Campaign Workshop.

Apr 21, 2022 1:59 am
This is where I will work on my campaign, create my own scenarios, and try to string together the published ones.

- The Enchanted Forest: since this is more of a travelling hazard, I'll probably have to reserve this as part of an adventure (or between adventures) while players are travelling in deep-wooded areas... Also, a good opportunity to use stuff from Into the Wyrd and Wild...

- The Shadow Stone: would be a good starter scenario, but it is a small adventure, so either I slide it as part of a bigger adventure or making some travelling encounter... (could be a good opportunity to introduce Aspar?).

- Aleglin & Elmina: it needs to be within the Bleakwood which is pretty big, so I can probably plug it nearly anywhere if the players travel around the Bleakwood...

- Mathgar Ruins:

- The Hideout: another possible good starter adventure...

- Arengar's House: A good place to set up Filiki's Axe using one of the crypt maps I found on the blog? Would still be a small "adventure" though...

- Findurell's Rest:

- On The Road Again: Those are mostly short road encounters. Some can be fun and good role-play opportunities, but none of them are really adventures in and of themselves... though some could be used to introduce another published adventure...

- Welcome Guests:

- Ice Dungeon: try and somehow link it to the fire cave and stone cave maps I found on the blog? (something, something elemental demon lords??)

- Arth-an-Calibor: some sort of connection to Arengar's House?

-Possibility of exploring many dwarven ruins (like Dam-Teregal) in the southern slopes of the Erathion mountains??

Some good suggestions from my thread(s) on Redit here (and here, hopefully, eventually...).
Jun 7, 2022 11:38 pm
Homebrewed adventures, adventures written by other fans of the game, adventures adapted from other games:

- Rescue at Griffincrag Pass: Could work, probably if the party reaches Calundath (possibly via escort scenario? Hmm, or more likely further north in the lands of men, so the players would have to have previous encounters with Captain Dranus Umeleth and his crew...). Would require some changes though. Make Yiss Krakas an orc instead? Some villagers and NPCs would have to be changed to other races such as dwarf or halfling (and probably change names as well...). Waspspiders could be an offshoot of regular giant spiders? Naleethya would be one of those manticores someone was stupid enough to teach magic to (and have some advancement?).

-The Weathered Well: looks promising, but has some problems such as a "fairy realms" and an overabundance of magic items. I like the idea of a young village boy in love with a barbarian girl... (might work better to play it straight using an O5R, or converting it to BBF...)

- Trouble in the Waterwork: Definitely needs re-work as I've gotten rid of the ratmen. Perhaps replace those with goblins? (might completely abandon it as umbraldragon was in the party when I played it...)

- Escort Scenario: Could be re-worked so that the players help escorting the dwarven merchant they rescued from Snake's Demise? He'll go to Rith-Amdol (and perhaps to Calundath afterwards?) Could be a good catalyst to string other adventures in and slip in random encounter from One The Road Again?

- Mycelium Madness and/or Bleaksprout??

- Shadow Elves???

- It occurs to me that I have plenty of DnD5 adventures both in pdf or printed, so I don't have to limit myself to those Kickstarter adventures...
Aug 17, 2022 10:27 pm
Escort Scenario:

So the distance between Alhereth and Rith-amdol is about 50 leagues (so about 150 miles/241.4 km) or in case the players decide to go to Athrand first, then it would be about 80 leagues (so about 240 miles/386.24 km). (I can increase those distances by about 15-20% as these roads won't be straight lines...)

The freed dwarf merchant would be Fitch Brenn. NPC Power Level 1, 3 for merchant-related skills.

Other caravan guards could be hired on the way, and not necessary in Athrand, to replace Fitch's loss? (do I keep the guard leader and guards? perhaps Fitch might hire some at Alhereth or Athrand?? If so, Rogan Hawke NPC Power level 2 for combat, 1 for everything else, and Cendrick Burkhart, Grindan, and Jarret NPC Power Level 1, 2 for healing [Jarret], craft [cooking] [Burkhart], driving/riding [Grindan], nature lore [Cendrick]? All guards wear mail hauberks [5AP]? Reduced ammount of drivers, with only Fitch and Grindan driving?)

Horses can cover about 30 km per day.

