it as we went. I think I went a bit nuts though, it gets really, really dark at times. Far more than it probably should. We actually had to take a break for a couple of days as it was just too much. Then came back and it got worse...

Best campaign I've run. In fact the opening sessions of book II were probably more epic than most of the finales for published adventures I've read. Although this should be credited to my players more than I, and also simply the nature of running a two player game - you really can indulge the RP so much more with a smaller table. Summarizing it like this gives an idea but probably not the full force of playing through it lol.


Ah, you're awake? Think you drifted off for a bit there. Stoke the fire for me will ya? Okay, good - well, where was I? Oh yeah that's it! The lads were taking Rohkar back to Heldren...

(by the way saw that my post got moved to Campaign Journals, apologies to the long-suffering moderators, was not aware I had put it in the wrong category.)

Chapter 3 - Just who is Old Ma Thedora?:

Before returning to Heldren our mighty heroes Varghul and Sajan also picked up one more curious companion - a small Fey creature that Rohkar had imprisoned and been torturing cruelly in order to learn the weaknesses and vulnerabilities of the Fey in case they betrayed him, or more likely he betrayed them. Oh, didn't I mention that rohkar was collaborating with the Winter-touched Fey and their curious master, the moss troll Teb Knotten? Well, let me assure you it was a marriage of convenience. Truly neither force trusted each other but an inch.

Well, at any rate Sajan and Varghul didn't want to execute the little Fey summarily and instead decided to take it back to Heldren also, and decide it's fate there.

Arriving back at Heldren Lady Argentea paid the adventurers a small stipend for her rescue and left town almost immediately - not even bothering to check in and visit poor old Yuln Oerstag or leaving him any kind of compensation or a severance package! A very rude lady indeed.

However Varghul did pay yuln another visit to return his sword, let him know that they rescued his charge, and also give him the handful of loose Tatzlworm teeth that he'd saved to show Yuln that the wretched beast had met it's end. Yuln was extremely thankful and Varghul made a friend for life - though Yuln would not accept his sword back and insisted that Varghul keep it lest he needed it again.

Ionnia decided to intern Rohkar within the town hall for the moment as she had nowhere else to stash him, but she had no idea what to do with Vrixx - she could hardly trust him not to run back to his former masters but had nowhere decent to imprison him.

Varghul had an idea though - he was sure that Old Mother Thedora might have an idea, she certainly seemed to have great power and wisdom. He then went to visit her.

Old Mother Thedora explained to him what it means to be 'Winter-touched' and to have taken a sliver of magical ice into ones heart in service to the White-Witches. while she was doing this she prepared a small plate of food for Vrixx, popped the window open and bade Varghul follow her. She went out into the street and squatted behind her hedge for a moment while she continued his education.

When the returned to the house a few minutes later Vrixx had finished his meal and was languishing on his back, burping loudly and completely satisfied. She closed the window and explained to Varghul that trying to keep a Fey against it's will is more effort than it's worth - you're best off establishing early if it really wants to be somewhere or not.

At any rate know she knew that so long as Vrixx was well fed and kept, he wouldn't be any bother. Turns out Old Ma Thedora is quite wise indeed. Varghul then questioned Vrixx to see what he knew of the Border Woods and what dangers lurked there. Periodically he answered in half-truths or tried to downplay details but in each instance Thedora knew and rapped him on the nose, in fact even when he forgot details and didn't know he was lying himself she would interject and draw more information from the little Fey.

The most interesting secret that Vrixx had was that Teb and told him and the other Fey not to approach a particular location within the Border Woods - though Vrixx really didn't know why. It's also worth mentioning that wicked Rohkar had plucked one of Vrixx's wings off, which upset Old Ma Thedora immensely.

Varghul also asked her what to do about the Rohkar situation? Should they keep him prisoner forever? Or let him go? Or what exactly? She went to see Rohkar with Varghul and was able to trick Varghul into looking away for a second while she cut off Rohkar's arm in exchange for Vrixx's wing. She explained that he ought to learn a lesson from it. Cruelty begets cruelty, an arm for an arm. Varghul was stunned by how easily she tricked him and how efficiently, quickly and noiselessly she carried out her punishment. Who the hell was Old Mother Thedora to have such power? And also to feel entitled to reign down such decisive judgement?

