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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If you are following this website, the most recent changes/additions have been highlighted in red text.
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Harwyn puts the party on the track to find the druid Lyana with a little magically-aided travel. And the party has an unexpected visitor.
Off to see Lyana
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Harwyn will transport the group either just outside (north) of Evenshore where they can gain passage back to Shimmervale and the road to Half Moon Cleft, or just outside of Shimmervale (their choice).
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Harwyn’s directions:
“Travel west along the river road about four days until you see a lightning-struck tree. You will find a game trail leading southwest which will lead eventually to a low rise where no trees grow. On the west side of the rise is a narrow cleft and beyond that is Lyana’s home.”
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Travel speed is 20’ = 16mi/day 30’ = 24mi/day
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The first day’s travel is relatively safe with very few travelers (2-4) met on the roads. Most are heading north in the same direction. On the second day of travel in mid-afternoon they will see the gory remains of an owlbear attack. A few scattered pieces of clothing, wood, horses and humans lie strewn across the road. Tracks of the 3 creatures lead in to the forest to their left (south) and are easy to follow. If the group follows the tracks, they will travel for about ¼ mile to a shallow cave where the three are finishing their feast (a horse and the remains of two humans) along with three more of their den-mates.
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Treasure in the cave: Sack with 145gp, 75sp, Sack with 340gp, small pouch with 5 large jaspers 50gp each, 1 masterwork dagger, 1 masterwork shortbow, wand of magic missile (CL5)
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When the group gets about two nights from Shimmervale, they will have a strange visitor during their evening meal:
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As you are enjoying your evening meal, you notice that the sounds of the forest around you seem to diminish. The small animals, crickets and even the wind seems to quiet down. You all look at each other ready to say something when you feel the presence of someone nearby. Just outside of the light of your campfire stands an exceptionally beautiful woman. Her outline is rimmed softly with a blue glow as she watches you.
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“Good evening gentlemen, my name is Belmyra. I believe you may have heard of me?”
She will allow the group to gather their senses and ask a couple questions before she makes her request.
“You have undoubtedly heard of my involvement in the recent activities in this forest. But I think you deserve some perspective from my point of view. First, you have probably heard that I intend to steal the millennial seed from the Eldest tree of the Verduran. That is true. And furthermore, I wish to ask for your help in its acquisition.”
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She sits on a nearby stump, not seeming to care if the group moves closer or not. The only move she will make is if someone attacks her or wants to touch her, in which case she will try to warn, then avoid them, stepping into a tree to escape if needed.
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“I am here this evening to warn you that not everything you have heard is what it seems. There is something else in this forest – some other… force that is causing a great amount of distress.”
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“I cannot say what it is exactly, but I think I know its source. If you keep travelling the same direction, you will come to a tree that has been struck by lightning. If you are on your way to consult with the druid Lyana, then you know that already. When you get to that tree, there is another hidden trail leading southeast. If you follow that one instead for about a day and a half, it will not take you far out of your way; you can still reach Lyana’s home by travelling due west, but I think you may find something of REAL interest to you.”
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“Good night travelers and when you are ready to discuss this with me further, come to Moon Gate, east of here. I promise that my allies will do you no harm for the rest of your journeys through these woods.”
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With that, she will stand and step into a nearby tree, disappearing from sight.
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Once the group finds the tree marker and begins heading in the forest, they will have to travel 1.5 days to lumber camp or 2 days to Lyana. On the first night of watch, they will encounter a very large band of 16 Ettercaps, who begin to silently set a few pitfalls near their camp before moving in to attack in a group. DC21 Per to hear them setting traps. 2 Deadfalls, 2 Nooses, 2 Spear traps total.
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The large party would most likely overwhelm the group, but for the intervention of Belmyra’s forces. At the beginning of round 2, a group of 10 Nightshade Wisps will show up and assist the group. The ettercaps will retreat once the Wisps show up with the wisps pursuing. If questioned, the Wisp captain will tell the group that this band of ettercaps is not under Belmyra’s control and they are making sure that things in the area stay status quo until she says otherwise. The will leave once the group is safe.
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Ettercap Deadfall: CR 3; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; Effect +10 melee (4d6), multiple targets (all targets in a 10-ft. square).
