Skip to content

(This one's interesting. I only have a vague memory of it. I think I actually ran this at a Game Day we had at our place of employment. It wasn't part of the regular campaign, I know that much.)

Dreadmire Campaign

D&D 4.0

August 16, 2008

 

Begin – the gnome sets them down in the Dreadmire swamp. After awhile, they come across a battlefield.

 

1a. Battle scene – twelve dead pirates, thoroughly scavenged by critters. DC 18 – they are sailors. DC 20 – they are offworlders. DC 22 – they killed each other…although some similarly armed combatants may have survived. DC 25 track – find the track of Tree.

 

1b. Find the pirate captain Aloysius Tree of the Skuttlebutt, taken over from the late dread pirate Quee Quai Queg.
...continue reading "Dreadmire – Alternate 1st adventure"

1

Dreadmire Campaign

Adventure #1: The Saga Begins

 

  • Silur Rock
  • Time: early morning
  • At the shore is a hill giant throwing rocks

 

  1. Near the near bank of the river can be seen a fishing boat with one small figure in it (50’ out)
  2. Tip of rock is 250’ from the shore; wavefront of ocean can be seen; swampland seen to the west, hills to the east, river going north; the river is 300’ across with virtually no current

Bob (Bayou Halfling) old fisherman

Knowledge local +10

Boat can carry six uncomfortably
...continue reading "Dreadmire – Adventure #1"

This was just a file of notes of plot points, setting ideas, encounter ideas, and whatnot for the campaign. Since the game never really went anywhere, I never used 90% of this stuff.

Dreadmire Campaign Ideas

 

Tribe of Fomorians –

  • a city of them, but scattered members can be found all over the Dreadmire.
  • Some can pass as human, though the cat-eye gives them away if you can see through their glamer.
  • Similarity to Rakshasa – urbane, yet cruel – communicative, but not open – enjoys society, but is an enslaver and tyrant.
  • Fomorian warlock ruling a plantation – Halflings in servitude, almost slavery
  • Fomorian rogue passing as a human woman – may be an ally to the PCs, but is also quite willing to turn on them if hired by an enemy

 
...continue reading "Dreadmire campaign ideas"

1

Somewhere along the way, I don't remember when and I don't remember how, I acquired this little beauty: Dreadmire. It's a campaign setting book for D&D 3.0 -- think swamp, Cajuns, frogs, swamp, swamp people, voodoo, swamp magic, swamp, mosquitos, and swamp.

I started developing a campaign using this setting, but that was about when D&D 4.0 came out and I wanted to try it, so I started converting stuff. Unfortunately, after running the campaign a few sessions, I discovered that I really didn't like running 4.0, so we quit and went on to something else.

But here are a bunch of notes from the game, some of which is still in the original 3.0 form and some converted to 4.0. Enjoy!

 

2014 figures

Element Price per ounce Comparison to Gold
Copper $               0.21 0.000227298
Nickel $               0.63 0.000688781
Silver $             16.81 0.018525457
Palladium $           410.00 0.451840423
Electrum* $           462.11 0.509262729
Gold $           907.40 1
Platinum $       1,768.50 1.948975094
*Electrum is an alloy of 50% Gold and 50% Silver by weight
1pp~2gp~4ep~200sp~68,000np~22,000cp

(Copied from previous site)

The group of intrepid adventurers approached the door to the old observatory. Jerad looked at the others, then walked up and knocked on the door! Of course there was no answer. Filge was asleep in the upper room and the only person who had reason to call on him had his own key anyway. Romanova opened the door and graciously allowed Stonan to go in first. He was greeted by Filge's 'welcoming committee,' three of poor Alastor Land's relatives animated as skeletons.

The undead had barricaded themselves behind some overturned tables on the far side of the room. Broken furniture and other debris was scattered about the floor making footing treacherous. The skeletons raised up as Stonan entered, each firing a crossbow bolt tipped with greasy poison at the dwarf. Luckily for Stonan, two of the bolts thudded into the wall around the door and the third sailed over his head, alerting the rest of the group to the imminent danger. Stonan rushed into the room, successfully picking his way through the debris, and slammed full-speed into the large table that two of the skeletons were behind. The skeletons both hit the wall and then the ground. One of them crumpled into a pile, the magic holding it together dispersed.
...continue reading "Age of Worms, Session 6"

(Copied from previous site)

And so through the face they went. Jerad and Stonan led the way, emerging into a strange room with a narrow beam suspended above a floor covered in what appeared to be ceramic balls about the size of an orange. The beam spans the entire length of the room from just behind the face to a door at the far end, just within the reach of the shadowy light of Jerad's illuminated mace. There was no indication of what might lie in wait below the spheres, or even how far down the floor is. The walls of the chamber, from the height of the beam up to the ceiling, are honeycombed with many small dark recesses.

