Wilderlands Campaign (Shadow Warriors)


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Borrowing from many sources, including some classic modules converted to Pathfinder, the campaign is designed as a story arc that takes characters from low level to very high level within the backdrop of the 3rd edition revised Judges Guild setting.

This campaign has been running for a while now (we started when beta was available) and I'll add some posts on what's happened so far in the story and some the known background.

In addition I'll include some technical notes on where I've borrowed scenes from published scenarios that fit with the background and story arc.
Going forward, this is also a resource for my players to comment on what's happening and conduct any side treks outside of the regular game slot.

We meet every three weeks at the Shadow Warriors club in Ealing (England). Google for the club web site.


The Play's the Thing - A Design Philosophy

Why roleplay? Fundamentally we're doing this to have fun. We roleplay because we want to take part in a shared story, with each player taking an important role so that the shared experience is more than the sum of it's parts.

As GM my role is to provide the environment so that this can happen. If we all have fun, we all win.

So first steps, round up some players with the pitch in the first sentence of the first post.

Ruleset decision was simple, Pathfinder Beta had come out and promised to fix some of the 3.5 known issues and provide on-going support for the 3.5 material I had. As beta was a free download, the cost to join in was zero. Of course, the promise of an improved 3.5 helped too. I'd tried the 4e PH and found it far too limiting for character building (now fixed at the cost of numerous supplements) and too much of a fundamental change to 3.5.

What do the players want from the campaign? Ask them! I picked up a campaign survey from the net to get an idea of the themes/tone that they were interested in. The results favoured a heroic tale with mystery, and some role playing, a style I could work with.

[If you want to find out more on any of this, I expect you to use Google, I won't be giving links out]

Within the story, the arc is not fixed. The players get real choices that affect the campaign as well as themselves and the world turns whilst they're busy. I have scenes planned for the future that hopefully will come about but the path is not fixed and that future may not come about. What this means is that as GM you need to be flexible as the campaign proceeds. There are however some events I'd really like to include so that certain classic modules get played, more on that later.

It's hard to create a campaign from the ground up. Even more difficult to make it original. So shortcut with creative swiping! You don't have to design a dungeon if you can borrow one, especially if it's been well received by gamers. Adapt to the theme you have in mind and fit in into the campaign.

PDF's of products can be purchased very cheaply (I use RPGnow) and reviews can direct you to good modules, often they're already been converted to 3.5 to save you the effort. Ebay means you can get hard copy cheap and 3.5 material is readily available.

Next, a bit about the campaign world and the first adventure.


Campaign Background
===================
The Judges Guild Wilderlands Campaign was first published back before AD&D 1st Ed. More recently it's been redone in 3rd Ed. compiling all the old wildlands maps and descriptions into one box. In addition the City State is also a 3rd Ed. box set and there's a Players Guide. All these are now available as PDF as well as the original material (which also comes up on ebay). Most 3e players are not that familiar with this setting so it makes a nice base.
There's plenty of scope to add and modify the setting as it's not as fully developed as some. For my campaign, I updated the original gods list by splitting into "northern" and "southern" which were mostly Norse and Egyptian plus some others and tweaked the domains and alignments to give a better choice for players. The overall map and area descriptions from the Players Guide formed the campaign guide. Most of the rest of the Players Guide on classes, feats, magic items, spells was left out in favour of core PF.
The original campaign politics was a bit thin so I stole a chunk from Mystara and dropped it in to provide a frontier type area that would support adventurers exploring ruins and dungeons. I borrowed some ideas from Wolfgang Baur's Sun and Scale module around ancient civilisations as a campaign theme (only one published module seems to exist, but it's a good one).
The City State area has been used many times, so for this campaign I chose a different area with the City State offstage.
To get started I chose not to have the characters background in the campaign. The idea was to get a diverse group together with a common purpose of discovering where they were and why they were there. The disadvantage was limiting possible later campaign hooks. This didn't quite work.
I wanted to try out the PF rules fully, plus I was not very familiar with 3e, so the campaign started at 1st level. As the players were keen to try more powerful characters, the XP speed was set to fast.
One houserule at the start was a "companion item". Something that improved as the character did. The Magic Item Compendium was used to provide a greater variety of items compared to PF tables and to scale the companion item appropriately.
I had an AD&D Introductory set with some audio adventures which sounded like a neat idea and that was an easy conversion and could be conflated with the starter module "Crucible of Freya".
with all that in place we could start the campaign using the PF Beta rules.

Next, the characters go adventuring.


Session 1 - Arrival

Characters

Halfling Rogue, Tamas (item: rapier)
Human Monk, Mihály (Mee-Hi) (item: robe)
Barbarian/Cleric, Taracus (item: greataxe)
Elf Wizard, Gilray
Elf Ranger/Wizard, Oeric Sinaran (item: ring)
Cleric, Eli

The characters arrive on a hilltop with a stone circle. They decide to head towards a village they see a few miles away. On the way some Orcs with bows attack but are driven off and Taracus kills a sleeping Orc with his mighty chopper. In the village of Fairhill they hear of Orc attacks and meet various people. They decide to take up the Wizard's offer of money to retrieve an Orb from a nearby ruined keep, a day's journey away. As they explore the keep, Taracus proves adept with his axe, chopping up most enemies. An amulet given by a Lizardfolk proves useful and interesting. The Ogre in charge and his wolves are no match for Taracus. The lost elf Taran is rescued.
Adventure: Intro. To AD&D Tomb of Damara