Ettercap Noose: CR 1; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; Effect +15 CMB check (grapple).
Ettercap Spear Trap: CR 2; Type mechanical; Perception DC 20; Disable Device DC 20; Trigger location; Reset repair; Effect +15 melee (1d6+6)
Following the clues from Belmyra, the party discovers the horrible secret that the druid Lyana has been keeping from her peers and the other forest dwellers.
Part 8: The Prisoner
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Known to only a select few of the Lumber Consortium and woodsmen, Lyana has been secretly working with them to expedite the growing of Darkwood trees with the help of a rare Darkwood Treant. Lyana discovered that the treant’s blood/sap acts as a potent vegetative reproduction method which bypasses the normal reproductive means of an Eldest Tree. The rarity arises from a unique, virtually unknown treant of his species. The treant would never willing subvert the life cycle of a Darkwood forest, but Lyana has been using her formidable druidic powers to force the creature into submission, keeping it weak and poisoned so she can extract the blood. In addition Lyana is hoping that one of these trees will have the potential to bear a seed of its own and she is working on a way to produce a Darkwood Eldest Tree from the blood samples.
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The camp is protected by 10’ thick and 15’ tall walls of brambles which acts the same as a Wall of Thorns for purposes of moving through and damage. (woodland stride will allow passage)
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Lyana could be in a number of places depending on time of day, etc.
If after sunset, Lyana is either in her bedchamber with a guest (1-2) or in her laboratory (3-6)
If during the day, she could be in her bedchamber (1), laboratory (2) or secret grove (3-6)

1. Guard towers 20’ tall are situated around the camp and always manned by 2 Ranged Guards wielding longbows with poison-tipped arrows (DC14 Fort or 1d4 Con/1d4 Con). Although they can’t see very well in the dark, if they hear a suspicious noise, they will alert the ground Elite Guards to investigate.
The areas marked with an A are special traps devised to alert the guard towers as well as disable the nosy intruders.
Large Net Trap - CR 2; mechanical; location trigger; manual reset; +18 CMB Check (Grapple); Search DC 20; Disable Device DC 25. Note: Characters in 10-ft. square are grappled by net if they fail a DC 14 Reflex save.
2. Latrines – simple latrines empty into a cesspool on other side of wall. Small creatures may be able to make a nasty trip into the compound this way.
3. Reception office, guard post. The guard captain has his office here and has 4 elite guards with him at all times. If someone actually makes it far enough to come to the door unexpected, one guard will go into the barracks to get reinforcements while the captain and the remaining 3 deal with the visitors.
In the desk are papers that describe the crops of Darkwood saplings and maps of where they will be deployed. The only tie to the Consortium is a letter of approval with the initials TK (Thuldrin Kreed) and the Consortium symbol hand-drawn.
4. In this cubby sits a second line of defense, a Wood Golem which looks like a pile of lumber and debris when passed (DC25 Per to notice what it is) which will attack when the guards utter the passphrase “nemus” (tree in old druidic).
5. Regular patrols of Elite Guards roam these areas in groups of 4. If any combat breaks out, other nearby groups will assist.
6. Barracks buildings are where most of the guards, cooks, smiths and duty-folk live. Each building has 6 pallet beds, each with a foot locker and a couple tables and chairs. One barrack is always manned by a resting/sleeping shift. Currently, the occupied one is marked with a * and contains 6 Elite guards.
7. Kitchen has a central table, pantry shelves and a floor cooler. 3 Cooks are usually in here preparing the meals for the on-duty shifts. These men are 0-level commoners.
8. Mess hall has 3 long tables that seat 6-8 people each. There are also dice and cards on the tables for breaks. Currently, this room is unoccupied.
9. Smithy – Carl Smith keeps the weapons sharp, the tools polished and the armor in repair. In a pinch he can swing a mean hammer, but is really only here to make a few coins. Hidden under the anvil stand is a sword he has been working on in his spare time – Mwk bastard sword.
10. Supply shack contains shovels, pickaxes, rope, barrels of specially-treated soils, tarps, buckets and a huge iron and wood bound cart that can be pushed/pulled by a team of 8 men.