While this was all taking place Sajan had gone to visit Tessaraea Willowbark. She was immensely pleased to see that he was alright, and hearing of his heroic exploits - and being an ex-adventurer herself he was able to convince her to join them in the Borderwoods for the next leg of their adventure. (The heroes knew by now that they had to venture further into the Woods to prevent whatever was causing the curious wintry-weather, in fact once Vrixx spilled his guts they had a pretty precise idea what was going on but Sajan didn't possess this information just yet.) Especially as they had randomly been ambushed by a troll on their way back to town while resting, and Tessaraea had a deep hatred of Trolls - more about this later.

With a new companion in tow, the beautiful Elf maiden Tessaraea Willowbark the group was growing. That night the heroes stayed at the Silver Stoat again and hung out with Yuln, Tessaraea, Ionnia and other notable characters within the town. As the hour grew late Ionnia approached Sajan and Varghul when she could get them alone and explained that the town wasn't really equipped to intern a prisoner, let alone an evil necromancer at that. She just didn't have enough men or resources to keep Rohkar locked-up. She hinted that it wouldn't be a bad thing if Rohkar simply had an 'accident' in the night and was found dead in the morning.

Sajan wanted no part in this and excused himself to bed. While Varghul, although conflicted, saw the big picture and realized how much of an ongoing danger Rohkar could be to everyone. He agreed and Ionnia left him with a key to get into the town hall by the back way.

Varghul crept over to the townhall but before he could even enter Old Mother Theodora surprised him and asked him knowingly what he was up to? As it transpired she imparted another lesson to the young Barbarian. She said a life ought never be taken while alternatives yet exist. And moreover that she sensed that Rohkar had greatness within him, or at least the capacity for it - she really couldn't get a more specific read than that.

At any rate when Varghul went inside Rohkar was gone and just his severed arm remained. Old Mother Thedora wouldn't say where although she did explain that she'd given him a 'chance' at a new life but in a world as cold as his heart - it was up to him to make the most of it.

The following day relations between Varghul and Sajan were a little frost, as Sajan believed Varghul to have murdered Rohkar in cold blood. Varghul, being the strong silent type, didn't bother to dispel these thoughts at this time.

Shortly thereafter the group, now comprised of Varghul, Sajan and Tessaraea headed back to the Border Woods. Their hearts a little heavier for the events that had transpired thus far.

Though before they got far a worried father chased them down and explained that his son was hunting a Giant Weasel in the Border Woods recently and hadn't been seen in days, could they keep an eye out for him and get him home safely, or at least see that his remains are memorialized with respect?

Our heroes, being heroes, heroically agreed. And then left the town of Heldren behind for the second time.

Chapter 3 - Notes:

Thought I'd clear up some of the mechanical aspects of this curious narrative as we go. As well as why we did things certain ways, etc. Mostly for those who are more interested in the roles than the story.

You'll notice that Lady Argentea was not very lady-like, the group didn't roll well when dealing with her, didn't make a huge RP effort either and she was nearly killed during the rescue, so she disliked the PCs badly. I felt if this was how she treated the heroes, it was probably not a bad indication of her general demeanor. So I made her brash, rude and generally indifferent.

I also had Ionnia in my head as being a little bit manipulative and self-serving. Less for herself and more wanting to act in such a way to always benefit the town of Heldren first and foremost. So having her act in a morally grey manor (killing the scary and evil necromancer) was a fitting choice for her to make. It also introduced a recurring theme within the campaign - difficult moral choices for the players - this gets more and more significant as the campaign goes on. And yes I've had both players well up and choke back tears with some of the harshest stuff I can conjure, only when appropriate of course...

Regarding Tessaraea, I hadn't intended on introducing her as a recurring character but to me there are three criteria to winning over any NPC - how good you role-play, how good your dice rolls back this up, and also the circumstances surrounding your 'recruitment' - and obviously stuff like their motivations, fears, etc all play a part.

Ultimately the fact that the PC's were randomly ambushed and then the chart decided that it was randomly a troll - really counted in their favor. And then all the roles and role-play checked out as well, and the rest is history.

Old Mother Thedora? You see her do some weird stuff which seems game breaking, it's not. She's been built and I generally have her just 'take-ten' on her roles so she pulls off a lot of crazy stuff all the time, but she essentially conforms to all rules. She's just a few levels higher than the group.

She also recurs throughout the first two books, and will continue to do so in the third. At this exact moment how and why she might be in the story probably isn't clear as she doesn't seem to be tied to the unfolding events or the major narrative... Trust me, she's tied to everything. I worked really hard at this and the pay-off is/was sweet as a GM.

Any other questions just ask. Otherwise that's it for now!

Thanks for reading... it starts to get more epic soon.


Hello, please come in, I saved you a spot by the fire.

