Castle Whiterock

EricNoah

Adventurer
So I recently purchased the huge Castle Whiterock adventure boxed set from Goodman Games.

Is there a Castle Whiterock megathread here or elsewhere I should know about? I have some questions about the plot (particularly the slaving aspect) that I would like to clarify before attempting to run this.

I have to say that despite its size and scope, this adventure seems quite manageable from the DM's perspective. The various lists and summaries and handouts provided really help with the information flow. I like the variety in the levels, and how modular it is.

I will also have some questions/comments about the town that is included -- I think it needs some tweaking to have it make sense, and was wondering if others had a similar feeling.

Finally, if you know of a Castle Whiterock story hour, I would love to take a look.
 

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Pinotage

Explorer
EricNoah said:
So I recently purchased the huge Castle Whiterock adventure boxed set from Goodman Games.

Is there a Castle Whiterock megathread here or elsewhere I should know about? I have some questions about the plot (particularly the slaving aspect) that I would like to clarify before attempting to run this.

I have to say that despite its size and scope, this adventure seems quite manageable from the DM's perspective. The various lists and summaries and handouts provided really help with the information flow. I like the variety in the levels, and how modular it is.

I will also have some questions/comments about the town that is included -- I think it needs some tweaking to have it make sense, and was wondering if others had a similar feeling.

Finally, if you know of a Castle Whiterock story hour, I would love to take a look.

I'm not aware of any mega threads, but my impression of the product from a DM point of view was that you needed to do a lot of work to make the plot tie together nicely and to make sure the PCs are aware of what's going on, otherwise one level is just another level without some sort of purpose within the overall scheme. Once you've achieved that, I would imagine it would be a easy job to run through.

I didn't really like the town at all, since it had limited usefulness. Sure, it helped throughout the course of the first few levels, but after that it has little to no impact on the adventure. I'd have liked to see it incorporated better, rather than just the initial slavers' racket, and one of two features for later on near the end.

It's a great adventure, though, one of the best - I'd love to have a chance to play or run it, but in PbP, that'd take like 10 years! :D

Pinotage
 

EricNoah

Adventurer
I want to make sure I understand the slaving aspect of the plot and how it ties into what goes on in the towns in the area. I would think the towns would notice folks being kidnapped, for one thing. I also have not yet digested the dungeon enough to understand the flow of where the slaves are brought in, where they go, and thus which levels connect to which other levels by means of the slave trade. I am sure if I read more thoroughly I'll find some of these answers.

Regarding the town: its method of gathering money by appraising merchant wares as they enter through the gates didn't seem like it would work very well. The town isn't completely walled, so folks could easily bring stuff in from outside. I would think maybe taxes on the guilds or somesuch might be a better way to deal with things. Probably a non-issue as far as the plot of the adventure is concerned...
 

Pinotage

Explorer
EricNoah said:
I want to make sure I understand the slaving aspect of the plot and how it ties into what goes on in the towns in the area. I would think the towns would notice folks being kidnapped, for one thing. I also have not yet digested the dungeon enough to understand the flow of where the slaves are brought in, where they go, and thus which levels connect to which other levels by means of the slave trade. I am sure if I read more thoroughly I'll find some of these answers.

Regarding the town: its method of gathering money by appraising merchant wares as they enter through the gates didn't seem like it would work very well. The town isn't completely walled, so folks could easily bring stuff in from outside. I would think maybe taxes on the guilds or somesuch might be a better way to deal with things. Probably a non-issue as far as the plot of the adventure is concerned...

The slaving aspects are detailed quite well throughout the adventure, from the first level down through the lower levels. The adventure details the flow of the prisoners quite well, including where they move around in various levels, how they're transported, and where they exit a particular level to make it down to the lower levels (10 and 11). You also get to see where they end up and for what purpose they're used, and naturally, if you're caught on any particular level, there's a fair chance you end up being taken prisoner yourself. There are a few useful prisoners to free as well along the way, some of the quite useful.

I didn't quite look at the verisimiitude of the town itself. I just wasn't satisfied with its overall utility in the adventure. You're right, though, in that it really is almost a non-issue for most of the adventure. There's one or two surprises there, but nothing much else. The use of Morrain is probably best served using other DCC adventures. Castle Whiterock, while it incorporates elements of over 40 DCC adventures, is very stand-alone. There's nothing stopping you using other adventures and hence towns, but you'll need to do all that work yourself.

The lower levels of Castle Whiterock are by far the more interesting ones. For me, at least. I loved some of those locations, and the various sub-plots, as long as they're handled well where players are concerned.

Pinotage
 

Filcher

First Post
EricNoah said:
Regarding the town: its method of gathering money by appraising merchant wares as they enter through the gates didn't seem like it would work very well. The town isn't completely walled, so folks could easily bring stuff in from outside. I would think maybe taxes on the guilds or somesuch might be a better way to deal with things. Probably a non-issue as far as the plot of the adventure is concerned...

