Mark's Campaign
This website is a place where friends and strangers can browse the ancient and current RPG campaigns that I have created over the past 40 years. Rather than simply shredding my creations from past decades, I will hopefully engrave them in the dubious permanence of the internet. Enjoy the gallery!
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Part 3: Investigating the Lodge
If the group decides to help, they can travel to the Isle of Arenway by teleport or by use of Harwyn’s Transport via Plant spell. They will find that the ‘tests’ and the ‘greeters’ do not challenge them as they did the first time the group explored this area. As a matter of fact, the group can get all the way to the front doors of the Lodge without issue.
1. Arrival
You exit from an old black oak tree near the large amphitheater bowl south of the Lodge. From this vantage point, you notice there are dozens of tents, pavilions and lean-tos erected all around the main building in what used to be the lush and exotic gardens. Most of the campers have been careful to make their camp in clear areas, but it is apparent that some of the visitors have made clearings for themselves by chopping and clearing trees and bushes and piling the remains to burn in large pit fires. The smell of smoke, cooked meat and human waste wafts to your position and in any other place this would seem like a poorly maintained slum-camp outside of a major city. It looks like groups of similar races and backgrounds have segregated themselves in the camps.
As the group approaches the main structure, have them roll a DC22 Per check to notice that the two animal heads look slightly more feral than they did previously.
If the party goes to the Lodge’s main doors, they will be greeted by a young human female dressed in green robes with a white tabard displaying the symbol of a bear’s and a wolf’s head facing opposite directions. The young woman will smile and greet the group:
“Good day gentlefolk, have you come for the enlightenment of the Order of the Wildwood Lodge?” If asked, she will introduce herself as “Miss Emberberry, official greeter for the Wildwood Lodge. Any specific questions regarding the procedure will be deferred until they meet with their official counsellor, who will answer their more important questions.
No matter the answer, the greeter will ask the group to make camp nearby and await an escort the following day to meet one of the Lodge counsellors. If the group forces (or sneaks) their way in, they will not be removed, but will get the attention of the more senior “counselors”.
2. In the camp
The group can set up camp wherever they want, but they will find that the other groups are a rough and rowdy bunch for the most part. There are a few true aspirants, but most are just rabble looking for a free grab at power.
- A group of orcs rally around a loud, chanting shaman who is painted in bright red and greens (they are unfriendly and will not tolerate any intruders – there are 10 lvl 3 orcs)
- A serene quartet of elves sit cross-legged around a pool of water, seemingly in a trance as they sway from side to side (these are unresponsive in their trance)
- A dozen or so humans dressed in leather and scale armor brawl in a makeshift ring while their fellows yell profanities and toss wagers to one another (all way too drink to make much sense, but all from Taldor)
- A lone dwarf (Gromding) has buried himself up to his chest in rocks and is trying to pull more dirt onto his mound (he wants to be an “earth-druid”)
- A group of children roams throughout the crowds and camps shoving and pushing while they kick a small leather ball between them. Best Per DC spots a child with some unshaved stubble on one side of his face, revealing that he is actually a halfling dressed as a child and the group are deftly relieving careless campers of their loose change
- There are also several lone campers who look the part of druids, peacefully tending to the gardens or talking to small animals in their own tongues (most are low level 1st – 3rd with little to no experience. Names like Konath (human from Varisia), Jonah (human from Cheliax), Tsalai (gnome from River Kingdoms and Ugro (half-orc from Hold of Belkzen)
3. Camp Encounter
Sometime during the evening, the following encounter will take place. The group of elves is actually a gang of highly skilled cutthroats who are creating a stir in the camp by murdering small groups of campers, stealing their belongings and burying their remains. They are aiming at groups that look like they may have more wealth.
Tactics – the group will first attempt to take out the guard(s) then will swoop in from all directions quickly and silently to murder the rest. The four assassins will drink their two potions (barkskin and , an antitoxin and coat one of their crossbow bolts with Blue Whinnis poison (Fort DC14) with each one simultaneously shooting whatever guards are awake. They stealth into range with a DC27 roll. After firing at the guard(s) they quickly and silently close to attack those still prone or helpless.