Session 2 Completing the Quest

Taran leaves the Keep with Eli and Gilray whilst Oeric arrives with Kath the Cleric. The party explores the rest of keep. Tamas is almost swallowed by a giant Toad but the Kobolds, Dire Rats, and Goblins are no problem but the Orcs with Greataxes prove dangerous. Oeric criticals a Gelatinous Cube saving Taracus from from a nasty experience. Gilray returns but displays a lack of courage as a Carrion Crawler causes chaos by paralysing almost the whole party. Some giant bats are quickly dealt with.
Tamas is the one that finally figures out how to use the magic key to open the hidden door.
Taracus finds the Shadows too much to handle but Oeric uses some Oil of Magic Weapon to enable him to hit them, Gilray's Disrupt Undead and some positive energy bursts from Kath help destroy the Shadows. One character figured out that the torches were linked to the Shadows but was ignored. Tamas ignored the Shadows and suicidally attacked a Mummy only to find it wasn't undead but merely dead, then decided to check the loot whilst the rest of the party fought the Shadows. With the Shadows eliminated the party collected the Orb the Wizard hired them for. On the way back Oeric takes a look at the Orb which is made of smooth crystal with undecipherable writing faintly visible on it's surface and discovers it looks back at him.
Adventure: Intro. To AD&D Tomb of Damara. Party mostly 2nd level.
NPC Cleric added due to missing player


Session 3 The Crucible

The party returns to the village of Fairhill. Feeling the Orb is a dangerous item and unsure of the Wizards's intentions the party tries to determine whether the Wizard is evil.
Fortunately Netheril is amused at their presumption and arranges a zone of truth, mollified, the party hands over the Orb and claims their reward. They also exchange a +1 dagger for some healing items and potions. Gilray gets a letter of introduction to the Academy of Magic in Endhome. The party decides to leave next day for Endhome, the nearest large town about 50 miles south in the hopes of discovering more about their situation. They are interrupted that night by an Orc attack on the temple of Freya. Charging after the Orcs, the party gets split up and Tamas makes an ill-judged attempt to roll past the Orcs, who almost kill him with their greataxes and then escape with the Crucible from the temple.
The party are asked to follow the Orcs to their lair, return the Crucible, and stop their attacks. Meanwhile Oeric follows the Orc raiding party and then later meets up with the rest of the party and some town militia early next day. A more organised attack kills the raiding Orcs who had stolen the Crucible from the temple. The Orcs turn out to be tougher than expected but one is captured. The party then follow the trail to the Orc's lair, a ruined keep, which they scout in preparation for an attack.
Adventure: Crucible of Freya.


Session 4 – The Ruined Keep
The party eliminate the Orc in the guard tower but the Orcs decide to go look for for their raiding party. Taracus decides to attack the Orcs in the open and nearly gets killed by their leader when Gilray arrives to turn the tide. The rest of the Orcs start an attack but this time the party uses the tower to tactically wear them down. One Orc leader escapes down a trapdoor. The party seal it with a heavy altar and rest. They then check out a second tower and wake up an Ogre which Taracus fails to intimidate. Fortunately it is defeated with their combined efforts. They then go down the trapdoor and explore some strange tunnels and rooms that have something to do with lizardlike or snakelike creatures. They find and rescue an Archon trapped in a magical cage, then open a tomb and destroy a dark incorporeal undead creature.
Adventure: Crucible of Freya, Gryphons Legacy. Party mostly 3rd level.
This was a combination of two modules as I wanted to use the old tunnels but couldn't use the whole modules as fast experience option meant the party were already too high level. Also I wanted to move the story along to Endhome.


Session 5 – Under the Ruined Keep
Exploring down some stairs the party meet the prepared Orc leader who turns out to be an evil half-orc cleric with some pet zombies. His negative energy channelling proves very dangerous by damaging all the party whilst healing the zombies, which keep getting back up from the negative energy. A friendly Cleric helps turn the tide with some positive energy chanelling (proving that the new channelling abilities at low levels can be both extremely useful and extremely dangerous). They decide against close examination of the dark pool of liquid other than determining it's necromantic.
The party are unable to convince an unfriendly door of their “good” intentions and are unable to open a rune covered door. Some grinding noises from the other side convince them to leave it alone.
After a rest they search the Orc's tower and find some treasure and a trapdoor. Several trapdoors later they find a sarcophacus filled room and an incorporeal hand attacks them draining strength. They open the main one and fight a nasty shadow whilst Tamas demonstrates how not to climb a rope repeatedly.
A final tower reveals a few giant spiders which are easily dispatched.
With the Keep cleared out, the party head back to Fairhill to rest, divide the loot, and literally regain strength. Gilray decides not to continue in the party and is replaced by the friendly Cleric.
Adventure: Crucible of Freya, Gryphons Legacy
A change in players at this point also changed the party


Session 6 - On to Endhome... or not
The party left Fairhill to the nearest large city Endhome. The Kings Men had arrived in town and informed everyone that the road was now clear. A friendly merchant went with the party. They headed through the pass. As they came down the other side heading towards the nearest town of Riganarion, still a days journey away they found the entrance to some caverns that had clearly been occupied by Orcs. THey decided to explore. Inside they found and killed a ghoul and an Ogre that didn't want to fight, which they let escape. Further on they were threatened by some Ratmen which Taracus attacked. Oeric didn't like simply attacking for no good reason and there was an argument. They left the ratmen alone after some apologies and payment and followed another route that led to a large cave with a deep pool. On one island they found a trapdoor.
Adventure:Lost City of Baracus and Wilderness.
At this point the party had reached 4th level on fast experience and Baracus was really too low level. Also, the Core book had come out. So it was decided we'd move to the core rules and there was some revision of characters. In the campaign it offered a chance to move things around so the planned enounters in Baracus were thrown out and we moved on to the Caverns of Thracia. Since fast experience was levelling the characters rather faster than expected, I moved back to normal, otherwise the party would level so fast that they'd be too high level before they reached the end of the scenario.