But are merchants really going to march in through the slums/swamp? Better to pay the tax and be safe, IMO. :)

CW has been a big hit for my group. We alternate between Whiterock levels and other DCCs.

And the massive book of handouts doesn't hurt.

Did anyone play sinister secret? I picked it up for free at Gen Con.
 

vonmolkew

Explorer
EricNoah said:
So I recently purchased the huge Castle Whiterock adventure boxed set from Goodman Games.

Is there a Castle Whiterock megathread here or elsewhere I should know about? I have some questions about the plot (particularly the slaving aspect) that I would like to clarify before attempting to run this.

I have to say that despite its size and scope, this adventure seems quite manageable from the DM's perspective. The various lists and summaries and handouts provided really help with the information flow. I like the variety in the levels, and how modular it is.

I will also have some questions/comments about the town that is included -- I think it needs some tweaking to have it make sense, and was wondering if others had a similar feeling.

Finally, if you know of a Castle Whiterock story hour, I would love to take a look.
I kind of got the feeling they wanted the town to the "base of operations." That being said, they provide a few things going on for those pesky, meddling adventuring groups who can't see the town as simply a Stuckey's on the road to adventure.

(for anyone who doesn't know what Stuckey's is..........well you're not as old as I am :) )
 


Filcher

First Post
vonmolkew said:
I kind of got the feeling they wanted the town to the "base of operations."

For our group it is the 3.5 version of the OD&D Threshold. PCs are establishing their own homes, secret entrances, hidden lairs, etc. in town. Took over the slavers and made it their own. Fun times!

Did anyone else get a near total TPK in the opening dungeons. Those first couple levels are ROUGH. I'm a little scared about the deeper ones. :)
 
Last edited:

Jengenritz

First Post
Greetings! I saw that you were discussing Castle Whiterock, and I figured I could pop in and respond to a few comments.

I kind of got the feeling they wanted the town to the "base of operations."

I didn't really like the town at all, since it had limited usefulness. Sure, it helped throughout the course of the first few levels, but after that it has little to no impact on the adventure.

There are a few other connective threads in there. Lady Ilrein Talbusk, the Holy Knight-Protector in Cillamar's Sanctuary of Justicia (H-14) is the daughter of one of the paladins of the Sundered Scale and can help the party find the hidden level 7A. Remy the cartographer (C-4) wants a map found in the Bleak Theater (level 10). Old Dunevon (H-7) can tell the party about the Haunted General and his ghostly squire (level 10A). Mallac (H-2)
will hire parties to gather specimens of creatures unique to CW (like the fissure wasp or trollhound).

For the most part, though, you gents are correct...we really wanted the dungeon itself and the entire boxed set to be modular...take any piece of it and drop it wherever you, the GM, want it to go. That meant we had to cut down on some of the tie-ins we might otherwise have created between CW and Cillamar.

CW has been a big hit for my group. We alternate between Whiterock levels and other DCCs.

That's fantastic! If you've got time, post a story hour...the original poster and I (at least) would love to hear it!

I want to make sure I understand the slaving aspect of the plot and how it ties into what goes on in the towns in the area. I would think the towns would notice folks being kidnapped, for one thing. I also have not yet digested the dungeon enough to understand the flow of where the slaves are brought in, where they go, and thus which levels connect to which other levels by means of the slave trade.

Pinotage nails it. Slaves are captured by the Iron Manacle (level 1) and traded to the White Tusk orcs where they work the quartz mines (level 2). For many, their tale ends there, but some are selected by Ulrik the duergar book-keeper and sent down to level 7 through the lift.
In level 7, Nall'oth and his derro cronies escort the "merchandise" through the watery passages of level 7, bypassing the semi-hidden level 8, and through the Immense Cavern (level 9) to the "rear" entrance of the Bleak Theater (level 10).
Once there, the Impressario either auctions the slaves off or uses them in bloodsport. Those slain in the arena are dumped into Carapace Fissure. Those sold to Underdeep buyers are taken through the fortress of Narborg (level 11) and into the greater Underdeep through the Lightless Gate (level 11A), thence out of Castle Whiterock.

You're right...a town would probably notice missing persons...mostly. But don't forget the refugees from the Warlands. They (along with the usual street-dwellers) are the disenfranchised of Cillamar, and several could disappear before anyone in an official capacity noticed (or cared).

The lower levels of Castle Whiterock are by far the more interesting ones. For me, at least. I loved some of those locations, and the various sub-plots, as long as they're handled well where players are concerned.

Great to hear! I wrote most of the latter part of CW...if you don't mind my asking, which levels or subplots jumped out at you?
 

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