Hökaland IPO

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Will change the name of this page when we have an official campaign name.

This campaign runs Pathfinder.

Get started

  1. Read the introduction, it briefly explains the setting and what races are available.
  2. Handy guide for character creation.
    • The 15 point buy is used.
  3. Some help to make the actual character background.


House Rules used

Mind you, some bits may be outdated, so if anything is unclear: Ask.

  • Flaws - Are ok. Almost all of them, but you have to check with me first.
  • Damage Conversion (AC) - Armoured characters take less lethal damage, as in Unearthed Arcana with a small alteration.
  • Damage and healing - Increased detail to go with wounds, primarily. There's now also an incentive to sleep comfortably.
  • ALL MAGIC IS x4 COST. That includes enhancements on items, scrolls, potions, services, ALL! It also means that the material cost in crafting magical items is four times as much as usual.
  • Masterwork - Though there is a lack of magical weapons, there are artisan craftsmen and they can make non-magical items that packs a punch!

Extra reading

  • Hitpoints - Brief article about my thoughts behind the healing/wound/shock/death rules.


Timeline

Day 1

  • Session 1
  • Arnos gathers party
  • Minor socialising

Day 2

  • Party sets out in morning (about 6 day's to Wellbarrow)
  • 1 day's travel

Day 3-5

  • 3 day's travel
  • Aeric mostly provides food by hunting

Day 6

  • Ambushed with magic, Malkor injured
  • Session 2
  • Met Stripes
  • 1 day's travel

Day 7

  • 1 day's travel
  • Arrive at Wellbarrow in evening
  • Stay at Snorting Bull owned by Bernard

Day 8

  • Talk to Mayor Baronet Tred Arthorn
  • Tred's father Nemrab more interested
  • Nemrab joins party, pays a fee
  • 1/2 day's travel
  • Meed Petre Hills
  • Finds hidden staircase
  • Walking dead attacks Aeric, who is wounded
  • Session 3
  • Close floor and rest

Day 9

  • Opens Korhaldrum
  • Octagonal rooms!
  • Finds a zombie dressed as Petre
  • Several pathways have collapsed
  • More recent inhabitants have vandalised art
  • Hub connected to a freezing room and armoury, among other things
  • Find frozen room, black iron sceptre with "ice pearl" embedded in metres of ice
  • Closed in zombies in additional rooms
  • Few traps, heading up the corridor
  • Session 4
  • Big lizard zombie
  • Finds untouched living quarters. Books!
  • Big bugbear zombie
  • "Chrrrr" sound. Sound stops after ~3min.
  • Frozen room melted and sceptre gone
  • Race after, aeric tries to row to the departing boat
  • Dragon! "Hari" explains the Petre mystery, restores him.
  • The ice pearl was left by the thief, Arnos keeps it insulated in wagon
  • Dragon tries to catch thief
  • Gives Aeric potion, 3 drops/day for 5 days
  • Travel during night to Wellbarrow
  • 1/2 day's travel

Day 10

  • Arrive at Wellbarrow before dawn
  • Session 5
  • Sells stuff at Jorg's contact, Aeric orders armour job (7 days)
  • Stay at Pissing Unicorn owned by Marcela
  • Taken by guards, come willingly, Jorg sneaks off
  • Accused of kidnapping Mayor's son, father, some boy and stealing a barrel of salt
  • Nemrab requested but doesn't come
  • Jorg finds Nemrab in his house, guarded
  • Sneaks to jail to get friends free
  • When Mayor Tred arrives, they are freed
  • Shadows offers money to find this out
  • Checks murder scene (Aurelius dead)
  • Captain Waltom dislikes outsiders
  • Wait til evening with Marcela
  • Murder probably on salt barrel, contaminating salt, murderer leaves
  • Rumour says Rakvin is gay
  • Contemplate going to the morgue
  • Nifty says Aurelius owed Nicolas money. The two has a friend called Rosalba (religious)
  • Talk to Mayor and baker for clues
  • Session 6
  • Party reconvenes and split up to look for clues (22:00)
  • Arnos/Malkor go back to Nemrab for research on rituals like human sacrifice
  • Aimee goes canvassing
  • Aeric/Jorg search alternative routes, like water disposal system
  • Gets in to entrance hut after 1 hour
  • Long dark corridors in natural or mined caves ~4 metres down
  • Find tracks, leads to 3 men in capes outside a door; 1 leaves through door
  • Jorg attempts charm, turns violent and the "men" are some sort of monsters:
    • 1 crustacean. 1 shadow/invisible.
  • Jorg bit injured (and sprayed with black goop when crustacean died)
  • Shadow man fled when (heavily?) injured
  • Leader's name probably Trangin
  • Two teenagers attempt to overpower Aeric/Jorg, failing miserably
  • Find candles and empty salt barrels
  • Hidden door, wine cellar at mayor's house
  • Jorg sneaks up and asks Nemrab down (01:00)
  • Session 7
  • Arnos and Malkor are given book bound with human skin about sacrifices and summoning by Nemrab
  • Human sacrifices, especially children, can be used for exceptionally powerful summonings
  • Arnos rests after 2 hours
  • Aimee canvases taverns (4 hours) for information of strange people moving; finds out some people have been leaving town to go westward

