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Spicing up the H-series modules...
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<blockquote data-quote="Grimstaff" data-source="post: 4395264" data-attributes="member: 34880"><p>I modified H1 for the Wilderlands of High Fantasy CS, and am using alot of the web-expansion stuff for H1 too. For my old-school players, I've renamed the adventure "Sinister Secret of Rockhollow", rockhollow being the town standing in for Winterhaven. </p><p></p><p>The PCs:</p><p><strong>Nereia(</strong>Tiefling Warlord 1) The scion of a wealthy trading family from the Demon Kingdoms, Nereia is in training to one day take over the City State branch of the business.</p><p> <strong>Pyke</strong>(Elf Fighter 1) A veteran of the Gnoll Wars who never really adapted to peacetime in his elven home, Pyke takes occasional guard work in the City State to keep himself in shape.</p><p> <strong>Dohaan</strong>(Human Rogue 1) An Antillian rake sent to the City State by his family to ride out a vicious inter-clan vendetta far from the danger zone (or so he thinks).</p><p> <strong>Armas</strong> (Half-elven Wizard 1) A former street thug who discovered he has a gift for magic. Sent to the Temple of Thoth both for magical instruction and as the Guild's eyes and ears in the secretive arcane cult.</p><p> <strong>Moz Ur</strong> (Human Paladin 1) A sanctified desert warrior from the Holy Cities, Moz Ur has elected to keep his background and motives private, for now.</p><p></p><p></p><p></p><p>And an excerpt from my campaign journal:</p><p></p><p></p><p></p><p><strong>ME19, 4438</strong></p><p> The party departs Bier, gratefully, and heads east along the great blue Estuary of Roglaroon. River craft of all sizes dot the shimmering water, and party even spots one the Overlord's warships, no doubt patrolling the Estuary on guard against the notorious pirates of Hagrost.</p><p> </p><p> The day passes largely uneventfully, and the party sets camp for the night next to a waterfall that crashes down from a high mountain spring into the Roglaroon.</p><p> </p><p> That night, Moz Ur awakens to the sound of entrancing singing. Bemused he wanders over to the edge of the waterfall and by moonlight sees there, frolicking in the water, three lovely maidens. They see the paladin as well, and beckon for him to join them. Back in camp, Dohaan comes back around on his guard and notices the paladin has gone missing. Quietly, he awakens Armas, and the two follow Moz Ur's trail down to the waterfall, where they see the paladin knee deep in the water already. Armas' Insight tells him something is very wrong here, and he casts out a ball of light at the maidens, illuminating them. Once the moonlight is drowned out by the brighter magical light, they are shown to be hideous hags, with claws outstretched greedily towards the charmed paladin.</p><p> </p><p> Dohaan hefts his crossbow and Armas begins chanting the words to a deadly spell, but the hags cackle mockingly, release the paladin from their grasp, and sink into the water to disappear.</p><p> </p><p> <strong>ME20, 4438</strong></p><p> <strong>The party follows</strong> the Roglaroon east another 5 miles or so before turning south around the edge of the Ered Losthain. Reaching the fast-running, icy-cold waters of the Brytalin Stream they march south towards Varin's Firth, a great mining town guarded over by a large fortress.</p><p> </p><p> The priest tells the party he tried Varin's Firth for assistance first, but was never allowed audience with anyone of importance. The party enters the town quietly, secures lodgings for the night, and heads out early the next morning.</p><p> </p><p> The food in Varin's Firth is hearty common-man's fare, and the party leaves well stuffed from both dinner and breakfast.</p><p> </p><p> <strong>ME21, 4438</strong></p><p> The party follows a worn traders' trail across lightly wooded lands east towards Rockhollow. Only an hour or so outside of town, they are ambushed by a group of child-sized hooded figures wielding a bizaare and somewhat archaic array of weaponry.</p><p> </p><p> The assailants are treacherously fast and vicious, but clearly no match for what is becoming a well-honed party. The creatures are dispatched and Pyke uncovers their hidden features wonderingly. The priest tells them these are "Corrupted", a degenerate tribe of sub-human creatures descended from a servitor race of the long-gone Orichalans. To Pyke's eyes they appear as halflings tainted with hideous reptilian features, scales, fangs, yellow eyes, and even rudimentary tails. The priest explains that these "Corrupted" live in a series of caverns just outside of town living off the humans' refuse and petty thievery, but he has never known them to engage in wholesale banditry.</p><p> </p><p> At last they arrive in Rockhollow, a well-fortified frontier town. Some miles away, just visible on a hilltop in the distance is a fortress. The priest explains this is crumbling ruin, thought by some to be a remnant of ancient Kelnore, and abandoned altogether when the towns own walls were completed. He tells them they area, though sparsely inhabited, is a treasure trove of ancient ruins and relics, and that some strangers from the west have been excavating the rumored burial ground of real dragon! He tells them a sage, Valthrun, lives in town, and is a good person to consult on local history. There is also a antique dealer, Bairwin, who does a brisk trade in local historical artifacts.</p></blockquote><p></p>
