Difference between revisions of "Hökaland IPO"

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* Finds a zombie dressed as Petre
* Finds a zombie dressed as Petre
* Several pathways have collapsed
* Several pathways have collapsed
* More recent inhabitants have vandalised art
* More recent inhabitants have vandalized art
* Hub connected to a freezing room and armoury, among other things
* 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
* Find frozen room, black iron sceptre with "ice pearl" embedded in metres of ice

Revision as of 12:33, 25 September 2015

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.
  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Mind you, some bits may be outdated, so if anything is unclear: Ask.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.
  • Hero Points are introduced at lvl 3.
  • 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!
  • Environment - Rules for sleep deprivation and hunger/thirst

Extra reading

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

Timeline

Day 1

  • Session 1 - Introductions
  • Arnos gathers party
  • Minor socialising

Day 2-5

  • Party sets out in morning (about 6 day's to Wellbarrow)
  • 4 day's travel
  • Aeric mostly provides food by hunting

Day 6

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

Day 7

  • 1 day's travel
  • Arrive at Wellbarrow in evening, stay at Snorting Bull (Bernard).

Day 8

  • Talk to Mayor Baronet Tred Arthorn - Tred's father Nemrab more interested. Pays fee, joins party.
  • 1/2 day's travel, meet Petre Hills.
  • Finds hidden staircase - Walking dead attacks and wounds Aerik.
  • Session 3 - Khordaldrum
  • Close floor and rest

Day 9

  • Opens Khordaldrum - Octagonal rooms! Zombies!
  • Finds a zombie dressed as Petre
  • Several pathways have collapsed
  • More recent inhabitants have vandalized 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
  • Session 4 - Dragons!
  • Big lizard zombie near untouched living quarters. Books!
  • Big bugbear zombie.
  • "Chrrrr" sound. Sound stops after ~3min.
  • Frozen room melted and sceptre gone. Race after, Aerik rows hard.
  • 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 - Accused
  • Sells stuff. Aerik orders armour job with Roric (7 days). Stay at Pissing Unicorn (Marcela).
  • Taken by guards; come willingly (not Jorg): Accused of kidnapping Mayor's son, father, some boy plus stealing salt.
  • Nemrab requested but doesn't come; Jorg finds him in his house, guarded. Sneaks him to jail. Mayor Tred arrives and frees them.
  • Shadows offers money to find out about the murder.
  • Checks murder scene (Aurelius dead). Captain Waltom dislikes outsiders.
  • Wait til evening, gain access to scene. 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 - Dynamic Duo
  • Party reconvenes and split up to look for clues (22:00).
  • Aeric/Jorg search alternative routes, like water disposal system. Gain access (23:00).
  • Find 3 men in cloaks. Turn to monsters (clawed and invisible). Killed/fled by dynamic duo.
  • "Take care of it" - "Yes Trangin". Teanagers knocked down immediately. Finds burned candles, empty salt barrels & hidden door to mayor's wine cellar
  • Jorg sneaks up and asks Nemrab down (01:00).
  • Session 7 - Detective Work & Goblins
  • Arnos given book bound with human skin about sacrifices and summoning by Nemrab (22:30). Research. Children are potent material component. Sleep.
  • Aimee finds out some people have been leaving town to go westward (off road).