This account chronicles a Reign of Winter campaign I am currently running for two players, we've been playing between 80-100 hours and have almost completed the second book. (We've had so much role-play baggage as we go that we've had to donate at least a full extra session per book to fallout and tying up loose ends) I also recently ran one player through the adventure and he completed the first book.

As there's only two of them I've been giving them max HP at each level, double their con bonus as additional HP at level 1 (Instead of just their straight Con Bonus - so +3 becomes +6, etc.) and two bonus free feats in addition to their usual allowances of feats and traits.

We have a Ulfen Human Barbarian named Varghul the Cold-Blooded and a Vudrani Human Monk called Sajan, the Ulfen originally hails from the Lands of the Linnorn Kings and not Irrisen. (Essentially Sajan as in the 'iconic' monk class in Pathfinder but we rebuilt him - he's still looking for his lost sister though)

I really hope you enjoy the story, we've never had more fun.

Chapter 1 - A Stranger's Plight:
The two heroes were in the Silver Stoat tavern in Heldren and were not familiar when we started the adventure. However I had Yuln Oerstag stagger into the tavern and collapse. Forcing the heroes to intervene and attempt to save his life. A moment later Ionnia entered with a couple of her subordinates and carried the injured Ulfen to the Chapel to Erastil for the Holy Healing of the town's preacher. As a mechanic for introducing the town, several NPCs and fin a more organic way to drag the heroes into the narrative I had Ionnia send them to find old mother Thedora and Tessaraea Willlowbark and also bring them to the temple to assist with the healing if they could - each representing alternative medicine and conventional medicine respectively. I thought this would also serve to highlight the extent of Yuln's injuries and frostbite - requiring three unique schools of healing for him to make it through the night.

The heroes had some time while Yuln rested to explore town and meet the various faces that dwelt within it. Sajan the monk was instantly drawn to Tessaraea, and her to him, while Varghul spoke at length to Old Mother Thedora. When Yuln awoke he explained that bandits and worse, Winter-Touched Fey, had attacked the caravan bringing the influental noble Lady Argentea home and kidnapped her. He was the last surviving body-guard and though he gave chase he lost track of his quarry in the Border Woods and was nearly slain by a vicious Tatzlworm.

Seeing an opportunity to curry favor with the upper echelons of Taldan society, Ionnia asked Sajan and Varghul to set out and investigate. With a view to returning Lady Argentea unscathed if possible. Yuln for his part bonds immediately with Varghul due to their shared racial heritage and loans him his Cold-Iron Greatsword (We adapted it to fit the class/build)

After saying goodbye to the good people of Heldren our heroes forged out to find the truth, rescue the lady and earn their keep - But what was all this speak of snow in the woods? Wasn't it the height of summer after all?

Chapter 2 - Blood and Fire:
After investigating the ambush site our heroes made short work of the zombies and ventured into the woods themselves. They progressed quickly and were not slowed significantly by the dangers within. Although when they encountered a stag within the woods which appeared to have the gift of speech they did not suspect that it was really an invisible Fey tricking them. The Stag led them neatly into a trap at a nearby river crossing and after a vicious fight Fawfein was forced to flee as his cohorts were brutally slain.

When the group arrived at the lodge, instead of approaching the main building they skirted around and entered the stables instead - hoping for confirmation that Lady Argentea's horses had been brought here - which would also suggest that she may be here also. Unfortunately one of the bandits spotted the heroes entering the stables.

Within minutes Rohkar's bandits and also Fawfein, who had fled here looking for his superior Izoze who he knew often lurked nearby, had surrounded the stables. Rather than rushing out to meet the enemy our heroes chose to hide within the stables and readied an ambush for when they entered.

It got chaotic from here as instead of entering the paranoid, and sickly bandits simply threw several alchemist's fires at the wooden structure and braced the doors from outside, and suddenly the PCs found the tables turned on themselves and Lady Argentea's horses - who were all now trapped inside a blazing inferno.

As the flames spread round by round the PCs were able to break out and slay the amassed bandits in the snow, not an easy fight but they were more than up to the task. However once again Fawfein fled, flying straight into one of the upstairs windows and letting Rohkar know what was afoot.

A young thief within the property, new to the organization, had also heard the commotion outside and Ten-Penny Tacey had decided to bolt into the night. She barricaded herself into the kitchen and then drank potions to make her invisible and untraceable. However a ridiculously fluky chain of events unfolded instead.