The group will attempt to team up to flank opponents and use Acrobatics to get into position if needed (Acro vs. CMD)
Four black-clad figures emerge from the deep shadows around your camp and silently close with your group. Each is dressed in black studded leather with a black ½ mask pulled up from their necks. Each also carries a thin rapier in one hand coated in a slight rime of frost and a fine dagger in the other. You are met with eyes of cold ruthlessness.
Once the group is spotted, one of the four will speak:
“Well this will be a treat; some filthy humans and their pet orcs. We are doing the druids a service. Perhaps we should ask them for recompense?” The group laughs as they close in.
In addition to the gear that they each carry, they have a total of 965gp and 225sp on them. They have carefully buried their cache of goods near their camp which may be discovered with a DC25 Per search or tracking roll. If they find the cache, it contains 3 sacks with 6322gp, 1221sp, 6x25gp gems, 4x150gp gems, 2x450gp gems, a carved ivory necklace worth 1250gp, 4 potions of Haste, 4 potions of Barkskin, 4 potions of CMW, 8 Potions of CLW, Harp of Charming
Wildwood Lodge Overview
The Wildwood Lodge is now a receiving, recruiting and converting center for the archdevil Hyganthyrphorum. His chief lieutenants run the day to day operations of recruitment and receiving and then they bring the corruptible down to meet the archdevil who will bind them in an infernal contract. In the past two weeks, he has seen the successful recruitment of 22 people. Some of them are still on the grounds, but the majority of them have returned to their homelands to further recruit followers.
When new petitioners arrive, they are first invited to make camp on the grounds so they can meet with the Wildwood’s representatives the next morning. During this time, the group is surreptitiously monitored with clairaudience and clairvoyance and are subjected to detect magic, detect good, detect evil, detect law and detect chaos. The results do not automatically disqualify a potentiate, but these traits are used during further manipulations.
Wildwood Lodge – Ground Level
Damaski and some of his converts have reshaped the internal structure of the Lodge to make it more orderly and hierarchical. Much of the natural beauty of the living wood has been shaped into un-natural lines.
1. The First Meeting
This encounter will either take place the next morning, or sooner if the group insists on bulling or sneaking their way into the Lodge. The Lodge is a carefully structured PR machine that uses all manners of positive coercion to attract new converts; individual or group involvement, social awareness/patriotism, vanity, wealth, power, sex, etc. The party is quickly and efficiently evaluated (they are goody goodies) and thus social/political/familial bonds and sex will be used.
Another young human woman in her early 20’s, dressed in a plain white and gray dress with the familiar green tabard will find the group wherever they are in the morning.
“If you would please follow me, I will escort you to the Lodge for your appointed audience.” If she is questioned, she will tell the group that her name is Andalee and that she is awaiting training herself. She says she is nervous, but also excited about gaining magical abilities. She confides that she has been to a magic school for almost 2 years, but she gets frustrated and her parents pressure her to succeed, so this seems like a great opportunity to get a step up. She is from Cassomir in Taldor, if asked. In actuality, the “girl” is a middle-aged Chelaxian sorcerer (LE, Sor7) named Noravia using disguise self (DC35). She has also cast mage armor on herself. If her ruse is discovered, she will admit to the hoax but the circumstances will remain the same and the group can continue (since her duty is to learn and recruit).
“Andalee” will escort them into the Lodge and the grand foyer that has been recently enlarged. About 15 other people mill about or recline on wooden benches, including humans, elves, gnomes, half-elves and even a trio of orcs. The others will size the group up as they enter but not make contact.
2. The waiting room – This is a huge, two story foyer with wooden features; walls, floor, furniture, etc. A balcony can be seen about 20 feet above with two staircases ascending on either side of a massive fireplace. The party can wait patiently in here or do some investigation. They will find that the doors to the west are magically locked (arcane lock + mundane lock = DC30). The double doors to the east are unlocked and lead to the private quarters of the workers here and private meetings with certain prospects. The south wall is dominated by a tall fireplace that burns with pleasant warmth. Throughout the room are small plates of food and drink as well as a few interesting books about local flora and fauna. Two more initiates walk the room answering questions and watching over the guests to make sure they don’t get into trouble.