11. Lyana’s Quarters (locked) are dominated by a large bed, wardrobe and a table and chairs where she regularly meets with her captains, rare visitors and frequent night-entertainment. She has quite the reputation as an ‘entertainer’ and the guards are fiercely loyal to her for her favors. If they come here at night, her guard captain will be in here with her, otherwise this room with be locked but unoccupied.
12. Workroom/office – this is where Lyana works her experiments and plans her reforestation effort. She has about 200 small potted plants, saplings and seedlings under a strange continual light globe hanging from the center of the room. The light shines with a greenish yellow glow and gives off a slight heat. Under one of the workbenches is a large bound locked chest. DC 25 to unlock, DC 27 to find/disarm trap (magical – Blindness, 5’ rad.) containing 8 pint-sized sealed jars of sap (treant blood). If unsealed, the sap must be used within 8 hours or become normal sap. The sap exhibits a moderate transmutation magic, DC35 Know Nature to identify. Sealed, these jars are extremely valuable, but may become instruments of malice. To the right person, each jar could be worth >50,000gp.
13. Lyana’s ‘backyard’ is a small enclosed area with a single rare white oak growing in it. Lyana uses this tree to travel to other such trees that she has planted in strategic locations throughout the forest. Lyana may use this tree to escape if hard pressed.
14. Guest suite has a bed, nightstand and small table/chairs. Currently the resident guest is next door in #15.
15. Guest lair – Lyana is entertaining a special envoy from Cheliax in this arcane locked room who tries to avoid meeting new visitors. The guest tries to stay out of sight if possible, using invisibility if the room is forced open by anyone other than Lyana, who knows to announce herself first. If discovered, the group will see an angelic-featured, well-dressed man in fine clothes, but possessing a pair of black wings. He will smile and teleport back to Half Moon Cleft. (see info below for Diabolic Connection)
Erinyi Devil/Sor 5 (Foronath Vrelek, Emissary of Cheliax)
16. The secret grove – a tall building houses the secret of Lyana’s schemes, a captive, drugged Darkwood treant named Umberanth. He is strapped to a v-shaped table sunk 5’ into the ground with a 5’ walkway leading around him. He is at 0 Str and 0 Wis due to a poison that Lyana has been feeding him regularly. On the ground are 4 more filled sealed crocks of his blood and a few dozen empty ones. Lyana can often be found here (see table for Lyana’s location).
If Umberanth is revived from his poisoned state, he will inform the group of what has happened. He recommends getting someone from the Wildwood Lodge to investigate, but he also wishes to be gone from here as soon as possible and implores the group to destroy any of the sap they find in the complex by burning in fire.
Camp Inhabitant Stat Blocks:
Guard Captain:
Human fighter 5
XP 1,200
LN Medium humanoid (human)
Init +2; Senses Perception +5
DEFENSE
AC 18, touch 12, flat-footed 16 (+6 armor – scale + lt wooden shield, +2 Dex)
hp 42 (5d10+10)
Fort +5, Ref +3, Will +1; +1 vs. fear
Defensive Abilities bravery +1
OFFENSE
Speed 30 ft.
