This module features...
- Goblins riding giant bats!
An unfinished castle haunted by the angry ghost of its founder!
A cursed and dying teenaged Baron, who is the last of his line!
A beautiful lady of the castle!
A scheming Al Sweringer of a moneylender!
Cannibals!
An ancient dwarven hall, brought down by feuding brothers, now home to many a trap and baddie!
Haughty knights!
Stalwart men-at-arms!
A cool tavern or three!
Gelatinous Cubes!!!
This adventure is set in and around a border fortress called Wildsgate. North of the river Saedre, wilderness adventure abounds, with lots of climbing around on mountains and potential perilous falls while exploring the Foehammer Spires. There are quite a few traps within the dungeons, but most of them are avoidable just by being smart players. There's a good bit of combat, but I'll scale things to make it semi-survivable by BW characters.
The best thing about Into the Wilds, is that it's designed coherantly (unlike Secret of Bone Hill). There's lots of cool intrigue to get involved in in town, and they're all related to the dungeoneering that's to be done.
Here are a few possible 'hooks' to get your characters involved in the adventure:
- For any noble/knightly types: You've received a letter from your 2nd cousin, the young Kaldal, Baron of Wildsgate. The sickly Baron says that he is driven mad by dreams of his ancestors and fears that he will meet their fate if the curse of his lineage is not lifted soon! He implores you to come to his aid, whence he will tell you a great secret. He promises rich reward and undying gratitude if you can save him. Perhaps even the hand of his beautiful sister.
For the dwarfly fellows: Centuries ago the Foehammer Spires were the home to powerful clans of dwarves. Rich in ore and gems, the fastness was coveted by the nations of man, orc and elf. Time and time again the dwarves repelled invading armies. The fall of the Foehammer Clans came from within. When the Thane of the Spires died unexpectedly, his twin sons turned on each other. The dwarf clans were torn apart as brother battled brother for the crown. When the conflict ended, the dwarves had accomplished what 10,000 orcs could not: the fall of the Foehammer Spires. Somewhere within the ruins of the Foehammer Spires and its silenced forge lies the famous enchanted Anvil of Gyr. The chief artificer of your clan has charged you with retrieving this holy artifact from the ruined halls.
For those of Elven persuasion: Ever have the elves kept The Wilds wild. In the past few centuries the wilderness has grown a bit TOO wild, as your kingdom and its population shrink. The goblins of the Spires have grown bold of late, and a week ago several of your people, simple folk, farmer and hunters, were raided and captured by a band of the marauding greenskins. The Etharch refuses to do anything about it. He fears bringing down the wrath of the goblins on his weakened land. You think different. Someone has to do SOMETHING to help these captives. If you can't save them, at least you can bring their bodies back to the glade and a decent resting spot.
For the thiefly: You are a thief, descendant of thieves. Your most illustrious ancestor is the legendary rogue Zamuk the Swift; family legends have always told of Old Man Zamuk and the treasure he left hidden somewhere in the Wilds. You'll travel to Wildsgate and finish the job he started!
These are, of course, only suggestions (albeit ones that tie into the module very easily). You guys are welcome to pick one, a few, all, or none! The only stipulation is that you guys have to travel to Wildsgate together. You can't be from the town itself. Perhaps one or more of you posted a flyer in a nearby town looking for aid in whatever your personal quest is?
Does this sound more interesting than Bone Hill? (please say yes!)
Tim