A) Trio of orc shamans excitedly whisper to each other, but clam up if they think they are being overheard. They take particular interest in other orcs or half-orcs. They may even ask why they travel with such unworthy ‘outlanders’. They are from Storval in Varisia.
B) Three half-elves and an elf pass the time sipping wine and reading spellbooks. They are from the elven kingdom of Kyonin.
C) A trio of gnomes are arguing over pieces of a mantle clock that they have disassembled and spread on the floor between them. They are trying to improve the mechanism while adding magical effects to the timepiece. They are from nearby Wispil.
D) Four dirty humans sit on long benches near the center of the room, looking around pensively and out of place. They are dressed in primitive skins and carry weapons of wood and bone. They are speaking to each other in a strange language (Aklo – from the darklands). These humans were allowed to escape from their Drow captors to gain information about this place and its power. They have trouble communicating with anyone who can’t speak their language, but if someone can question them, they know very little about the outside world except some info that was fed to them by the drow and a map that leads here.
Andalee will tell the group that they will be called shortly and that they have one more group ahead of them. About 5 minutes later, the western double doors will open and a trio of dwarves will emerge looking satisfied and chatting to themselves in dwarfish about how they look forward to returning to their clan with new powers. Andalee will then inform the elves that they are next and will take them into the room and close the doors behind them, while she stays in the foyer.
The next meeting will go for about 15 minutes and the doors will again open with the elves looking a bit confused. One of them looks angry and storms to the main doors to leave. The others quickly follow suit but do not speak on their way out. (if questioned, they will curtly respond that they do not appreciate ‘having their honor questioned’)
Andalee will call the party as the next group to the room.
3. Private quarters – these rooms are where the workers (many of which are in disguise) live and ‘entertain’ customers. Most of the workers here are young charismatic human men and women, but a few pose as ‘venerable elders’ to appease the more mature aspirants. Rooms B, D and F are currently occupied by workers. If searched, these rooms have personal effects but nothing of monetary or magical value. Most rooms can house 2 or 3 occupants. Rooms G and H are currently un-lived in.
4. Audience room – This wide chamber is dominated by 4 large, green, leaf-shaped cushions made of some kind of plant material that seem to be supported by a central 4’ wide stem underneath (like giant lily pads). They are only about 3 feet from the floor but it may take a little effort to squirm up onto the surface. At the far end of the room is a raised wooden platform with another large leaf-cushion. Perched on that one is a dark-skinned man wearing flowing tan robes, a bright orange cloak and a red sash that matches a banded kufiyya that covers much of his head. His robes only loosely cover his chest which is covered with various tattoos and piercings. He looks at you as you enter and gestures to the other ‘leafs’ in the room:
(Damaski holds audience in here from sunrise until early afternoon. Then he meets with some of the senior recruiters for their reports. He then heads in to the Tree to report to the Oracle and then he and Lyana come back for the evening in his room)
In a deep, accented voice, he addresses the group. “Please, have a seat my friends, and make yourselves comfortable. My name is Olian Damaski and I would be honored to know you better. If you would, please tell me a little about yourselves and in return I will answer your questions.”
If questioned about why the change:
“When I took over stewardship of this most prestigious organization, I found that my philosophies of secrecy and tradition were not the same as my predecessors. The Wildwood Lodge has been clouded in a veil of secrecy and exclusion for centuries and I believe that knowledge can be most beneficial when it is shared by all. Consider some of the great libraries of our world; Tar-Kazmukh, The Conservatory in Grand Sarret and even the Sarzari Library of the Red Mantis Society. These are known to house vast stores of knowledge, but each is only accessible by a select few scholars. My friends, secrets have a way of festering and becoming dangerous. I have decided that the Wildwood Lodge will not be a sanctuary of secrets, but rather a center of learning and knowledge.”
