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I have started my new campaign, beginning with 6PC's in the adventure Bogged Down.

Spoilers to follow:

In an attempt to save the farmer, Jaiman Burnean, who was hit on the arm by the mummy (being a plot device is the only reason I can see how he survived the attack, but the players haven't seen the mirror behind that curtain yet), the PC's and Father Denethan have amputated the affected arm. What I am looking for is the best way to handle the results. I assume by the RAW that the mummy rot has spread to the bloodstream and the amputation will not work. Any thoughts or opinions on this are welcome, especially any good descriptions of the recurrence. I am running this game in a very descriptive dark fantasy style (using the advice from Ken Hite's Nightmares of Mine) and want to go for fear and horror as the disease creeps back.

Oh, and yes I know the mummy is going to be tough for 1st level PC's in 3.5, but they are going to have to figure out the fire weakness and exploit is to beat him. In the style I am going for, the main adversaries should be seriously difficult. I have also souped the PC's up with Action Points and Heroic Paths (from the Midnight Campaign Setting by Fantasy Flight Games), so they are tougher than normal PC's. It is heroic dark fantasy/horror (a la Van Helsing) and everybody is loving it so far. Thanks in advance for any thoughts/suggestions on this adventure.

DM


We just finished the first adventure in the Shadows Over Istivin arc (I think that is what it is called). The party is 7 12th level PC's and it took them a while to figure out how to get into the deeper dungeons while distrusting and ignoring Algorthas for a while (they only trusted him after going to the temple of Pelor for advice and discovering they trusted him... that's going to make future developments even more fun). After they got there, we had one of those moments were the future of the campaign hangs in the balance. For the final encounter...

<spoilers>

I had the Hezrou burst into the hall while Querchard summoned the shadows. They were terrified. Absolutely terrified. This group has never been scared that way before. They are jaded and rules-savvy, but they were terrified for over an hour. It was awesome.

DM


My Greyhawk campaign that started in January and survived lots of player conflict and turnover is winding down. We started in Crucible of Freya, then Village of Homlett (linked) and have done a whole bunch of adventures since then. We are now down to the final 6 adventures. The final two are the ones I am most concerned about since they are 3.0, but here is the list:

The Crystal Skull - they are almost finished with this one and will confront the BBEG tonight

Istivin Trilogy - Dungeon 177-120
The Crumbling Hall of the Frost Giant Jarl - WOTC site free adventure
Headless - Dungeon #89
The Harrowing - Dungeon #84

I have heard a lot of negatives regarding The Harrowing and I am working on getting it and Headless up to 3.5. Any suggestions or comments regarding these two would be greatly appreciated (heck anybody who has played any of the adventures on this list is welcome to chime in with some of their experiences that may help). Is the Harrowing salvageable?

Thanks in advance!

DM


My current Greyhawk game will be ending around December, so I am in the process of coming up with a new campaign to replace it. In September and October I am too busy to work on it much, so I need to get a huge head start now. Here is what I want to do:

I would like to run a dark fantasy campaign using altered published adventures, with a late medevial setting circa 1300's-1500's feel. It would be fantasy all the way, with no firearms, but lighter armor predominant, the beginnings of a medical profession (not just magical healing) with hospitals and asylums, gaols in place of castle dungeon for criminals (some in asylums too), etc. The tone would be Lovecraft, Poe, Doyle, gothic influenced. I have an "adventure path" sketched out already.

My questions:

1. I feel like I am mixing genres with the gothic horror/Cthulhu feel, but with D&D characters and action. I definitely want it to be recognizable D&D, not CoC or WoD feeling. I actually DO want my good guys to be discernibly good and bad guys discernibly bad, just not to the point that they are caricatures (which is one of the faults of Ravenloft IMO). There will be lots of Neutral alignments in positions of authority. What do you think?

2. Has anyone done anything like this before? What were the results/player reaction?

3. Can I do it without seeming derivitive of Ravenloft?

4. I want to be episodic due to loss of continuity through alternating DM's. What do you think about an episodic campaign, where travel from adventure to adventure is summarized out of session?

5. I want the PC's to be recognizable good guys in a very gritty, pulpish world. For example, I plan on using Dungeon adventures like The Styes, Death of Lashimire and Tears for Twilight Hollow. I plan on giving the players some generic character types to customize, so that the PC's will fit the setting. Has anyone done this? What problems would a Paladin be in this type of game?

6. While it is gritty and dark, I do not want it to feel hopeless. The PC's are a beacon of light and I want their actions to make a small difference. They would be like the jaded, but gold-hearted pulp detective type ("It was a dark and stormy night."). I also like the Batman model of hero for a game like this. The setting would be very "Gothamesque." Can this work?

7. I am an experienced DM, but always open to suggestions. Do you have any general suggestions that might help?

I am thinking of using the upcoming Heroes of Horror when it comes out. Any assistance would be greatly appreciated!

DM


I am looking for info for some parts of Greyhawk for my campaign. I own the 1983 set, the 1998/99 stuff and LGG, Greyhawk Adventures and the CoG boxed set, as well as most GH modules and a decent collection of Dragon (75-150, plus some more recent) and Dungeon (most of them), so info from those sources I have easy access to. Can you direct me to any other sources (including articles, websites, forum discussions, etc.) on the following areas of Greyhawk:

Political Divisions
Wild Coast
Celene
Furyondy
Veluna
the Uleks
Keoland
Gran March
Dyvers
Bissel
Sterich
Iuz

Geographic Features
Gnarley Forest
Kron Hills
Lortmil Mountains
Iron Wood
Rushmoors and Dim Forest
Good Hills
Davish River
Crystalmists and Jotens
Velverdyva and Att Rivers
Vesve Forest and Whyestill Lake
Dulsi and Blackwater Rivers
Howling Hills
Cold Marshes

I know this is a huge list, but any info I could get on any of them would really help.

Thanks!

DM


I am looking for gamers in the Myrtle Beach/Grand Strand, South Carolina area for a 3.5E D&D game with a 1E feel about it. I use published adventures, but alter them quite a bit. I prefer mature gamers 21 years old or older, but it does not matter how long you have been gaming. I am a non-smoker, but several other prospective members are not. If interested, please contact me through email at dgmiller@sccoast.net or by visiting my page at com2.runboard.com/bstrandrpg . We game on Monday nights, with an occasional Sunday night thrown in when work schedules dictate.

DM