Day 11

  • Nemrab speaks to Aeric and Jorg in basement, Arnos hears voices where he is sleeping, goes to check
  • They compare notes and decide to go to Pissing Unicorn to reconvene, they bring Nemrab in his night gown
  • Jorg picked up the book Arnos researched about sacrifices and gave it to Arnos
  • At Pissing Unicorn, Marcela is out, Emarns is on the night watch, they have some vegetable soup (01:30)
  • Aimee arrives and shares her information
  • A young woman in one of the rooms, Kelly, awakes from noise downstairs and come down to observe
  • Party wakes one of the unconcious boys to interrogate, very confused, tries to lie, but he obviously knows of Trangin, boy's name is Aldano; other boy's name is Henrik.
  • The boys joined as a sort of anti-religious cult, implied for slightly richer kids
  • Part of initiation is a tattoo under right arm. Boy mentions the rune is called "inhademanius" or something; Henrik's is called "ditekrim" or the like (03:00)
  • The party convinces the boy that he is in danger and they need to find Trengin; Kelly, sitting in the bar, interjects and say she wants to come
  • Kelly touches Aldano's tatto rune: a black flare knocks Kelly and Aldano backwards, Aldano is red bruised around the tattoo
  • No reaction when Arnos or Aeric touches
  • Checks it with Detect Magic in Kelly's room, no aura but Cure Light Wounds is "sucked in" to it
  • Aldano is panicking and crying; is cutting tatto away the only option?
  • Party is exhausted and decide to sleep; Aldano and Henrik stays with them in suite
  • Wake at 12:00; lunch; sunchine today as well
  • Decide to head down via Mayor's basement to avoid weird looks; leave Henrik at his parent's house
  • Finds a second room in sewers (Aldano says they were initiated there); leads to a store room with casks of ale and other things; leaves it be
  • Reach third sewer room (14:00), Arnos opens; it's trapped, stung by a little needle, falls to the floor unconcious (Aeric catches him)
  • BONUS ENCOUNTER!
  • Jorg opens the lock and they enter; nothing interesting except coded scrolls the party leaves
  • Hidden door leads to some shop, leaves it be
  • Head up through corridor, finds "natural caverns", ends up in barn outside city (10 min walk)
  • After discussion Kelly goes to town to get horse and saddlebags and anything else people may have left. Will buy antitoxin to deal with the poison (15:00)
  • Arnos wakes up (15:15)
  • Kelly catches up (15:45)
  • Party decides to buy some turnips, onions and potatoes from local farm; there has been people moving past here in the past week (just yesterday night was the last)
  • The party decides to keep marching for the additional 6 or so hours to get to Skull castle
  • 19:00
  • Kelly spots a grup of goblins in the distance, near a grove of trees
  • With stealth, force and magic, the goblins are defeated, but party is a bit injured and two suffer allergic reactions to the goblin "dog"
  • The party finds on the large goblin:
    • Longsword (best anyone has ever seen!), given to Aeric.
    • Handaxe (very nice), kept in the saddlebags of Kelly's horse.
    • Silver dagger (nice), given to Kelly.
    • Worth noting that all of these items have pagasi engraved on the hilts.
    • An amber stone and a red stone
    • A vial (found out to be antitoxin).
    • A brass mug with green stones inlaid.
  • The party finds on the smaller goblins:
    • 286 silver pieces (total)
    • A lock.
  • There is now still about 3 hours travel to the Skull Castle unless there are more goblins abound.