Sajan had decided to creep down the rear of the property and peer in the windows, he witnessed Ten-Penny barricade the door and then drink her potions. He aced his stealth though and she hadn't seen him. She slid the window open and he suddenly realized her plans was to creep out and vanish forever. Instinctively he struck out and was managed to hit the invisible woman squarely in the face with one of his monkish Stunning Blows, he quickly bound her and brought her inside. The fact that he'd been able to capture an invisible and untraceable girl was pretty miraculous we thought, although while he'd been busy Varghul had taken prisoners of his own. Two of the sickly bandits had surrendered to him.

Within minutes they had gathered their prisoners by the large fire in the main room, located and freed Lady Argentea and pillaged the remaining rooms. It was silent upstairs but after interrogating their prisoners, it was pretty clear that Rohkar was lurking up their somewhere.

Only he wasn't.

Rohkar had two skeletons upstairs, but he had slipped out into the snow and raised himself a small force of zombies from his dead men using scrolls of animate dead. Then things went from bad to worse...

Ten-Penny revealed that she had been taking food to Lady Argentea and taking care of the sickly bandits, she seemed to be a genuinely good person mixed up in a bad situation so the heroes untied her and allowed her to look after the two remaining bandits while they had a look upstairs.

When the heroes got up there the two skeletons jumped out and attacked them while Rohkar rushed the house with his zombies - in an attempt to kill everyone downstairs while Sajan and Varghul were busy elsewhere.

Lady Argentea and the two bandits fled into one of the backrooms and hid, but not before one of the zombies dealt her an almost lethal blow - she was lucky to dodge him a moment later and make it to the bedroom at all.

Ten-Penny proved herself a hero and fought Rohkar bravely, but he used his Hold Person spells and channeled some of his negative energy to harm her. She passed out before Varghul and Sajan made it back downstairs but, make it they did and she stabilized quickly. The duo were able to defeat Rohkar but not before he used one of his most potent spells to trick Varghul into thinking that Ten-Penny was in fact him.

After a dark and confusion vision Varghul struck out at the still unconscious Ten-Penny at his feet and killed her with his blow. The bottle was won, but wasn't without loss. Rohkar was not killed either but the group chose to stabilize him so that he could face justice for his crimes.

In the haste of battle Sahan did not witness what Varghul had been tricked into doing and thought that it was in fact Rohkar who had murdered Ten-Penny.

The group decided to bring Rohkar and his bandits back to Heldren to face justice there, and also to bring Lady Argentea home safely at the same time.

More soon...


Okay so I'm running a Reign of Winter campaign for one player, a solo campaign if you will. There isn't really a question here - just thought some of you might be interested to see how we revised things for a one player setup.

To keep him on his feet and able to fight I've allowed him to play an Ulfen Barbarian and choose build options which give him an edge to surviving cold environments. I'm also giving him max HP at new levels and he started play with his usual feats and traits, plus two extra freebie feats. - Generally speaking he hasn't struggled massively (Although the Tatzlwyrm almost killed him), which makes me wonder if the early sections of this adventure path aren't a little too easy for a group of 4+?

Anyway he started out as normal and all was going well, then early in the adventure he met the three Fey with their colour spray ability - they had no problem knocking him out and would have been able to kill him but instead I had them tie him up (not sure what they used...) and fetch Rohkar's bandits, so he awoke in the cellar at the lodge with Lady Argentea.

He was able to break out of his bonds and then subdue a bandit when he brought them food. We agreed it was night at this time and most of the bandits upstairs were asleep by the fire, and the others were distracted at the windows watching the Eastern approach to the lodge. With a few lucky stealth checks he was able to retrieve his greatsword, kill both the sleeping bandits and sneak up to the two left awake, although he failed to dispatch either before they spotted him.

He killed one on his first turn and the other ran into the room with the sickly bandits, alerting them. Anyway the fight played out quite well and left him on low hit points surrounded by rooms and possible threats, in the end he went back to the cellar and tried to rest up. Rohkar and Two-Penny heard the sounds of fighting but remained in hiding, the three bandits who were out and about returned and surprised him while sleeping but he dispatched them and returned Lady Argentea to town successfully without encountering Rohkar or Two-Penny. I had him avoid the encounters he'd skipped on the way to the lodge at this point except at the icy crossing which wasn't a problem for him. (although he'd killed the three bandits now anyway, so was just a few Fey which were skipped)

Here's where it gets interesting. After he returned Lady Argentea I had the Fey he had skipped - the first three and the one with the talking stag, regroup outside the lodge so he had to fight them all at once. However this time I had them 'skip' using colour spray as other than killing him once unconscious they would have had little recourse.