Day 11

  • Nemrab speaks to Aeric & Jorg in basement; Arnos wakes and goes to check.
  • Reconvenes at Pissing Unicorn where Emarns serves vegetable soup (01:30).
  • Young woman (Kelly) comes down.
  • Party starts interrogating boy (Aldano; other is Henric). Joined anti-religious "club". You are in danger!
    • Tattos: Aldano = "Inhademanius" & Henric = "Ditekrim" (03:00).
  • Kelly wants to come. Touches Aldan's tattoo - flare + knockback. Aldano bruised. No reaction from Aerik or Arnos.
  • Tattoo not magic but Cure Light Wounds is "sucked in" to it. Panicked and crying Aldano.
  • Party is exhausted and decide to sleep; Aldano and Henrik stays with them in suite. Wake at 12:00. Sunshine.
  • Check other 2 rooms in sewers. Aldano shows way. 1) Store room, 2) trapped, Arnos falls unconscious.
  • BONUS ENCOUNTER!
  • Jorg opens; nothing interesting except coded scrolls (left). Leads to some shop (Magical Mysteries).
  • Through corridor, "natural caverns" (10 min walk) -> barn outside city. Kelly goes to get horse and buy antitoxin (15:00). Arnos wakes up (15:15). Kelly catches up (15:45). March to Skull Castle.
  • 19:00 - Kelly goblins (1 big, 2 small, 1 "dog") which are despatched. Allergic reaction and acids.
  • Regroup (19:30). 3 hours til Skull Castle.
  • 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.
  • Session 8 - attack on Skull Castle
  • Jorg's acid helped by Nemrab and Aldano. (see below)
  • Arriving close to the castle. Aimee scouts. (23:00) Aimee despatches invisible scout.
  • Denwell arrives, explains cultists give demon powers. Is accepted into the party, tentatively. (23:45)
  • Party despatches guards. 2 have special shadow attacks, one turns into a swarm of locust-like shadows. Sniper shot by Aimee.

Day 12 - 00:00

  • Party finds mostly nothing in castle. Some scrolls in Trangin's room. Heads to dungeons. Finds secret passage further down. (01:15)
  • Session 9 - Rituals
  • 19:30 (other party)
  • Jorg is helped by Malkor, seems ok (21:00). The four travel closer.
  • Arrive close to Skull Castle (00:15), leaves Aldano & Nemrab safe. Finds party (01:15)
  • Party despatches guards and interrupts ritual. Finds Rakvin (noble "young" person), Trangin & Lady in Red.
  • Big black half orb on the far wall. Shadows on floor. Concentrated tendrils of shadow focused on scptre, beamed on to Trangin.
  • Party attacks, Lady in Red takes familiar Black Iron sceptre and teleports out. Trangin is pulled into the black orb.
  • Party saves sarcophagus with young boy in.
  • Everyone pretty injured. Aimee close to death (01:45).
  • Checks rest of rooms and bunkers up to let party rest (02:15).
  • Session 10 - Aftermath & Loot
  • No recognised runes from ritual other than from the boys.
  • Jorg & Kelly loots. Finds out the "burned" victims are "ok" underneath.
  • Pick up Nemrab and Aldano, heading to Wellbarrow. Stops Denwell from "burning" Rakvin or Aldano for now (05:00).
  • Session 11 - Back in Wellbarrow
  • Party finish at castle, heads towards Wellbarrow. Talk to Aldano who agrees to remove tattoo. Is "empty".
  • Finds out Rakvin believes they were doing good. Wants to save Trangin. Tattoo removed (06:00).
  • Travel towards Wellbarrow: Camp in evening (22:00), rest til morning (06:00).

Day 13

  • Arrive at Wellbarrow gates (15:00).
  • Aerik & Arnos & Nemrab head to the mayor, Tred, to return Rakvin. Minor conflict resolved by checking out corpse in sewers.
    • Gets a house: Villa Clara.
  • Kelly, Aimee, Denwell, Jorg, Malkor and Aldano head to baker. Emotionally complex return of baby.
  • Denwell can't "burn" the corpse. Done manually (smells).
  • Party cleans up and eats at Pissing Unicorn (19:00). Hack ice from wagon.
  • Head towards Villa Clara. (21:00)


House Rules* & Roleplaying nav.. (e)

Primary


RP Intro
Introduction
DnD 5e
Pathfinder 2e
Pathfinder
DnD 3.5
Healing
Environment
Knowledge
Links


Character


Classes
Races
Feats


Specific


Healing
Fatigue
Hexploration
Travel
Starvation


Hero Points
Languages
Magic items
Item
Prices
Spells


New Concepts


Cryptography


Production


Links
Generators
Glossary
Kingdom creation
Worldcraft


Minis


Campaigns


CoS 2
CoS 1
IPO
Escape
PF2
Coin & Blood
English
Expectations


Players*


Outdated


Death
Death Attack
Magic (D20)*
  Residue Table*
Magic residue
  Rogue talent
Sparks
Spell Trickery
Skill bonus
Skill training*
Wounds*
Damage Conversion
Masterwork