How I changed the Blackwall Keep adventure (SPOILERS)


Age of Worms Adventure Path


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First of all let me say that I am enjoying this adventure series and I am not changing it because I do not like the way it's written. I just know my players and thought they would get a kick out of this.

When the heroes arrived at Blackwall Keep it was under attack by the Lizardfolk. They fought back the Lizardfolk and secured the keep. The Cleric treated the wounds of the guards but there were a few guards that were still afflicted by something unknown. DC20 heal check was not made so she did not know they were afflicted by a slow worm. Still knowing something was not right they had the guards quarantined in the basement.

The heroes then head out into the swamp to rescue the captured mage, blah, blah, blah, they rescue her. As their characters turn to head back to the Keep I hand the players new character sheets for 5 guards at Blackwall Keep.

I give each guard a boost to 10 HP and a personality with a small blurb on what they thought of the other 4 guards.

I have them on patrol where they hear a noise coming from down in the basement and they head in to check it out. One hit dice guards are fun to play. It was all about the interaction between the guards and what they did or didn't do that got them killed.

As it turns out one of the quarantined guards turned into a spawn. 3 of the 5 guards were killed outright and the other 2 were turned into spawn. So when the PC's arrived back at the keep there were 3 spawn trapped in the basement. Perfect.

One thing to note, I turned off the Spawn's fear effect against the guards. Maybe it wasn't active for the newly made Spawn of Kyuss? It was just too much for the small segment.

So when my players jumped back into their normal characters they knew exactly what was going on at the Keep... and that made it all the more creepier. Most important part is they had fun with it.

Here are the guards they played:

Name: Duncan
Race: Human
Rank: Peon
Quick Tempered- Easily angered, your character has a hot temper and is easily provoked.
Limp - Your character walks with a limp, which is a birth defect your character is very self conscious about.
Init: +1
Senses: Listen +2, Spot +3
Armor: Chainmail
AC 16, touch 11, flat-footed 15
Hp: 10 (1 HD)
Melee: Longsword +3 (1d8+1/19-20)
Ranged: Longbow +2 (1d8/x3)
Possession: Lucky Rabbit’s Foot
How he views other characters:
Walton: Bossy although usually right. Pompous in his fancy cloak.
Yerell: Holier than thou attitude. Talks too much.
Hammond: Clumsy and plays with fire… augh.
Santos: Stupid suckup! Is he a foreigner?

Name: Walton
Race: Human
Rank: Peon First Class
Charismatic - Your character is able to influence people by sheer force of personality. Difficult to Roleplay it takes a lot of effort to be charismatic. Leadership and the ability to engender enthusiasm in others is a must.
Squeamish - Your character cannot stand the sight of blood or gore. Joining the Military for a living probably wasn’t a good choice.
Init: +1
Senses: Listen +2, Spot +3
Armor: Chainmail
AC 16, touch 11, flat-footed 15
Hp: 10 (1 HD)
Melee: Longsword +3 (1d8+1/19-20)
Ranged: Longbow +2 (1d8/x3)
Possession: Fine Cloak
How he views other characters:
Duncan: Poor chap, bum leg and blames the world for it.
Yerell: I can count on him to volunteer. Very Hororable.
Hammond: A bit clumsy, can I get him to stop starting fires?
Santos: Where is he from?

Name: Yerell
Race: Human
Rank: Peon
Chivalrous - Your character lives by a code of honor, is courteous, generous and valiant. Dreams of one day becoming a Paladin of Heironious.
Habitual Liar- If one lie will suffice ten are even better. Sometimes your character may lie just for the sake of lying. This does not mean that your character is a cruel to others.
Init: +1
Senses: Listen +2, Spot +3
Armor: Chainmail
AC 16, touch 11, flat-footed 15
Hp: 10 (1 HD)
Melee: Longsword +3 (1d8+1/19-20)
Ranged: Longbow +2 (1d8/x3)
Possession: Holy Symbol of Heironious
How he views other characters:
Duncan: I could probably cure his limp when I’m a Paladin.
Walton: I would follow him into combat anytime.
Hammond: He’s going to blow up the kingdom with his potions!
Santos: Nice guy… where is he from?