Session 7 - A Whole New World
Mihaly and Oeric suddenly found themselves in a forest. A little later a Druid named Hester appreared and invited them to her camp where they met the Druid's apprentice Ba'Thorn and his brother a dinosaur.
Raven, a mercenary, had been travelling upriver to Durbenford looking for work. Also on board was Taramis, who turned out to be a female Witch (as soon as the beta class came out). They had just arrived in Durbenford when next day they also found themselves in the forest and were met by the Druid.
Nearby were some ancient ruins that Ba'Thorn was keen to explore, so the party took a look around. They found a quarry and some bodies on a ledge. One party member went to look and was attacked by shambling mounds. Oeric tried to climb down and help and fell 80ft and died.
The party returned to the Druid's camp and met Angel, a sorceress of many charms.

Characters
Human Monk, Mihály (Mee-Hi) (item: robe)
Human Sorceress, Angel (item: boots)
Human Witch, Taramis (item: circlet)
Human Fighter, Raven (item: Katana)
Human Druid, Ba'Thorn (item: cloak)

I'd not been happy with the 3e/PF falling damage, inherited as it was from 2e. With the additional tweaks it still seemed far too easy to fall a long way and walk away. I tried using the Order of the Stick variant less the nasty DC save but that seemed to nasty, in the end I used the 4e base 1d10 modified by size, each size step changes the dice size, so tiny creatures take little but huge creatures take a lot. This still meant a 80ft fall was lethal to a 4th level character, especially one who rolled two natural 1's on a DC5 climb check. Sometimes the character's just catch some bad luck.
From the previous session, I'd gathered the players hated to leave a room unexplored, so the lure of a whole dungeon plus a character tied in via backgound was good enough to get things moving.


Shadow GM wrote:


Nearby were some ancient ruins that Ba'Thorn was keen to explore, so the party took a look around. They found a quarry and some bodies on a ledge. One party member went to look and was attacked by shambling mounds. Oeric tried to climb down and help and fell 80ft and died.
The party returned to the Druid's camp and met Angel, a sorceress of many charms.

It didn't quite happen like that. Raven and Ba'Thorn were on the ledge when they were attacked. Ba'thorn turned into a chicken or an eagle, not sure which and flew away as Raven was munched on. Oeric then tried to climb down and kept on failing. With none of the witchs spells in range or would effect the mound, she tried to barter with it. Something was mentioned of bringing something else to eat (think it was a bluff), which was promptly followed by Oeric falling all the way to the bottom. Shambling mound released Raven, and decided to munch on the elf.

Thats how it went!


Thoss The Sorcerer wrote:

It didn't quite happen like that.

You've jogged my memory. I recall the monk climbing up the rope to get away and Taramis trying to bluff (so she said) the creature with fresh elf instead of Raven, at that point Oeric (apparently) fell onto the ledge, thus providing the promised fresh elf.


Session 8 - Looting the Bodies
With the new party established, they returned to blast the shambling mounds to death and then loot the bodies on the ledge, including the unfortunate Oeric. The exploration of the ruins continued, with them been attacked by another set of plant creatures in an old colosseum. They then met a character who became known as "Eddy" who was also searching the ruins for clues on how to remove the disease curse placed on him. They also met some lizardfolk who Ba'Thorn talked to using his cloak of lizardkind who told them about their camp in the dungeon and some humans living nearby in the ruins.
This is the start of the Caverns of Thracia 3e conversion from Necromancer games. I still have a character I rescued from the original version of this. Curiously, although the party met the lizardfolk in the main dungeon entrance, they never went back there.


Session 9 - Into the Labyrinth
The party met up with some of local inhabitants. They didn't speak common and had skeletons painted on their bodies. Fortunately the elder of the humans had a spell available and told the party about the evil beastmen in the dungeon below that kidnapped and ate the humans. The party agreed to help in exchange for passage into the dungeon and the usual adventurers loot conditions. The human tunnels led them to a large cave with a small river in it. They met a hungry giant, a friendly but bored Gynosphinx, and the lizardfolk tribe camped by the river. Exploring up river they fought some spiders and found the first of many secret doors to a lower level.
The Caverns have a lot of secret doors and various sub levels that make it hard for a party to map the place and areas can be completely missed. Fortunately the Druid had a very high perception which helped. A Dwarf would be very helpful or the GM needs to handwave a bit otherwise interesting areas will get missed.


Session 10/11 - Don't Split the Party
Beyond the secret door, the party found a room with doors on a lower and upper level and some skeletons with glowing eyes. Part of the party explored the beyond the upper door, finding some old cells, one of which had a mummy in it, quickly dispatched, and an odd sword whose name turned out to be "thirster". Beyond this area was a corridor with a puddle of water. This was a water trap that started flooding when the far door was opened. A lot of swim checks were then needed, which the dinosaur regularly failed. Fortunately there was a chimney which was finally climbed to escape the trap. This led to part of a temple used by the locals. The dino was hauled up on a rope.
The other part of the party found a room with stone statues of monsters with gem eyes, which they decided not to touch and more secret doors. THey also found a metal guardian which the druid killed in single combat.
The split was due to absent players, but even with only two, some careful exploration avoided major disaster. We found that it takes a long time to drown in PF, somewhat shortened with later errata. Mummies are really weak in PF.