Once he'd killed them I had the scene inside of the lodge re-arranged quite extensively... Rohkar, left to his own devices with numerous corpses, had lost the plot. He'd set up six of the dead bodies at the dinner table with Two-Penny bound and gagged at one end while he stood and spoke at the other end - all part of some grotesque tableau. My only mistake was forgetting to have the two skeletons present. But otherwise it made for an excellent fight, Rohkar was able to bring his zombies into play and because the Barbarian was dropping their full hit points each strike (he deals epic damage) I had Rohkar direct his channel negative energy against the player, which is bad form really as he's supposed to use it defensively to heal his zombies but it made it a close fight.

The player stabilized Rohkar rather than letting him die and tied him up and interrogated him. Of course while he was doing this Two-Penny drank her potions of invisibility and the one which makes her untrackable for an hour and fled.

Then we had quite a cool twist. The player stuck a tied-up Rohkar in the cellar while he decided what to do with him and went and found the Fey in the cage upstairs. He agreed with it that he was a mercenary and that it's boss Teb Knotten should reward him for it's safe return. They planned to travel to see Teb together but then as they went downstairs the Fey scored a natural 20 on a perception roll, spotted dead Fey littering the ground outside, and heard Rohkar cursing in the basement.

The Fey 'pretended' to see movement in the stables outside and freaked out because it had no little Fey bow or sword and was terrified (having been held captive for so long - think PTSD). It's bluff won out over his perception so he found himself going out to inspect the stables. When he got to the door though he scored a good intelligence check and realized that there was just wall and door forming the stables, no windows or transparent surfaces - it would be impossible to see anything inside! - He'd been had!

Rather than rushing back to the lodge he opened the door, stepped inside and watched and waited. Thinking the Fey would have to pass close by him if it was to flee back towards Teb, a bit of a miscalculation on his part as a few minutes later the Fey flew up out of the chimney and disappeared towards Teb, well out of reach the whole time. I rolled for the Fey at lock picking - with a small bonus as it could literally put it's tiny hands into the lock and manipulate the mechanism directly. It succeeded and so when the player returned to the lodge the Fey had gone down into the cellar and slit Rohkar's throat as vengeance for imprisoning it.

The adventure continued as normal for awhile until the player reached the guardian doll. Being slightly superstitious and having heard stories of Irissen's guardian dolls before (being an Ulfen)after he experienced the vision of the girl he skirted the hut altogether and continued.

He then triggered the ward in the clearing and was forced to rest up. That night though the doll came into his camp and woke him up. She used her charm person to get him to like her and then through their conversation learned the following; Ulfen often leave gifts with the dead out of respect. It was his plan to kill the giant weasel that the hunter had died tracking and leave it's tail with him in an Ulfen burial mound, along with one of the traps which had wounded it.

The doll formed a simple plan, get him to track the weasel and then convince him it would be super heroic to fight it without his greatsword in an attempt to get him killed. (admittedly this ALMOST breaks the rules of Charm Person, but he wanted to fight the weasel anyway and we decided we would get him to roll against her when the time came anyway)

Finding the weasel was going to take two hours I decided, so she had to top up her Charm Person one hour in. (it's 3 per day) she failed the first one and realized he was coming back to his senses so she cast her third and last use. It also failed but by now he was alert enough to attempt a bluff to fake being charmed. He failed this, so she attempted a bluff to pretend that she had been tricked and succeeded. So... he wasn't charmed but acted like he was, but she really knew he wasn't.

When they found the giant weasel she immediately turned on him and he had to kill her & the weasel. She shrunk him and his weapon, and he just about survived the encounter. Straight afterward he cut open the giant weasel and slept inside it, as he had done with the tatzlwyrm.

Of course Izoze was coming to ambush him, as well as the wind elemental she was supposed to get I gave her a few more free Fey, and the captive from the lodge - and had them ambush him before he had full HP. The wind elemental had it's awesome tornado spell but he got lucky and avoided it, and it accidentally killed some of the other Fey.

He got to the portal and easily killed hommelstaub, Teb and the other Fey, although Hommelstaub did see him coming and use one of his thunderstones to make the encounters all trigger at once - it still wasn't really very difficult. Although I think we might have spotted a a bit of an oversight. The thunderstone deafened the player for an hour so when he met the black rider they were unable to communicate which was actually quite amusing.

In the end he helped the black rider to Teb's cave and let it rest for a few hours until his hearing returned.

Once he had his mantle he stepped through the portal and... that's where we're at so far.

Thanks for reading, will update soon...