Name: Hammond
Race: Human
Rank: Peon
Clumsy - Your character may be described as accident prone. He will trip over, bump into, and drop things.
Hobby-Alchemy - Almost everyone has a hobby, your character loves alchemy. The mixing of potions and drying of herbs makes him beam with delight.
Init: +1
Senses: Listen +2, Spot +3
Armor: Chainmail
AC 16, touch 11, flat-footed 15
Hp: 10 (1 HD)
Melee: Longsword +3 (1d8+1/19-20)
Ranged: Longbow +2 (1d8/x3)
Possession: Vial of Alchemist’s Fire
How he views other characters:
Duncan: Don’t stare at his limp, makes him mad.
Walton: I’ll let him assign the watches.
Yerell: Smartest man alive.
Santos: Where is that accent from?

Name: Santos
Race: Human
Rank: Peon
Obsequious - Humbly or excessively attentive, fawning. Your character finds it much more agreeable to be in service to someone who will provide him with all his needs and is not against a bit of groveling to make sure he gets all that he feels he deserves. A bit weasely, but if he plays his cards right, a comfortable weasel.
Accent - Your character has an accent. It is from speaking another language but do not pin it down.
Init: +1
Senses: Listen +2, Spot +3
Armor: Chainmail
AC 16, touch 11, flat-footed 15
Hp: 10 (1 HD)
Melee: Longsword +3 (1d8+1/19-20)
Ranged: Longbow +2 (1d8/x3)
Possession: Mood Ring
How he views other characters:
Duncan: Quick to anger, stay on his good side.
Walton: This man is going places, stay close to him.
Yerell: Wants to be good, but is a filthy liar. Stay clear of him.
Hammond: When he isn’t breaking things, he can make potions.


Interesting twist, Peter. Makes me sorry that my group already finished Blackwall Keep. I think your guards are fun but I'm not sure how well *spoiling the surprise by having already role-played as an alternate player* will work for others. Still, what makes these messageboards great is DMs like you sharing their ideas.


SirMarcus wrote:
Interesting twist, Peter. Makes me sorry that my group already finished Blackwall Keep. I think your guards are fun but I'm not sure how well *spoiling the surprise by having already role-played as an alternate player* will work for others. Still, what makes these messageboards great is DMs like you sharing their ideas.

I'll agree it's not for everyone, but my players and I got a kick out of knowing what they were up against ahead of time, and then playing their characters as if they didn't know about it.

I try to avoid the DM Vs. Players aspect D&D sometimes runs into. Let them know that I'm playing this game along with them.

Paizo Employee Chief Creative Officer, Publisher

This is a great idea. I think I might do this in my own campaign, since we'll be getting back to Blackwall Keep in about a month. Heh heh heh. The mind reels at the possibilities.

--Erik


I think I'll give it a try, too. I like the idea of pre-generated personalities and relationships - maybe I can get them a little more into roleplaying that way. The main PCs will find out about the spawn situation as soon as they return, anyway.


that is really cool. I think I might do something similar, since you gave me this wonderful Idea - I guestimate my group is about 3 sessions away from this point... that could be really fun.


This is awesome! Great idea. Thanks!


That is one heck of an interesting idea.


Keep in mind this is meant to be a diversion from the main game and only worked with my group because they enjoy diversions from the main story from time-to-time. The guard characters they played were meant to die in this story, the players were just there to help tell the tail. The fun was in how they interacted with each other during this crisis. To help with that interaction, I provided the NPC’s with personalities. It worked rather well, and in the end I had 3 spawn for the real PC’s to contend with.