Session 12 - The Lizardfolk Temple
Exploring beyond the secret doors, the full party suprised a bunch of Gnolls which were quickly dispatched, although the web spell was not much use on some bears. They then talked again to the Lizardfolk about the dungeon using the Druid in lizardman form, pretending to be a shaman. The tribes Shaman told them about an old lizardfolk temple he'd found and after promising to respect it, they went to explore. It had abviously not been used in centuries and had interesting flaking frescos showing strange lizard creatures and a lizard king. The Druid found himself drawn to a set of rooms guarded by some strange lizardman like creatures that fought the rest of the party but let the Druid in lizardman shape through. The party discovered the creatures to be too tough to kill but were able to slow them and get away/past (the Monk's speed was useful here) as the creatures didn't pursue. Beyond was a room with a huge crystal containing a large lizardman like humanoid and an inscription: "Awaken the Past with the Blood of My People and You Shall Be Justly Rewarded". Ba'Thorn decided to consult the Shaman.
There are a number of places where the creatures are too tough for the average party, this is deliberate. The party have to figure out another way to win the encounter. I consider this one of the reasons this module is regarded as a classic.


Session 13 - The Druid's Decision
The Shaman and two senior lizardfolk went with Ba'Thorn back to the crystal. Ba'Thorn tried some blood on it (in lizardman form) and it seemed to glow a bit. Then they were hit by a compulsion and two lizardfolk slit their throats to give blood, Ba'Thorn felt the influence but managed to stop the Shaman killing himself. Deciding that this seemed an evil act, they retreated rapidly.
The party learnt that the Gnolls were guarding a teleport to the lower caves where the beastmen lived. The lizardfolk agreed not to help the beastmen any longer. Going through another part of the lizardfolk temple allowed the party to surprise the Gnoll gaurds and capture the teleport but not before one Gnoll got away through the teleport.
The Druid's lizardfolk background was the player's idea, possibly influenced by some foreshadowing (see above), and a tough dinosaur companion. It worked well in getting the party interacting with the dungeon denizens


Session 14 - No Surprise
The party rested, then prepared for a fight. The teleport only allowed for 4 at a time, so the first 4 went through and didn't surprise a big bunch of Gnolls waiting for just that. A big fight ensued, but by now the party were 5th level and able to take on a group of gnolls and once again Angel's web spell was effective between trees. Taramis was also effective by blinding the Minotaur that led the Gnolls, forcing it to run away before it was killed by missile fire.
It turned out that they were in an enormous cavern several miles wide lit by a strange blueish light that allowed normal plants to grow and a ceiling that was 200ft high.
Once the Gnolls were dead some local Dryads came out and offered to hide the party from more Beastmen, which the party accepted. It turned out the Dryads hadn't had much company for a long time and the male party members got less rest than expected. Within the Dryad's hiding place was a strange metal room with metal doors and a large 10' transparent tube of water leading up, the party noted it went up right into the cavern ceiling.
Once the Witch gets the more powerful hexes, she becomes very effective against single monsters.


Session 15/16 - Lizard City
The Beastmen had doubled the guard on the teleport area cutting off the party from the surface. Ba'Thorn decided to play around with the levers on the metal rooms discovering that one opened and closed the metal door. The second operated once the door was closed and the small room detached and was drawn up the pipe by the current (with the Druid inside). After a while the capsule started floating and Ba'Thorn found himself in the river by the lizardfolk. After saying hello he headed back to the teleport and attempted to bluff his way past the Beastmen. This mostly worked and he able to disappear into the woods, meeting up the party who had waited. The Dryads told the party the Beastmen didn't go down from the plateau they were on into the lizardfolk city below, plus Eddy was still looking for old lore books, so the party decided to investigate.
They checked out a number of buildings, a library with odd pillars; a blasted area with an underground chamber, where a spirit entered the unlucky Ba'Thorn and told the party to destroy the "mammals"; four large step pyramids which with sacrifices could be used to transport to another chamber that the lizardfolk had gone to.
The party noticed a large band of Beastmen, apparently overcoming their fear of the city, moving toward them, and decided to wait at the top of a pyramid. They also noticed they were being scryed. This let them fireball the Beastmen as they climbed the pyramid, killing the Gnolls, the party to concentrate on the Minotaurs. The combination of the Sorceress (now level 6) area effect and Witch single creature effects being very effective. With the monsters dead the party headed back up to the plateau to deal with the Beastman boss.
These sessions revealed more about the factions in the caverns. The treasure levels in the module, as written, are quite low. Given the encounters, I added magic items. To make it more interesting I used the Magic Item Compendium which has a wider variety of low level items. Given that the module holds areas unexplored for hundreads or thousands of years, non-standard items are reasonable and more fun.


Session 17 - BBEG
The party headed to the palace where they'd been told the beastmen lived. Once more they found a secret door andheaded in, suprising a few female minotaurs. This noise alerted the others. A few remaining Gnolls were eliminated as a warm up. Then minotaurs with huge axes attacked from the inner door, and the dinosaur companion started taking significant damage despite it's high AC (inc. chain shirt). Taramis's sleep hex proved very effective whereas Angel's magic missiles had no effect and there wasn't room for more fireballs. The minotaurs then attacked from the secret door and a Dogbrother sorcerer fireballed Angel and most of the party in a reversal of tactics. Angel and Taramis took this personally and the Dogbrother went down next round. Raven and the Monk proved useful in doing coup de grace attacks on sleeping minotaurs, but the party was suprised by the fast moving minotaur king who took off Angel's head with a crital huge greataxe hit (x3 damage). The party was saved from further deaths when Taramis's sleep hex stopped the raging minotaur and he was finished off next round.
The party was then free to explore and loot the palace.
The party had worn down the palace defences over the last few esessions and advanced gnolls were just cannon fodder now, but a group of minotaurs were dangerous and the King was CR13 which had the potential for a TPK if they hadn't got him with a failed sleep hex save. Still, lots of xp earned.


