![]() New monsters, new demons, new spells, and new rules for various aspects of play.Ħ. Remember, one of the wizards WANTS Tsathogga to win.ĥ. Law and Chaos are not always what they seem, and if the wrong decisions are made, the entire ordeal could fail. Which side will they take? Their actions all play into the overall quest, and could well determine which side wins. The Wizard’s Feud-This campaign-style adventure pits the players in a long-running series of intrigues and battles between two archmages. This place forms an aboveground dungeon area the size of a city, with over 100 detailed encounter areas. Legend has it the city was destroyed by a falling meteor. New wilderness areas may be added based on bonus goals described below!ģ. Over 70 unique encounter areas are detailed, and each one is a mini-adventure in itself. These archmages are actual player characters from the early 1980s who live on in the legends of the Lost Lands. This so-called “wall” was raised by the archmages Margon and Alycthron harnessing the Spirit of the Stoneheart Mountains to raise the land itself, creating a massive escarpment to block invaders from the Haunted Steppes. The Wilderness of the Lost Lands extending to the humanoid-infested Deepfells Mountains and providing detail about the nearby Wizard’s Wall. This is where the fragments of the fabled Sword of Air can be found…perhaps.Ģ. Clark Peterson’s very own Bannor the Paladin spent several real life months in the place, and, sadly, finished the objective. This six-level, trap-and-puzzle infested dungeon formed the basis of Bill's game through his high school and college years. The Hel’s Temple Dungeon-kind of like Tomb of Horrors on crack. The Sword of Air is the centerpiece of the Lost Lands.Ĭurrently, this epic tome consists of several parts:ġ. Hundreds of players over the past 35 years have experienced the thrills and terrors of this world. This is the game world, and these are the adventures in which the players of these famous characters lived and died. Sages and wizards of legend speak of the Lost Lands-many of the players who have lived and died in Bill's campaign over the years now have a place in history (in the books).įrac Cher the dwarf, Flail the Great, Bannor the Paladin, Speigle the Mage, and Helman the Halfling are well known to the fans of Bill's work. They have evolved over the decades, and more material continues to flow from it as the dice keep rolling. Many of the adventures published by Necromancer Games and Frog God Games are directly inspired by this campaign. This campaign has been continuously running since 1977. The Lost Lands is the home campaign world of Necromancer Game's and Frog God Game's own Bill Webb. After this module, you can continue with part two or change into your own homebrew. It is therefore a great starting adventure with a definitive conclusion. This adventure ends with (hopefully) the PCs finding a way off the island (reaching level 3). The PCs are shipwrecked on an island for the entire duration. This is part one of the Pathfinder Adventure Path "Serpent's Skull", but can be played as a standalone adventure that lasts approximately 10 four-five hour sessions. But can the PCs unite the swift-to-squabble castaways, especially when several seem to have mysterious goals of their own? And does Smuggler’s Shiv hide secrets even deadlier than its desperate denizens? If they’re to have any hope of escaping the notorious pirates’ graveyard, the survivors will need to band together to outwit the isle’s strange beasts and legendary menaces. came to fruition and then they all lived happily ever after.A deadly storm shipwrecks the passengers and crew of the Jenivere upon infamous Smuggler’s Shiv, an island off the coast of the jungle realm of Sargava. With their unstoppable forces combined, the idea of Nepenthe Brewing Co. The gears started turning when they met Brendan, a local restaurant owner and fellow brewer. They wanted to gtfo of that location, so they started thinking bigger. It turns out their little shop was in a flood plain and was completely wiped out by flooding twice in as many years. They somehow managed to clean it out and start over each time with the help of customers, friends, and those who blurred the line between the two. Regardless, the doors of Nepenthe Homebrew officially opened a year later and they both lived happily ever after. We should just open our own shop in Baltimore so we never have to drive here again." There's heavy debate as to which of them had the idea, as going to extreme measures to avoid heavy traffic is common practice for both of them. Jill and Brian were stuck in traffic one day after a trip to the nearest homebrew shop when one of them turned to the other and said, "I hate this drive. A potion bringing welcomed forgetfulness.
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