[QUOTE="Grimstaff, post: 4395264, member: 34880"] I modified H1 for the Wilderlands of High Fantasy CS, and am using alot of the web-expansion stuff for H1 too. For my old-school players, I've renamed the adventure "Sinister Secret of Rockhollow", rockhollow being the town standing in for Winterhaven. The PCs: [B]Nereia([/B]Tiefling Warlord 1) The scion of a wealthy trading family from the Demon Kingdoms, Nereia is in training to one day take over the City State branch of the business. [B]Pyke[/B](Elf Fighter 1) A veteran of the Gnoll Wars who never really adapted to peacetime in his elven home, Pyke takes occasional guard work in the City State to keep himself in shape. [B]Dohaan[/B](Human Rogue 1) An Antillian rake sent to the City State by his family to ride out a vicious inter-clan vendetta far from the danger zone (or so he thinks). [B]Armas[/B] (Half-elven Wizard 1) A former street thug who discovered he has a gift for magic. Sent to the Temple of Thoth both for magical instruction and as the Guild's eyes and ears in the secretive arcane cult. [B]Moz Ur[/B] (Human Paladin 1) A sanctified desert warrior from the Holy Cities, Moz Ur has elected to keep his background and motives private, for now. And an excerpt from my campaign journal: [B]ME19, 4438[/B] The party departs Bier, gratefully, and heads east along the great blue Estuary of Roglaroon. River craft of all sizes dot the shimmering water, and party even spots one the Overlord's warships, no doubt patrolling the Estuary on guard against the notorious pirates of Hagrost. The day passes largely uneventfully, and the party sets camp for the night next to a waterfall that crashes down from a high mountain spring into the Roglaroon. That night, Moz Ur awakens to the sound of entrancing singing. Bemused he wanders over to the edge of the waterfall and by moonlight sees there, frolicking in the water, three lovely maidens. They see the paladin as well, and beckon for him to join them. Back in camp, Dohaan comes back around on his guard and notices the paladin has gone missing. Quietly, he awakens Armas, and the two follow Moz Ur's trail down to the waterfall, where they see the paladin knee deep in the water already. Armas' Insight tells him something is very wrong here, and he casts out a ball of light at the maidens, illuminating them. Once the moonlight is drowned out by the brighter magical light, they are shown to be hideous hags, with claws outstretched greedily towards the charmed paladin. Dohaan hefts his crossbow and Armas begins chanting the words to a deadly spell, but the hags cackle mockingly, release the paladin from their grasp, and sink into the water to disappear. [B]ME20, 4438[/B] [B]The party follows[/B] the Roglaroon east another 5 miles or so before turning south around the edge of the Ered Losthain. Reaching the fast-running, icy-cold waters of the Brytalin Stream they march south towards Varin's Firth, a great mining town guarded over by a large fortress. The priest tells the party he tried Varin's Firth for assistance first, but was never allowed audience with anyone of importance. The party enters the town quietly, secures lodgings for the night, and heads out early the next morning. The food in Varin's Firth is hearty common-man's fare, and the party leaves well stuffed from both dinner and breakfast. [B]ME21, 4438[/B] The party follows a worn traders' trail across lightly wooded lands east towards Rockhollow. Only an hour or so outside of town, they are ambushed by a group of child-sized hooded figures wielding a bizaare and somewhat archaic array of weaponry. The assailants are treacherously fast and vicious, but clearly no match for what is becoming a well-honed party. The creatures are dispatched and Pyke uncovers their hidden features wonderingly. The priest tells them these are "Corrupted", a degenerate tribe of sub-human creatures descended from a servitor race of the long-gone Orichalans. To Pyke's eyes they appear as halflings tainted with hideous reptilian features, scales, fangs, yellow eyes, and even rudimentary tails. The priest explains that these "Corrupted" live in a series of caverns just outside of town living off the humans' refuse and petty thievery, but he has never known them to engage in wholesale banditry. At last they arrive in Rockhollow, a well-fortified frontier town. Some miles away, just visible on a hilltop in the distance is a fortress. The priest explains this is crumbling ruin, thought by some to be a remnant of ancient Kelnore, and abandoned altogether when the towns own walls were completed. He tells them they area, though sparsely inhabited, is a treasure trove of ancient ruins and relics, and that some strangers from the west have been excavating the rumored burial ground of real dragon! He tells them a sage, Valthrun, lives in town, and is a good person to consult on local history. There is also a antique dealer, Bairwin, who does a brisk trade in local historical artifacts. [/QUOTE]
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