Sessions 18/19 - Looting the Palace
The rooms at ground level were checked out first, finding nice greek style palace and a room with some magic water bowls and a magic dining table that fed eight. Some human kitchen slaves were found a released. The underground level had plentry of empty living quarters. More slaves were freed. A couple of guards remaining with the King's treasure were killed and the treasure liberated. A very old Minotaur and one with two young were captured. The party also found Silvermane, the leader of the Dogbrother's and his apprentices who had already decided to leave. The party negotiated with him and he agreed to use the limited wish scroll they had found to raise Angel before he then left. The party then looted his library. They also found an old temple with a "keep out" sign, so they decided to go right in (this party likes to explore everything they don't forget about). They found a strange caretaker and an almost dead lizard creature who spoke to them telepathically (which Ba'thorn found confusing with two voices in his head). They were given some "potions" to help prevent the enternal king from awakening. Ba'thorn's spirit encouraged them to agree and go. They refused the caretaker's offers to play some games. One final section had corridor's in darkness with pit traps. Ba'thorn scouted by walking through the side walls and feeling his way. The party used a reinforeced table as a bridge across each pit. They found a golem in one room but it proved virtually impervious to their attacks. Constructs are basically immune to most Witches attacks and the fighters could barely damage it, whereas it's attacks hit regularly and were almost impossible to cure. The party decided to withdraw. Taramis and Angel went back invisibly to grab an item in the Golem's room they'd spotted to complete the looting. They also used the same tactic to apply the potions as previously requested.
They used the magic water bowls to teleport out all the former slaves and the accumulated loot to the dungeon entrance.
Rather than attack the humans above the dungeon, they gave them the former slaves from the area and impressed on them that creatures were still loose even though the beastmen were dead and they should keep out.
With the remaining non-locals, they met up with the senior Druid, left the minotaurs in her care, and the Druid arranged for a raft to transport them over the lake to the nearest large town of Durbenford, which Taramis and Raven recognised from their brief visit earlier.
Caverns of Thracia is a 128 page module, and we probably went through it fast given 6 hour sessions. A few places got missed e.g. the shaft the monk partly explored, but the main plot was completed. I'd suggest gnoll raiding parties as a way to get other groups into exploring the area rather than the suggested rumours.

Session 12 Monsters:

The players figured out the creatures in Session 12 were flesh golems, even though they were made from lizardman parts and therefore tougher. They also got some fast healing to stop the party just wearing them down as they shouldn't pursue if the party runs away.


Session 20 - Reaching Town
The raft's arrival caused some excitement in town and was met by the Captian of the Guard, Harold Trindel, fortunately the party made a good impression. Also there was an Elf named Cal who represented the Order of Ancient Knowledge and had an interest in the objects the party had uncovered. The party arranged secure storage and rented out the best rooms at the best inn and made plans to explore the amenities of the town. First was a visit to local temple of Freya to get Angel restored and uncursed (from a cursed treasure item). They also met Cal for a longer chat about OAK.
A change of pace at last with some town based adventure from "Trouble at Durbenford". Also an opportunity to use the Messageboards interactively at last to progress the campaign. Note that the detailed campaign materials are on the Shadow Warriors file area to avoid dumping lots of text here.


ADMIN
Campaign files are in the SW files area, logged in members only.

http://games.groups.yahoo.com/group/ShadowWarriors_UK/files/Wilderlands%20C ampaign/


Great thread! Sorry to bust in.

I'm going to be running Caverns of Thracia (the original) with Labyrinth Lord in December - whereabouts in the Wilderlands did you set it?

Sounds like a fun game.


Update to Personal Items

Raven:

Katana +2, intelligence 14, senses 60', darkvision, empathy, ego 6, detect poison 3/day, see invisible 1/day
hollow pommel

Taramis:

intelligence +2
skill bonuses go to bluff & stealth
grants Endurance as per feat
+1 DC on all charm school spells

Angel:

Acts as boots of striding & springing
+1 dodge bonus to AC
gives skill perform(dance) +2 & class skill
boot shape 1/day -> polymorph object to any footwear, toe ring to waders, dispels at midnight

Ba'Thorn:

Acts of cloak of resistance +2
Add +2 to survival skill
Adds +2 char. vs any draconic/lizard kind

Mihaly:

As per Monks Robe but +4 on effective level for damage and AC


Fabes DM wrote:

Great thread! Sorry to bust in.

I'm going to be running Caverns of Thracia (the original) with Labyrinth Lord in December - whereabouts in the Wilderlands did you set it?

Sounds like a fun game.

Ament tundra Map hex 2518. The whole campaign is in this area which has been recently recolonised.

There are a number of subtle differences between the 3e revision and the original. My comments addressed the 3e version. The less subtle differences are an expanded outdoor ruins section and expanded level 4.
I'd actually advise getting the 3e (pdf) version and converting back as it's better balanced and plotted.
Note that I also changed a few things to give the characters more opportunity to make their own choices on how the dungeon ended e.g. releasing the immortal king.
If you're using the old maps make some notes on which stairs go where, it's easy to get lost.

thracians:

There should be a means for the party to talk to the Thracians, in the 3e version the leader has tongues as a spell. I also had an NPC find a dictionary to partially translate inscriptions. THe lizards speak draconic in PF

BBEG:

The 3e version gives the king 5 levels of barbarian making him at least twice as tough as a normal minotaur and a worthy climax.


There are a number of threads and tasks now that we are settled in town. In general order they are:
Gather info
The first port of call for Angel is to hire Shubry the Loud for a 6 hour guided tour of the town (say 20gp). Aside from finding out about the physical layout of the town she intends to find out as much rumour and gossip as she can about the inhabitants, especially the key people and the various merchants (she’s never met a merchant she like – her father included), then info about the sewers, the vines that seem to be strangling the town, the local area outside the town; abandoned, haunted farms or manors for example.
Cal will also be an important source of info about the same; possible bases (walled farm or manor, townhouse or state), info about the local geography and politics, the markets and services available and about the order of ancient mysteries. He might be able to find out what commissions they might have for us.
There’s plenty that others can do; once we find out about the Lake Druid, Ba’thorn could pay a visit. He could also use his wild shape ability to scout the surrounding lands.
Similarly the rest of the group could find out info using any relevant skills e.g. diplomacy, sense motive, perception, profession skills etc., not to mention any spells or devices (crystal ball for instance) .