Peter Fuesz wrote:
Keep in mind this is meant to be a diversion from the main game and only worked with my group because they enjoy diversions from the main story from time-to-time. The guard characters they played were meant to die in this story, the players were just there to help tell the tail. The fun was in how they interacted with each other during this crisis.

Absolutely Peter! This idea is very much akin to the one shot adventures you'd see at a convention. More horror role-playing I think. In fact it is very "Cthulhu-esque" for those of you who have played in those games where the real fun is having your pc "go insane" or perform the "best death scene". I suppose you're correct in saying that it isn't for everyone, but I know my players will love the small side story... Thanks again for the idea. Honestly, I really wish they would include this in the hard cover. :-) This would be a good way to make the adventure path different.


Peter,

As the other have said, great idea. I loved the short blurbs on what each character thought of the others. I’m still chuckling. :-)

Good gaming,
Mark

Dark Archive

This could teach my players about the role-playing aspects of D&D. I really like the descriptions about how the guards view each other. We are starting TFOE this Thursday so I think I will have to use this when we finally get to the lizard bashin'. Thanks!!

The Exchange

Too bad we're already past this point. That's such a great idea that I'm going to have to find someplace further down the AP to try the same trick. I think my players will love it.

It reminds me of some of the more memorable parts in KOTOR II where you'd take control of special henchmen to advance the story and give you insight. The fact that the 'guest' PCs are expendable make it even more fun.


We finally got to this part of the adventure last weekend. Great fun indeed! I put a twist on two of the soldiers to add a bit more role playing flare for the players. One of them had the Gift of Kyuss and was just about ready to turn in the full blown Spawn. His con and wis were waaaay down. It allowed me to bring in another baddie (i.e. have him "spawn") at just the right moment. Nothing like having your buddy turn into one of the zombies you're trying to run away from while hiding in a closet together. LOL That was fun. Here was his background:

Soldier 1 (in our game he was "Willie"):
"It was 2 days ago that you were on patrol on the northern fringes of the Mistmarsh when your group encountered a horrible abomination. A walking undead zombie, festering with worms crawling all over its body, attacked your patrol. The group managed to drive the fell creature back into the swamp, but not before it managed to maul yourself and a few fellow soldiers. You’ve been recovering from the wounds it caused you, but ever since the attack you have been feeling more and more ill as the days pass. When you woke up yesterday you realized that your condition had worsened, but it was quickly put "on the back burner" when the lizard folk of the Mistmarsh attacked the keep. You managed to keep to your post during the attack, but today you are finding it difficult to get out of bed. You have sores all over your body which are slowly oozing puss. Under the circumstances you are doing your best to keep your illness a secret from the rest of the soldiers."

The second change was the grief that one of the soldiers had to deal with:

Soldier 2 (in our game this was Trevor):
"You have a horrible secret that you’ve been hiding from the rest of the soldiers in the garrison. About 2 years ago, Kezrung, the battle mage of Blackwall Keep set off on a self-initiated diplomatic mission to visit the lizard folk of the Mistmarsh. When he returned he wasn’t quite himself, seemingly struck with an unknown illness that kept him bed ridden. The rest of the garrison went unaware while you tended to your ailing friend. It was after several days of nursing the mage that the unthinkable happened. While down stairs in the basement you discovered Kezrung hiding himself among some supply crates. When you stepped closer to help your friend, he lunged at you in an all out attack. You realized that he was turned into a horrible abomination, an undead zombie. You and several other soldiers managed to lock the creature behind a basement door. Because of your friendship with the battle mage you and the fellow soldiers kept the locked door a secret from the rest of the garrison, hoping that there might be way to save him from his fate. The rest of soldiers who knew of the zombie in the basement died during the last Lizard folk attack leaving you the only one who is aware of its presence. In order to save your friend Kezrung you will do whatever it takes to hide the secret. You think some of the others might be onto your secret and that has put you on edge. So much so you feel a bit jumpy and tend to overreact at any questions being asked of you. With all the stress you’ve had to deal with paranoia is starting to set in."

