[Necro/JG] Player's Guide to Wilderlands in Dungeon/Poly

Treebore said:
All I can tell you is I am having as easy a time putting my Necro modules into the Wilderlands as i would putting them into any other campaign world. Actually, easier, since there are so many "empty" areas to easily put these modules into.

I am using Crucible, Barakus, Vault, Morrick, RA 1-3, and ToA.

Sounds great! And thanks for the reply. After much pondering and looking over the color map, I've decided that the Wilderlands will be 'my' official home for all the Necromancer Games adventures. My problem now: where to put the stuff. So I guess I will plea for help...

If you were to put Barakus in the Wilderlands, where would you put it? Just being in agreement with one other person seems to make it 'official' for me. Thanks in advance to anyone with advice.
 

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caudor said:
Sounds great! And thanks for the reply. After much pondering and looking over the color map, I've decided that the Wilderlands will be 'my' official home for all the Necromancer Games adventures. My problem now: where to put the stuff. So I guess I will plea for help...

If you were to put Barakus in the Wilderlands, where would you put it? Just being in agreement with one other person seems to make it 'official' for me. Thanks in advance to anyone with advice.

Down on the Estuary of the Raglaroon, South of The mouth of Raglaroon, at the river mouth. It also justifies Endhomes reputation as a "central" trading hub for sea traffic and inland trading because of its river access as well as overland travel from there being better then going all the way down and around the peninsula to the other side. Plus it gives me enough geographic variety to squeeze in the various modules and their requirements, even the Grey Citadel of Dun Eamon. Which is a inland trading city/citadel sitting squarely on a river. Not to mention is a very good module itself. The first river south of the Pagan Coast is Bard's Gate (hasn't been published yet, so i use the map of Lahkmar). Reme, from the Crucible of Freya, is what is marked on the map as Tegel, a deep harbor port city.

Hope that agrees with your plans.
 

Treebore said:
Down on the Estuary of the Raglaroon, South of The mouth of Raglaroon, at the river mouth. It also justifies Endhomes reputation as a "central" trading hub for sea traffic and inland trading because of its river access as well as overland travel from there being better then going all the way down and around the peninsula to the other side. Plus it gives me enough geographic variety to squeeze in the various modules and their requirements, even the Grey Citadel of Dun Eamon. Which is a inland trading city/citadel sitting squarely on a river. Not to mention is a very good module itself. The first river south of the Pagan Coast is Bard's Gate (hasn't been published yet, so i use the map of Lahkmar). Reme, from the Crucible of Freya, is what is marked on the map as Tegel, a deep harbor port city.

Hope that agrees with your plans.

It does, and thank you! The only difference I may make is to put Reme just south of Tegal (so I can use adventure Tegal Manor later on). The place of Dun Eamon on the Eastuary is just perfect. The location of Bard's Gate is perfect too.

Thanks again! Your suggestion has helped me a lot.
 

caudor said:
It does, and thank you! The only difference I may make is to put Reme just south of Tegal (so I can use adventure Tegal Manor later on). The place of Dun Eamon on the Eastuary is just perfect. The location of Bard's Gate is perfect too.

Thanks again! Your suggestion has helped me a lot.

You know, i totally forgot about Tegel manor. I don't think i have the original, so unless they reprint it I can't run it anyway. Besides, the city name doesn't have to stay Tegel to use the module. Like I said, i do not remember having it anyway, so it doesn't matter for my situation.
 

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