Romanova was sharp enough to notice that the holes in the wall were just a hair bigger than the ceramic spheres underneath the beam.

Now mindful of the likely trap, Jerad and Stonan got down and hugged the beam, crawling along it towards the door. Towards the middle of the beam, Jerad felt it shift, and a fell wind began to blow from the holes in the wall.
...continue reading "Age of Worms, Session 5"

(Copied from previous site)

That night the party split up in Diamond Lake. Romanova soaked her bruises (wait, she hasn't fought anything yet), soaked her cares away in a perfumed bath at the Emporium and stayed ina room there for the night. Mercurio prepared dinner and stayed with his mentor Allustan. Jerad returned to the temple of Pelor and spent the night in contemplation.

Our three barbarians (one now a Cleric of Kord) strolled into the Feral Dog for some grog and some fun. Greeted in a surly manner by the albino half-orc bartender Kullen, the three took their drinks and headed downstairs for the dogfight. It was a rip roaring good time, with the bull mastiff finally overcoming the wild wolf mutt that was caught outside town earlier that day. Fighting over for the night (at least by the dogs) the boys and Phil headed back upstairs where a large blonde man had drawn a crowd around his table and was regaling them with stories of his bravery and daring while exploring the Stirgenest Cairn. This could only be Auric, adventurer of the Free City and current holder of the Champion's Games Belt. Sitting next to him and whispering in his ear every so often was his wild haired, red robed mage friend Khellek. The three joined the throng and listened in on Auric's outrageous stories. Sensing that most of the talk was empty boasting, Stonan and Nader chided Auric about the red welts on his arms and legs, tell-tale signs of a bad encounter with the stirges of the eastern shore. Khellek whispered something to Auric, and the blond giant quickly changed topics to the pair's exploits in past two years' Champions Games, soon to be held again in Greyhawk.
...continue reading "Age of Worms, Session 4"

(Copied from previous site)

New friends Phil and Jerad in tow, the adventurers headed back to the Whispering Cairn. They choose to descend back down the shaft under the green lantern, now that they were prepared for the beetles that infest the room north east of the entry chamber. As they clambered down the pitted walls, several beetles scattered from the cairns the group built for their two fallen comrades. The group deliberated in the entry chamber on how to proceed. Their decision was made for them when a writhing hoard of acid beetles came around the corner and quickly closed with Stonan and Phil. Two flasks of alchemist's fire quickly dispatched the swarm. Seconds later though, the queen of the colony, a giant bombardier beetle, came around the corner. She ran up to Stonan and caught him, Phil, and Romanova in her deadly spray of acid. Miraculously, all three were unscathed. Phil lifted her great axe and quickly clove the monstrous insect in two.

Jerad and Nader entered the room with the sludge filled basin to search it. Jerad found three oblong lumps, the crusted over corpses of three humans dressed in leather armor with an eight pointed star on the left breast. One of the bodies had some potions, and one had a fabulous pearl. Nader broke apart the nest of the vile bugs, finding a mummified hand with a ring upon it. Jerad attempted to hoard all three potions and the pearl "for his god, Pelor," but Stonan would have none of that. The dwarf became enraged and nearly attacked Jerad, but was placated by one of the potions and promises to split treasure evenly.
...continue reading "Age of Worms, Session 3"

(Copied from previous site)

Alustan, the resident wizard of Diamond Lake and brother to govenor - mayor Lanod Neff has sent his pupil Mercurio to observe and aid a group of young locals exploring the ancient cairns in the hills around the city. Alustan is concerned with recent rumors he has heard about unkillable undead in the Mistmarsh and possible cult activity in Diamond Lake and it's environs. Mercurio is to keep an eye on the adventurers and make sure they don't stir up anything that shouldn't be.

The group Mercurio is looking for was seen by a ranger friend of Alustan's leaving town towards the north west two days ago, and Alustan has a pretty good idea where they are headed. The Whispering Cairn, the scene of many tests of bravery of local youths, is the most likely target in that direction.

Upon nearing the area, Mercurio notices a thin whisp of smoke, as from a camp fire, rising from the last remaining building of an abandoned mining camp. Mercurio approached the group in plain sight as they were finishing up their breakfast. They welcomed him into the camp and he related his purpose in seeking them out, offering his conjuring services in their endeavor. The group realized that they could use all the help they could get if this adventure were to be profitable for them, and gladly accepted his offer. They relayed (with a little embelishment) their progress so far. With Mercurio caught up they returned to the Whispering Cairn.
...continue reading "Age of Worms, Session 2"