The different names of the soldiers came into play because I gave the players control of the defenses of the keep during the first assault. They immediately went to town and started naming their 1st level warriors. The names carried over from there.

Thanks again for an awesome idea! The group loved it!

Mike S.

Shadow Lodge

We just did this last night as the group finally finished off Ilthane's kobolds.

Afterward, the group of 5 players I ran through was very interested - "was that part of the module?", "that was really cool", etc. The guy that played Santos did an amazing accent and kept telling Walton how smart he was. Folks were literally on the floor when they asked "Where is he from?" and "That accent sounds familiar". When the spawn got loose, and the players got a chance to interact with the worms, they all said it felt like they were in the movie Aliens. :)


Tried this last session. Gave the 4 players one of the characters and NPC'ed Walton myself. Another NPC soldier was wounded and unconcious (carrying the worms inside him).

Walton had a bad leg and was sitting in the basement 'infirmary' with Mr. Worm, shouting orders at the others to 'rebuild the door' and 'burn the lizard bodies'. The players were REAL leery about the latter order, after what their 'real' characters had just been through in the lizardfolk lair.

Suddenly a scream rings out. The PCs rush downstairs to see the spawn dragging the wounded Walton into the unfinished tunnel. A tug-of-war ensued in the close quarters, and a frustrated Duncan finally climbed over the now-dead Walton and attacked the spawn, just as Hammond launched his alchemist fire hand grenade. Bad move.

Little effect on the spawn, but just enough to finish off Duncan, who had just taken 9 pts. of damage from the spawn. (the only bad part here is that the player now had nothing to do. I didn't worry at this point, figuring this would be over with quickly. Wrong!). Now the group ran for it. (Never once, during the entire time, did they think to shut the door to the tunnel, despite several pointed hints from me.)

They all ran upstairs and Yerell poised at the top, waiting to hit the spawn if it appeared. Santos ran into the nearby storage room and Hammond gathered up stuff to burn.

The spawn obligingly stormed up the stairs and Yerell whacked it, for what little good it did. Santos, bad Mexican accent and all, popped out with a small keg of dried beans and heaved it at the spawn. Natural 20. Beans everywhere, and the spawn blows a Balance check and goes sliding back down the stairs.

The spawn then retreated to the tunnel to finish off Walton and Duncan. The survivors, thinking they had badly wounded it, gathered up a small amount of torch oil, then bravely ventured back down into the basement in search of cooking oil. They took that and went to the head of the tunnel and dumped all the oil down the stairs there. Then they realized they didn't have anything to light it with.

In the interest of getting it over with, I had them find a lit torch in the wall (makes no sense - the basement would fill up with smoke - but we were rolling). Whoosh! They then try to kill the spawn (and his new buddy - uh oh!) with arrows. No luck. Hammond, true to his nature, goes to look for more flammable liquids and kindling in the kitchen and the captain's quarters. The spawns advance through the now-smoldering fire, and Yerell/Santos panic and run upstairs, hiding in the closet with the food. Hammond enters the kitchen, sees not one, but two spawn staring at him, poops his pants and locks himself in the captains quarters.

The (now three) spawn spend two days hammering at the doors until the real heroes arrive (and quickly dispatch all three of them). Santos and Yerell spend the time yelling down at Hammond ("Hey, we're having jerky today! This wine is really good! What are you having?"). All in all, it was the funniest night we've had.


Luke wrote:

Too bad we're already past this point. That's such a great idea that I'm going to have to find someplace further down the AP to try the same trick. I think my players will love it.

It reminds me of some of the more memorable parts in KOTOR II where you'd take control of special henchmen to advance the story and give you insight. The fact that the 'guest' PCs are expendable make it even more fun.

Agreed. Perhaps the same method could be applied to the Kings of the Rift. The players could take the place of a squad of giants and play out the initial dragon assault. It would definitely give them a sense of the enormity of the situation.

