Thursday 19 August 2021

Cardstock Campaign I

Cardstock Campaign I


When I was 10, Phantom Menace was released. And with it came the d20 Star Wars starter set. Despite being confused and upset that I’d spent £20 on an advert (and £20 didn’t come easy in those days!), I really really loved playing with the counters, maps, and scenery that were included. I probably still have the map somewhere because I used it with the LOTR SBG for years!

All this to say that getting the Pathfinder Beginner’s Box made me want to recapture some of that joy. At least, the Pathfinder Pawns did. The game is too crunchy for my little old brain. Instead, I straight up sat on the floor and drew maps in sharpie on A3 paper to use with the Holmes blue book. They would be populated as I went using the wandering monster tables in said book, and each room contained d10*100 gold coins because I wanted to use my new L5R Phoenix dice!

Over two hours, I took a party of 3 through two dungeons and so this post was born as a tribute to their adventures – which will hopefully continue in my little exercise book if nowhere else!


Karrdestock

Karrdestock is a small and begrudging mining town on the road between Allesheim and Talorn. Its main claim to fame is its proximity to several semi-submerged ruins of the lost dwarven empire. Among its current denizens are three “mighty” adventurers:


Balesk (Fighting Man)

HP: 4 STR13 INT9 WIS10 CON11 DEX12 CHA10 XP: 0

Equipment: Plate, Helm, Two-handed Sword, Dagger, iron rations, steel mirror, Wine x3, sack, 26gp


Eddorn (Magic-User)

HP: 3 STR5 INT12 WIS7 CON11 DEX12 CHA12 XP: 0

Equipment: Leather armour, “spear” (staff), 6 torches, silver mirror, backpack, lantern, 10 oil flasks

Spells: Charm Person


Yadoth (Thief)

HP: 3 STR8 INT9 WIS13 CON14 DEX11 CHA12 XP: 0

Equipment: quiver of 20 arrows, longbow, dagger, 50’ rope, 12 iron spikes, large sack

 


Party entered bottom middle, ended on the stairs top middle.

Clifftop Keep

Not so much a keep as a tumble-down watchtower with pretensions of largeur, Clifftop Keep was the trio’s first mission. In the entryway, they found an ochre jelly. Luckily Eddorn had heard of such beasts and knew to kill it with fire; it was weak from hunger so he and Balesk dealt with it promptly.

Then they found a locked door that neither Balesk nor Yadoth could barge open. From behind it came a perfectly civil voice; an elf by the name of Kelial who offered them all the fine goods in his chamber if they would only let him out. With a bit of lateral thinking, the party used Balesk’s steel mirror to pour the sizzling remains of the ochre jelly onto the wood around the lock to effect Kelial’s escape.

Impressed, the elf offered to join the party a while if they would only give him a fair share of what they found. When they agreed, Kelial took them through a secret passageway to the rear of his room down a dark and dusty corridor to a second door in the deep. Behind it were three skeletons guarding a small mound of treasure. While Yadoth swiftly shot one down, Kelial and Balesk engaged the other two but were hard pressed by their unliving skill. Yadoth eventually managed to shoot a second and Balesk slew the third, but not before taking 2 damage, half killing him. When the party divided up the loot, Kelial took his 25% of the spoils in the form of one particular gem.

Balesk eventually managed to pass a Reaction roll to convince the others to take him back to town. Kelial left them on the road, uninterested in the stink of a human settlement.

When the group returned to Clifftop Keep a few days later, they discovered that five bandits had made their home in the next chamber of the ruin. Luckily, Yadoth managed to keep the group from alerting the robbers and so when they fell upon them that night, the first three were slain instantly. Failed DEX rolls woke the other two however, who were agreeably intimidated by the Reaction roll and gratefully agreed to flee with their lives. Yadoth went up the winding stair from their lair and discovered the upper chamber to be inhabited by displacer beasts, which none of the party wanted to tangle with. They retreated to Karrdestock only slightly richer for their trouble.

Party loot: 850gp



Party entered centre-left, were-rats far/top right.


Fellhanger Abbey

This despoiled ruin to the cthonic fertility goddess Ivreya was the site of the party’s next quest. Turning right at random they found a safe room, what were once traveller’s quarters. Going down the other set of stairs next, they encountered a single skeleton (swiftly dispatched by Yadoth). They had now found more gold than they had in all of Clifftop Keep.

