Boxhead
Contributor
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Just thought I'd start a thread on my AoW campaign.
I'm running it in a homebrew, which has slightly more advanced technology than regular D&D. Think Napoleonic Wars meets Jules Verne and you're on your way.
So the party consists of a Human Barbarian, Tiefling Duskblade, Hobgoblin Rogue, Half-Elf Wizard, Deus Paladin and Deus Cleric. Deus are a homebrew machine race, similar to Warforged, but a little closer to true constructs.
I know the level adjustments seem off, but core races mostly get free firearms proficiency, so it tends to balnace.
The PCVs made it through the bulk of the Whispering Cairn. Timely use of Burning Hands by the Duskblade, as well as the Deus' lack of need to breathe made some of the really tough encounters manageable. They still had a rough time, but no fatalities yet.
The party managed to recover (and light) the lanterns before they even tried to climb into the face trap, so it was a non-issue. They finished the session on a cliff-hanger with Alastor just manifesting to "chat" with them...
Boxhead
Contributor
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So the party had a brief chat with Alastor, before electing to aid him in having a proper burial. Afetr a brief investigation of the farmstead, the party had a short, but brutal battle with the Wounded Owlbear (who put down the Barbarian in one round). They found the arm and then decided to split up, with most of the party staying in the farmhouse (with the baby Owlbear) while the Rogue and Wizard elected to confront the Gang for info.
The Rogue and Wizard get distracted by a knife throwing contest with Tirra, before the Wizard none too subtly makes a few comments about "digging" and "bones" to Kullen and the gang. The two then retire their room to be awoken in the middle of the night by tyhe gang. A few bribes and a good diplomacy check later has Kullen asking for Filge's eyes.
The party then decides to re-visit Alastor, who reminds thgem that his request was "to be laid alongside his family" and most of the party heads off to the observatory. The wizard lags behind, convincing Alastor to open the door. Trying to go solo in with the Wind Warriors lasted about a round. When the party realized he wasn't following, they met Alastor in front of the once again closed door letting them know their friend would not be joining them.
A quick bash through the observatory resulted in Filge's death, leaving the party with relativley few scraps of knowledge to find out about the Age of Worms...
Boxhead
Contributor
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The next 2 sessions saw the party approach Alustan, The smartest man in town, in an attempt to work out exactly what they were into. They left the Green Worm with Alustan, who asked that his apprentice be allowed to join them, replacing the spellcaster they had recently lost.
After this, the party revisited Kullen, delivering Filge's eyes as requested. The next morning resulted in them having a rather nasty meeting thrust upon them by Balabar Smenk, who reported that in the Nearby Dourstone mines there was some kind of cult of strange creatures that had forced him to help.
So the party bribes a miner to let them use the elevator, and discovers the three ways to go into the temple, each bearing the mark of a different god.
The party rushes through the dorrway to the side of the Hobgoblin god (replacing Hextor) and encounters fierce resistence throughout, eventually finding the leaders. The Hobgoblin in the party cannot believe they would dilute the sanctity of his god and puts them to death.
The party then explores the central passage, bearing the symbol of Sekolah (replacing Erythnul). After a number of dangerous encounters through flooded caverns, they handily dispatch the Sea Devil Cleric leading the cult and are currently regrouping to face down the last branch, the worshipers of the Whispered One.
Boxhead
Contributor
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The next two sessions saw the party defeat the followers of the Faceless One. The maze proved difficult to run well and I ended up dumping a lot of it. I replaced the Kenku with Dolgrims (stolen from Eberron). The battle with the Faceless One and the the two acolytes with Allip were both remarkably close.
The party, battered from their encounters, travelled back to the central corridor, only to find a horrible creature that was an amalgamation of all three gods. I gave it two shark heads with bites, two tenticle arms (to reference the Dolgaunt leader of the Dolgrims) and two short sword arms (for the Hobgoblins). I sued the stats more or less as-is, just subbing the types of attacks as I saw fit.
After dispatching the ebon Aspect, the party finally went back and dealt with the Wind Warriors in the WC. With a bit of chatting with Alustan and some time to resupply, the party is now ready to embark to Blackwell Keep, to meet with Alustan's friend Marzena.