Selling and buying
I would suggest the Angel and Cal would be best for this; Cal for his local knowledge and known connection to the ancient order (and bluff or diplomacy if he has those skills), Angel because of her Diplomacy skill (+18 & take 10 or charm person). It might also be handy to have Raven along because of his knowledge of arms and armour – and some protection wouldn’t go amiss. Others of course free to tag along.
Angel would want to time it for after the info gathering; both to identify the best merchants to deal with and to arm her with info she could use if any one of them decided to try anything unpleasant (did I mention that she really doesn’t like merchants).
Given the 1000gp limit for the merchants we'll get rid of the mundane stuff first as that's taking up space and costing us to store. I am treating the base sale price as 50% purchase price. This will then be modified by diplomacy skill (Angel’s will be 28 if she takes 10). If the merchant is particularly slimy his ability to reproduce could be seriously compromised – and if he is very lucky her wrath may be sated with that.
Items to sell:
20 x bronze swords; base 5gp ea? Base total 100gp?
40 x short spears; base total 20gp
37 x spears; base total 37gp
140 x Lt xbow bolts; base total 7gp
4 x small steel shields; base total 18gp
20 x leather; base total 100gp
4 x large greataxes; base total 80gp
1 x master wk dagger; base 151gp
1 x masterwk large great axe; base 170gp
1 x masterwk greatsword; base 175gp
1 x masterwork scale; base 100gp
Base total: 958gp

Magic items.
The 1000gp limit will work against us here, we may need to try and sell something to the Ancient order or try a bigger city if we can’t off load stuff. Working on the same premise of 50% of purchase price is the base price we should be able to sell:
Feather Token Anchor: 25gp
2 x +1 Longspears; 2000gp
1 x +1 greatsword; 1000gp
cape of viper; 1000gp

The following will be more difficult, if we can sell them in Durbanford at all:
+2 spike chain; 4000gp
+2 greataxe; 4000gp
rod of wonder; 6000gp
2 x guantlets of throwing; 2000gp
+2 greataxe of human bane; 9000gp
Thirster +1 Intelligent longsword; my best guess is 6000gp plus,

total: 35,025gp+ modified by haggling for good or ill.
Of course if anyone has anything else they want to sell then they can chuck it into the pot.

Buying
We'll look at this once we know how we've done selling; again Cal and Angel would probably be the best people for this.
A suggestion has been made that b4 any split, the party may wish to invest in a bag of holding and wand of cure light. It seems eminently sensible to me if we can get them. The wand we should be able to purchase in Durbanford (at base price 750gp), however the Bag of Holding will be more difficult and expensive at base 2500gp for type I.

Interviewing Justine the priest
Angel is looking for someone enthusiastic, adventuresome and keen to promote the cause of Freya, the latter being linked of course to protecting Angel (as one of the chosen of Freya). Decent spell casting and channelling essential and reasonable defensive/ offense ability are desirable. Justine will hopefully be suitable - he can't be much crazier than us. She will leave the task of seeking followers until we have a base, though of course some may be attracted to her service anyway.

Clearing out/ fixing up/ outfitting the base
Once we have located a possible base all the party should be able contribute to setting it up. It may well be an adventure in itself…

Performing
Angel seeks out a competent bard to double bill with once per week at the Ox and Hammer. Angel will dance (Perform: dance +12), though nothing too provocative. It’s really an opportunity to practice and maybe earn a little money.

Adventures
Clearing out our future base maybe one.
Another obvious possibility is the sewers, a dirty, smelly and very dangerous job but possibly a lucrative one. We may be able to garner some small sponsorship to cover the costs of this public service. Success would make Durbanford more attractive and pleasant place, reduce the outbreaks of disease and reduce pollution of the river and lake.
Cal can also hopefully find out if the The Order of Ancient Mysteries will sponsor some expeditions.


Are the powers listed for personal items in addition to the original power? e.g. Angels boots acted as Boots of Dimension Stride.


Shadow Gm - thanks for the info - very helpful! :)


Dark Angel wrote:
she’s never met a merchant she like – her father included

Not sure what to take about that :(

As for taging along, I'm sure that I can help with +15 bluff and disguise hex. It is always best to have someone else trying to convince the seller that his stuff could be bought from down the street for cheaper whilst you stand there.

There is a coven meeting in a few days, so I'll be heading to that to find support/spells/info. There are a few spells that I would like to learn, and teach to the new familiar when I get it.

I can start generating support items as well, like alchemist fire (spell power component bonus on fire ball perhaps), Kaava Musk from AA for city tracking, etc. Alchemist fire is 20gp and DC 20. Master alchemist means I use gp rather that sp costs for time. Take 10 and speed up time means I can make it in... (Skill of 10+21 versus DC 30 means 930 gp a week or 132 ish a day, or about 6 alchemist fires a day for 40gp). I also need to spend time making some poisons...