In the main hall of the abbey the oracle determined there were 3.5 hobgoblins (2d8/2 to mimic 2d4). The three whole hobgoblins were standing over the remains of a fourth, arguing about whether he really deserved to die. When one went out on patrol, Yadoth and Balesk backstabbed him easily. When a second went looking they killed him too, but Balesk failed his DEX roll, alerting the third. Yadoth’s arrow went wide, but Balesk charged in and slew the hob after a couple of tense combat rounds.

In the next room, the party found 4 bugbears. Or rather, they heard 4 bugbears through the door as they relaxed, laughing over their minion’s death. While Yadoth & Balesk debated what to do, Eddorn simply lit an oil flask and hurled it into the small room, following it with a second when the screams didn’t die down fast enough for him.

Now stinking of smoke and burnt grease, the party moved on to the next room, which contained two bandits. The Reaction roll determined these were not the same bandits who had gratefully left the Keep – though hopefully they were part of the same band, or Karrdestock’s ore shipments are in serious trouble. Given the smells and screams, they refused to believe the party weren’t working with the monsters who’d eaten the other prisoners. While Balesk and Eddorn argued about what to do with them, Yadoth executed them both with his longbow.

Coldly checking the next door, Yadoth determined there were 10 kobolds behind it – enough to mob the party if they noticed them. Oil flasks once again made short work of the foe. But when they moved on to the next door, they realised that three were-rats – presumably the chiefs of this whole affair – were lurking beyond it, and decided to cut their losses.

Party loot: 3350gp


Karrdestock

Back in town, again without a scratch on them, the party assessed their gains. Yadoth (fittingly, given he’d done the lion’s share of the killing) levelled up and gained 2HP, making him officially tougher than Balesk the fighting man! Since it was a relatively poor town, I decided that nothing dearer than 15gp was available for purchase.

Looking at their loot and knowing that they couldn’t possibly take on the monsters they had ignored, the party congratulated themselves on a successful week and decided to quit town and head west towards the holy city of Allesheim. After all, where better to acquire the sort of magic items they would need to make their mark on history? They had no trouble securing a carriage in the next ore shipment out of town, but it wasn’t for another five days… enough time to venture into the forest and see what the Forest Fort had in store for them!

After spending some of their loot, the party now have...


Balesk (Fighting Man)

HP: 4 STR13 INT9 WIS10 CON11 DEX12 CHA10 XP: 1470

Equipment: Plate, helm, two-handed sword, sword, shield, dagger, iron rations, steel mirror, wine x3, leather backpack, lantern, 10 oil flasks, 1272gp


Eddorn (Magic-User)

HP: 3 STR5 INT12 WIS7 CON11 DEX12 CHA12 XP: 1400

Equipment: Leather armour, “spear” (staff), dagger 10 torches, silver mirror, leather backpack, lantern, 20 oil flasks, iron rations, flask 1276gp

Spells: Charm Person


Yadoth (Thief)

HP: 5 STR8 INT9 WIS13 CON14 DEX11 CHA12 XP: 1400

Equipment: Leather armour, quiver of 60 arrows, longbow, dagger, 50’ rope, 12 iron spikes, leather backpack, iron rations, flask 1255gp

 

Apart from the names of the characters and the town, all of this came up organically to answer questions posed by the shape of the maps and the results of the Wandering Monster table. I'm excited to discover what the trio learn about next!

World-building Notes

  • There's a goddess called Ivreya. I figure there's tension between sky gods and earth gods, and depending on where you're from, each one's positive or negative side features more heavily.
  • Allesheim exists. Is it dedicated to all species, all gods, or all something else?
  • There's a place called Talorn. Sounds stabby, probably a keep of some kind?
  • For a mining town to be near so many dungeons, the Predecessors must've liked mining and being underground... so the Dwarven Empire is the one that fell. Presumably they delved too greedily and too deep?
  • The elf known as Kelial was once locked away, and is now free and in possession of a gem he values very highly (and a sword the party didn't realise was magic). What's he up to, and why?
  • Two bandits fled with descriptions of the party's faces, and probably names. Will they seek revenge?
  • There is still a family of were rats in Fellhanger Abbey. Yes they've lost most of their minions, but what are they up to?
  • Who put displacer beasts upstairs in Clifftop Keep, and what were they guarding?
  • I decided that the shield, leather armour, and sword that the party bought came as a set from Jowachí the tavern keeper, who was once a soldier. Whose sigil does Belask now carry? Who will it please and/or offend?
  • The party's names aren't very Germanic. But Karrdestock is pretty Baltic; so what two cultures meet here, and will that affect the trio's reception in Allesheim?

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