Encounters
1d12 Result
1-4 Nothing
5 Wagon wheel breaks
6 Dead body on the road
7 The Injured Man (NtS#2 p.25, If already rolled in first leg of journey, used The Outcast [NtS#2 p.23] instead)
8 Shadowy forms from the woods
9 Harsh weather
10 Animal attack
11 Bandit attack (or Wildling Attack if this is rolled too often...)
12 Orc attack (or Wildling Attack if this is rolled too often...)

Explanations of new encounters and changes to old ones

Wagon Wheel Breaks: A wagon wheel breaks. If you want, you may require whomever is riding on the wagon to make an Athletics +25% check to avoid falling for 1d6 damage. The caravan carries spares, but changing the wheel itself will take 1d3 x10 minutes and allow for another encounter roll.

Dead Body on the Road: A dead body lies on the road, what this implies depends on the type of body found. 1d6: 1-2; human traveler, 3; elf traveler, 4 halfling traveler, 5; dwarf traveler, 6; Beastling (can make it a widling or sorcerer if Beastling already rolled on 1st leg of journey?). If the party insist on exploring, have them stumble on (roll 1d6) a party of orcs (use versions of 1st leg of the trip, so no gargoyles, -1 to all die rolls, only 15% of wolves) or a party of Wildlings (4-6, -1 to die rolls, only 15% of dogs).

The Injured Man: Fitch will complain all the time about the time lost while the group helps Kay, but he will to oppose to the help... Successfully saving Kay's life will earn players 1 Fate Point. Once this encounter has been rolled once, it becomes "Dead Body on the Road" if re-rolled again.

Shadows from the Woods: Assuming the caravan is near a wooded area (otherwise treat as a result of nothing), the PCs can make a Perception -25% to notice shadowy figures observing the caravan from the woods. If the PCs insist in pursuit the characters, you can make an encounter with whatever creatures you feel is appropriate. If not, then there is a 50% chance that the party will be attacked if it camps outside during the night.

Harsh Weather: Nature Lore to see coming, then have 1d3 hours to get to shelter before the storm. If cannot get to shelter in time, roll Resilience against storm's intensity ([2d6+3]x5) of take 1d3 damage and fatigued before the party is assumed to find shelter. Either way, the storm lasts 5d4 hours which is likely to make the party loose 1 day of progress.

The Outcast (optional): Wynter. Do not forget the missing square of skin on the dead husband's (Salla's) thigh.

Animal Attack: If the party camp out at night, there will be an animal attack against an isolated member of the camp or one of the horses (TAoS p.73). 1d6: 1-2; Bear, 3; 1-2 Boars, 4; Big Cat, 5-6; 2d6 wolves (can use the Horde rule if you want).

Bandit Attack: A group of 1 bandit leader (Greater, Longsword, Shortbow, Small shield), his 1d3 lieutenants (Common, Club, Shortbow, Small Shield), and 2d4 men (Lesser, Hatchet, Shortbow), 40% 1-6 dogs with them (TAoS rulebook p.73). ...?

Wildling Attack (optional): 1 Wildling leader (p.72, Greater, longspear), 1 Sorcerer lieutenant (p.69, Common, dagger, Damage Resistance, Dominate Humans, Mirage), and 2d6 men (Lesser). 30% 1-4 dogs (p.73).

Orc Attack: An orc chieftain (Greater, Greatsword [2d8] and Longbow [1d10]), 1d2 lieutenants (Common, Large Shield [1d6]), 1d2 gargoyles (Lesser, second leg of journey only), 1d4 men (Lesser) (TAoS p.68), and 2d3 goblins (Lesser), 30% of 1d4 wolves with them (used as mounts for some goblins, TAoS p.73). 50% attack at day, 50% attack at night. ...?

I need to come up with my own little mini-adventures during this voyage as most of those published so far don't fit for one reason or another... Something with bandits seems like the best idea, or perhaps cultists. Seeing regular people, not wildlings or goblinoids worship the enemy should come to a shock...
(If the party does decide to go to Erad Thrand, I could use The Shadowstone...)
(If the party makes it to Athrnad, should I run Trouble in the Waterworks, but with goblins replacing ratmen?)

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