Tara


The mysterious case of the missing "d". It should read: she never met a merchant she liked, her father included. It means; she doesn't like merchants. Her father was a merchant and she didn't like him. Whether him being a merchant was the primary reason she didn't like him may be revealed later.
One might say that there is a certain irony in Angel trading like a merchant when she doesn't like them, and she is prepared to accept that. Anyone suggesting more than that better have someone with Raise Dead handy however. She prefers to think of it as beating them at their own game.
With Bluff and disguise Tara is most welcome. We can really make them pay!
Its also great that witches have their own support group, though I suppose it's probably not going ging to be a cup of tea and a talk while doing your knitting.
Wow that's a fair bit of income per day Tara can generate. We just need to find somewhere she can use as a lab - I suspect the Ox and Hammer would not approve....
What can Tara make that works against slimes/oozes and the sorts of creatures one usually gets in a sewer?
I should also mention that Angel is returning to the temple of Freya at the end of the week for the 2nd restoration


It was only that several of the party are merchant-esc. Raven and Tara are both merchant type characters (well, a little bit with craft skills), and we would be very upset if Angel was upset with us :(

Think there are several backstories to explore, with some down time, could be interesting.

As for sewer creatures, there is an Alkali Flask that could work, but isn't core so we might not be able to use it. Its from Dungeon Denizens Revisited 19. Antiplague will probably be useful. Blade guard for weapons is an idea, stops them being eaten. Vermin repellent would be very useful, might also keep the druid away...


Taramis the Witch wrote:

It was only that several of the party are merchant-esc. Raven and Tara are both merchant type characters (well, a little bit with craft skills), and we would be very upset if Angel was upset with us :(

Those who craft or who perform or who create in other ways she holds in high regard. Real merchants are those who live by trading commodities be they crafts, livestock or people. If she comes across any of the latter it might pay for party members to evacuate the immediate area...
To others it might seem irrational and quite illogical but thats backstory for you. It will be fine as long as the merchants keep their hands to themselves and don't try any really dirty tricks. If they do it will be charm person followed by humiliation...


Irrational and quite illogical?

You do rememember the who the party are, and our general plans right?

It probably makes a lot more sense that most things. I don't think we ever have been split on the good/evil scale, just between neutral and chaotic (I think that some of the 'lawful' party members aren't that lawful :P)

As for dirty tricks, its called evil eye and sleep. Followed by paint, lots and lots of paint.

So, thats us to sorted for the week, what about the rest of the group? (hint hint)


Dark Angel wrote:
Are the powers listed for personal items in addition to the original power? e.g. Angels boots acted as Boots of Dimension Stride.

Where the power is an improvement over the old one it replaces it e.g. +1 becomes +2. If it's new it adds to the existing power(s).


Taramis the Witch wrote:


Think there are several backstories to explore, with some down time, could be interesting.

As for sewer creatures, there is an Alkali Flask that could work, but isn't core so we might not be able to use it. Its from Dungeon Denizens Revisited 19. Antiplague will probably be useful. Blade guard for weapons is an idea, stops them being eaten. Vermin repellent would be very useful, might also keep the druid away...

If you want to know what's available ask someone ;-)

Generally Core, APG, Adventurers Armoury, are all "in play". Note that the APG overrides AA where there are any differences. I'll make a note in the House Rules about this.
There may be other things too.

Back stories may come into play, I'm giving you a chance to act first.

Making Things Happen
If you want things to happen please state what exactly your character is trying to do either in first or third person. I'll reply on how that goes. If you want to act together, then someone needs to propose that and see if anyone else takes up the action.

I'd suggest you take a look at one of the play by post threads to see how this works.


Next Morning
After spending a few hours in the bar the previous night, the party had got a fair idea of the important town locations and folks.
Angel decided to find Shubryn, not too hard as his voice could be heard in the market square outside. Taramis was also up, sitting at a table making some notes and muttering to herself. The few other customers steered clear of her.

Over to You


To get an idea of how PBP can work, take a look at one of my favourite threads (since it's also using the Wilderness as background but a long way away and is part 2).

http://paizo.com/paizo/messageboards/community/gaming/playByPost/wellardsWi lderlandsCampaignTheRegeneration


Have finally realized how to use the site! Finally the monk gets a say.


lets see how this works then though it doesn't seem to let me type in pink :(

Sitting at a table, making notes on some paper, Taramis looks around the room. Sitting in her green dress, slightly worn from traveling, Taramis brushes some stray hair from her face. Where Angel goes for more extreme clothing, Taramis' is more modestly dressed, though still flattering. Her waist length light brunette hair is held back by a fairly old metal band. There is some detailing on it, but a narrowing of her eyes tells you to look elsewhere, preferably in a completely different room.

Slung over one shoulder is a bag that clinks when she moves, and across the other is a small green snake that is hard to spot on the dress. It seems to be snoozing at the moment.

Taramis starts to pack her gear up, and slides the pen into her pack. A small dagger sits snuggly on her hip, and though she does not look like she can swing it hard, you fear that she knows where to put it so it hurts, bad.

Her knee high boots, worn from traveling, and splattered with mud, tap across the floor boards. Pulling her cloak about her to cut out the wind, she steps outside, muttering about where Angel has wandered off to.

hope that gives a good intro, I still need to update to level 7. I'm planning on buying some simple alchemy ingredients, some sort of additional tooling and some master work lock picks !


PBP Rules of the Road
To help get you started.
1. You only control your own character. You can't say "I go and meet Angel", you can say "I go to the market and look for Angel".
2. In a shared reality the first poster sets the reality. If Taramis posts that she goes off having missed Angel, Angel can't then post that they did.
3. The GM will judge any reality clashes.
4. If you think you're going to need a skill check to resolve an action you're taking, you can include the roll beforehand. If I need that roll I'll use it otherwise it's ignored. If I need a different roll I'll ask for it.
Probably a few other rules that I haven't thought of, I expect someone has already covered elsewhere.


Angel
I'm not going to quote posts, I'll assume you can scroll back where required
You head into the market to find Shubryn. Almost immediately a throng of ragged children surround you. An older boy in ragged clothing, perhaps 11, addresses you.
"Hello miss, spare some money for the children, a silver piece to feed us all?"