Liberty's Edge

(read this thread when it was linked by Rexx) This is freaking GOLD! I'm running the last part of TFOE on Thursday and EaBK will follow in short order. This will be a great change of pace chapter to enrich the whole module. I hope the hardcover will include your ideas for future generations to enjoy. Again, great stuff. Thanks!


Dang it! I wish I'd read this before we got to this adventure. Now, sadly, it is a few months in the past. Great idea, though!


I am starting up a second group of players through the AOW Adventure Path, and though I used this really cleaver side story the first time through, I am not going to run it quite the same way this second time through.

You see, I have had my eye on this game Dread for some time now, and was just trying to come up with what would be a logical and fun way to incorporate it into my everyday D&D game. So I think I am going to take this scenario and try to adapt it for Dread.

I'll just need to come up with some good questions...

Edit: Darn post button happy today...

Anyhow, the idea behind dread is that suspense is built up by pulling Jenga blocks for actions rather than rolling dice. As the game progresses, so does the tension as pulls get riskier and riskier. This seems like the perfect way to tell this story and I thought I would share the idea.

Liberty's Edge

Well, I finally got to run the side adventure and it was a lot of fun! The players really got into their roles too. I was so impressed that I gave them XP for their main characters as a reward. I called the encounter "It Came from the Basement".

So, here's what happened:
I had the table set up with my normal gaming stuff and had the Blackwall Keep map set up. The players arrived and set up their characters where they were as they went off chasing the lizard folk raiders into the swamp. I summarized the last session for the players as I normally do and then asked them to hand me their characters and minis for safekeeping. That got some looks of terror, I tell ya! LOL

First I turned down the lights and started my MP3 tracks of Scream 3 and Invader Zim soundtracks for that tense, creepy feeling. Then I handed out the minis and character sheets for the NPC warriors at random and let them read the cover sheet with the personality notes and mission briefing as follows.

"You are the surviving five of the 8 members of first squad; the most experienced phalanx team assigned to the garrison of Blackwall Keep. With the assistance from some civilian adventurers, you have just repelled a deadly attack from a tribe of lizardfolk from the Mist Marsh.
Unfortunately, a lone lizardfolk warrior managed to break its way into the cellars of the keep and its presence threatens your food stores and supplies. Secundo Lucius, the Garrison’s second in command, has ordered your squad to enter the cellar area and eliminate the threat"

The names of the characters were changed to fit the more roman-style culture IMC. Well, except for Santos. He stayed the same. I gave each guy a different piece of gear too. Santos got the only lantern (malfunctioning with only half normal light) and the others got minor nicknacks for fun. The leader got the "friend turned into a zombie" secret and the paladin wannabe got the "maimed by a zombie" secret.

I gave them a minute to come up with a plan and they were getting ready to ambush the lizard man, when a shadowy form grabbed it and dragged the poor blighter into its tunnel. Chaos ensued.

The group of NPCs did everything you would expect in a horror movie. They dropped light sources, which went out with a sputter. They split up when the monster attacked, tried to rescue their dead friends, and then locked themselves in the captain's quarters with no hope of escape. The Spawn picked them off one by one and converted them to new Spawn as it went. The RP was really good too. The sergeant cried and blubbered "it's all happening again" and one guy hid under the bed when he failed his Will save vs. the fear aura.

My favourite part of the encounter was having the lead Kyuss spawn battering at the door to the captian's quarters. I did the whole zombie arms reaching in through the holes thing and described the masses of green worms (actually snakes IMC) slithering under the door while the desperate survivors got ready for their last stand.

In the end it was Kyuss 6 (5 npcs and a lizard man), soldiers 1. They actually managed to kill one! Not bad for a bunch of schmoes. When it was all over, I casually reminded my group that their PC's would have to return to the keep to return the captives. More looks of horror as they thought about the horde of Kyuss spawn waiting in the cellar.

Thanks for the great side adventure idea, and thanks for taking the time to read my rather long posting!


Dotting this so I'll remember it later.

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