He has a thick accent so it takes a moment for you to understand his statement. He will answer general questions about himself and his position as the new Archdruid of the Lodge. But he will not waste a lot of time before explaining the ‘ritual’. The party will see him reach to his right and place his hand into a raised pool of an amber liquid.
“If you have curious minds and wish to learn more about what the Wildwood Lodge can offer you, please join me in… the ritual. I assure you that no harm will come to you by touching the amber.”
A small raised area of the leaf you are sitting in begins filling with the same amber liquid that Damaski is touching. If detected, it will radiate moderate divination magic. Hygan has cast non-detection on himself to mask his evil presence. Caster level check vs. DC32 to bypass. The party is instructed to touch the amber liquid, which feels like warm sap (which it is). Once they touch it, they will hear a voice in their mind:
“Greetings, <character>. I am the Oracle of the Tree and since you are hearing my thoughts, the Archdruid has placed his trust in you for us to communicate.”
The ‘Oracle” will speak to each person individually and will find out the following info. The party realizes that this communication is only at a basic level and not reading deeper thoughts. However, some info has been gathered from the covert divinations and these traits may come up in the discussion –
Balen new falchion
Roga missing armor
Ramos new companion
Din languages and lore
Meridian hidden heritage
Tark great craftsman
- Are they spellcasters?
- Do they wish to be spellcasters (or different/better spellcasters)?
- What type of magic do they want to learn? (druidic, arcane, divine)
- Would you be willing to ‘spread the word’ of the Wildwood Lodge?
I have the power to bestow a small gift of magical ability that you may be unaccustomed to wielding. Would you be willing to accept this gift while you are contemplating your decision to return for more knowledge?
The Oracle will not go into specifics about how or why he is doing this, but sidesteps the question by saying;
This meeting is merely a first step for you to search within your own heart and decide in your own time whether you are intrigued enough to learn more. Some people know right away that this gift of knowledge is not meant for their life path. You must decide for yourself and you must search your inner self for that answer. When you are ready, come back and we will learn together of the potential you hold but cannot yet release.
If the character is willing, the Oracle will bestow any 1st level spell of their preferred type that can be used as a spell-like ability 3/day at a caster level equal to their own.
Once the meeting is concluded, Damaski will tell them:
“Think on what has been discussed and offered to you. You are welcome to stay on the grounds as long as you’d like and each day a representative will come to you to see if you are ready to know more or to bid you farewell as you leave.”
The group will be dismissed and no more info will be given. If the group wants to know more now they will be told that they can visit again in the morning. (after they have been surveilled again)
5. Lyana’s quarters – Lyana spends most of her time with Damaski or within the Tree so she rarely uses this room. The décor is distinctly feminine in theme with a harsh edge. Nothing magical can be detected, but there is a loose stone under the nightstand that has a small sack with 550gp (DC24 to find). The adjoining storeroom has changes of clothing that range from desert wear to snow gear. The windows are lined with ironwood bars to prevent entry.
6. Damaski’s quarters are well lived in and show the trappings of a desert-dweller. The wooden walls have been plastered over to resemble a cave wall and he has taken great pains to inscribe and paint detailed drawings (he is quite good). The bed is unmade and with a DC18 Wis roll, someone may notice that two people occupy this room.
Upon searching this room, there is nothing of magical note here but there appears to be a collection of writings in druidic runes scattered over the bed that describe world events, political standings, royal lineages, military plans and secret plots. They would be of great value to the right parties.
7. While Damaski is holding audience, a group of 4 sorcerers (Sor L4) are stationed here, two armed with Wands of Fireball (CL8, 26ch) and two with Wands of Lightning Bolt (same). They will attack anyone who threatens the Archdruid or if he signals them to attack.
All rooms in the following wing are locked (DC20 to open)
8. Andalee’s quarters (empty)
9. Recruiter Malvin’s quarters (empty)
10. Recruiter Ignatius (sage) quarters (he’s in here)
11. Empty
12. Recruiter Emberberry’s quarters (empty, but she has an animal companion here: Giant Chameleon – 11 feet long, DC46 to notice, but smell gives away)