Taramis
You head into the market to see what's available. Almost immediately a throng of ragged children surround you. An older boy in ragged clothing, perhaps 11, addresses you.
"Hello miss, spare some money for the children, a silver piece to feed us all?"


Raven wake to the din to the traffic of people busying themselves with hawking their goods to passerbyers. Splashing water from a bucket of fresh cool water to ready himself for a day of looking around. Time for a shave.

Deciding not to walk around with an armoury on his back, he decides to leave behind his trusty Glaive, breastplate, and his gauntlets. With only wearing the adventuring clothes he had on for a while, worn out from various incidents in the past (and repaired numerous times by the lovely Angel).

"Enough distractions" thinking out loud. Raven has travelled for awhile with various mercenary companies, seeing sights of grand beauty, and of viscious beasts. And now he ends up with a rag tag crew comprising of a strange group, certain that each have their own agenda than just simply wandering for treasures and glory.

Now that the opportunity has arrived, time for him to chase his past he has been carrying since we was a child. Time, either with plenty or little, he will get his revenge. Only time will tell.

About to leave the room to head into the town, Raven almost forgets something, "better not leave that behind" muttering under his breath. Raven grabs the strange sword that has been with him since the treachery, but something seems strange about this weapon more than ever since he returned into town, it feels like...it 'felt' like he needed to have it by my side, instead of just remembering needing it.

And so, readied, he leaves the inn in search for bounty posters. He better not be distracted anytime soon...otherwise a flask of whoopass is about to be given to the first person to annoy him today.


Raven
Recalling that any bounty posters are placed on a wall of the Watch Headquarters (and checking the sketch map hastily drawn the previous night), Raven headed across the corner of the busy marketplace.
The noise of commerce and smells of food and drink promise much on this warm early summer day. A couple of town guardsmen monitor the chaos seemingly oblivious to all the activity around them.
Before he's able to cross the edge of the marketplace, a throng of ragged children surround you. An older boy in ragged clothing, perhaps 11, addresses you.
"Hello mister, spare some money for the children, a silver piece to feed us all?"


Taramis looks down at the boy and narrows her eyes. She thinks about sending them away, then decides against it. The snake stirs and raises its head to her ear.

"I suppose, mistress, that having additional eyes and ears would be useful. Especially if they can help with some of the more obscure purchases". Taramis smiles knowing that the snakes comments will only be understood by her.

"Child. I suppose I can assist your needs", drawing forth 3 silver pieces. "But I require assitance in return". Taramis has a quick look round to see if anyone else is near. She leans forwards and looks into the lead youths eyes and says "I require certain tools, for say, fixing locks that I do not own. Good quality is what I am looking for. Perhaps master quality. I don't believe that this is something that the merchants will have in stock"

Once she sees that the youth understands, she will had the money over. "I shall be staying here for a while, do not dally. Once you can aquire them, I shall hand over the gold required". She straightens up and speaks in a normal tone "And child, be careful of the rough looking man in my party. His... pet isn't one that is suited to civalised lands".

And with that, she heads into the market square.

Hope that is ok, and that you understand what I am looking for :D


Taramis
Make a diplomacy check, you can get an aid from bluff (not exactly a secret message but near enough) when speaking to the boy
As soon as you pay, the children seem to miraculously disappear into the market.
Within the marketplace most common alchemical ingredients can be found and several stalls have various tools available, particularly those used in woodworking and furniture making. One stallholder comments as you browse, "those damned children, always around, they're bad for business".
Another diplomacy check to gather information and a perception check

It is however common knowledge that Orin Glamdren the gnomish alchemist is the best place for purchasing the finished product and his shop is a short distance on from the Watch HQ (shop at place 8 on the map). Indeed Shubryn makes an announcement whilst you're in the square about his wares.


Mihaly
You wake up late, you guess from your acheing head that the sherry round here is somewhat more potent than you're used to. You get down to the bar and the barman noting your condition gives you a glass of water, suggesting that you might want to take something stronger. A large late middle aged woman approaches you in the bar.
"Mihaly! Is that you? What are you doing here? You don't look well. I knew that monastery would be bad for you. I bet they never passed on the food parcels we sent. You know, we couldn't get a decent room here, some bunch of adventurers had booked up everything! We're in the Coy Carp down the street. Have you been in the market, so chaotic, not like at home. Everything's much more organised there. Have you seen the temple row? There's a temple of Set just like at home."
You head reels at this barrage of questions and you try and focus on the speaker.

Spoiler:
It's your mother

The barman hands over a fizzing drink. "I'll put it on your tab", he says sympathetically.


Shadow GM wrote:

Taramis

You head into the market to see what's available. Almost immediately a throng of ragged children surround you. An older boy in ragged clothing, perhaps 11, addresses you.
"Hello miss, spare some money for the children, a silver piece to feed us all?"

"Oh, you poor dears..." Angel replies "But where are your parents?" She flashes the children a sweet and flourishes a couple of silver pieces.


Angel
Diplomacy roll for the boy
"We're orphan's miss", says the boy, who takes the coins and the ragged children disappear into the marketplace.
Shubryn finishes some announcements (one mentions the Bard Yieria Moonblade will be playing at the Ox and Hammer in two days) and agrees to conduct you on a tour, handing over the announcements to his assistant. He seems to know almost everyone around and progress out of the market is slow. "You must be one of new arrivals from the harbour yesterday", he observes, "caused quite a stir with the town guards. Anything you particularly want to see?".
Diplomacy & Sense motive roll for Shubryn. You can also roll up a 5th Level cleric cohort using the standard fantasy stats, human male C/G.

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