Melee +1 longsword +8 (1d8+6/19–20), mwk swordbreaker dagger +6 (1d4+1)
Ranged mwk light crossbow +8 (1d8/19–20)
Special Attacks weapon training (heavy blades +1)
STATISTICS
Str 15, Dex 15, Con 12, Int 13, Wis 10, Cha 10
Base Atk +5; CMB +7; CMD 19
Feats Combat Expertise, Exotic Weapon Proficiency (swordbreaker dagger), Improved Disarm, Two-Weapon Fighting, Weapon Focus (longsword), Weapon Focus (swordbreaker dagger), Weapon Specialization (longsword)
Skills Climb +5, Handle Animal +6, Intimidate +6, Knowledge (local) +4, Perception +5, Ride +5
Languages Common, Sylvan
SQ armor training 1
ITEMS: 225gp, 6 gems x 15gp, Ring of Stoneskin (3ch, CL8)
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Elite Guard:
Human Fighter level 4
HP 34 (0d8+4d10+8+4), CR 3
Init +1 Speed 30 AC 17, Touch 11, flat footed 16 (Chain Shirt, Shield, heavy wooden, +1 Dex, +4 armor, +2 shield)
Melee Base Attack 4 CMB 7; CMD 18, Longsword +8 (1d8+5/19-20)
Space 5ft.; Reach 5
SA , SQ Armor Training 1, Bravery 1
Fort +6, Ref +2, Will +1,
Str 16, Dex 13, Con 14, Int 13, Wis 11, Cha 8
Skills Climb 7, Intimidate 6, Perception 2, Ride 8, Survival 4, Swim 1 Feats: Combat Expertise, Power Attack, Weapon Specialization, Armor Prof Heavy, Armor Prof Light, Armor Prof Medium, Cleave, Great Cleave, Martial Weap Prof, Shield Proficiency, Simple Weapon Proficiency, Tower Shield Proficiency, Weapon Focus; Languages Common
ITEMS: 5d12gp
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Ranged Guards:
Human Ranger level 3
HP 19 (0d8+3d10+3), CR 2
Init +2 Speed 30 AC 14, Touch 12, flat footed 12 (Leather, Shield, +2 Dex, +2 armor)
Melee Base Attack 3 CMB 4; CMD 16, Shortsword +4 (1d6+1)
Space 5ft.; Reach 5
SA , SQ Favored Terrain 1, Track (Ex), Wild Empathy, Fav Enemy (humans)
Fort +3, Ref +5, Will +3,
Str 13, Dex 15, Con 11, Int 13, Wis 14, Cha 8
Skills Climb 6, Craft Bowyer 6, Handle Animal 4, Heal 7, Intimidate -1, Know Dungeon 5, Know Geography 6, Know Nature 6, Perception 8, Ride 7, Stealth 8, Survival 8, Swim 1 Feats: Rapid Shot, Armor Prof Light, Armor Prof Medium, Endurance, Martial Weap Prof, Point Blank Shot, Precise Shot, Shield Proficiency, Simple Weapon Proficiency, Weapon Focus(Ranged); Languages Common
Spells Known: Ranger Spells: CL 3 Concentration 5
ITEMS: 3d12gp
Concluding the Logging Camp:
Taking on Lyana by themselves would probably not be a wise decision since she is more powerful than they are and can possibly kill some of them before they are able to overcome her. The best course of action would be to use the Ring to contact Harwyn and get him to help out. Or they could leave and try to find Belmyra or Shandela. If given the opportunity, Lyana will try to escape through her white oak in #13 and appear far away in deep Anduran.
If they do get into a fight with her, Belmyra and Harwyn will both appear and take Lyana into custody, eventually taking her to the Lodge for trial. She will eventually be freed, but her actions have brought together forces that have a common purpose now and Harwyn will enlist the group to help him establish a new council to extend the Treaty of Wildwood to encompass the whole Verduran. See earlier description of outcome events/people.
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The party will be invited back to the Wildwood Lodge while everything is sorted out.
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Over the next two days, Harwyn and Belmyra will contact the fey leaders, as well as reps from Taldor, Andoran and the Lumber Consortium to arrange a council to be held at the Eldest Tree on the eve of its seeding.
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At the meeting, the leaders described previously will all be there and will hammer out a new extension of the Wildwood Accord to include all 4 parties.
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Belmyra agrees to stay on the prime material until a new druid can be assigned to Lyana’s territory
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Lyanna has been recalled to the Wildwood Lodge while her actions are reviewed to determine whether she has violated her first duty to the preservation of nature.
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The first Council of Wildwood is held on that night with a 7-person agreed membership of Taldor (Harwyn for druids, Sarl Dagor for LC, Princess Eutropia for Taldor government), Andoran (Nyrantheym Evenstar for druids, Allen Highcastle for LC, Mari Benedict for Andoran government) and Ori the Dryad for the fey.
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The group is thanked profusely for their assistance and are welcomed by all factions to return. Harwyn will offer to transport the group to Triela if they wish to return to the ship quickly.
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At the conclusion of the First Council, the group will be presented with small gifts:
Tark – Ring of Forcefangs, Balen – Boots of Striding and Springing, Meridian – Lesser Bouncing Metamagic Rod, Din – Amulet of Nat Armor +2, Ramos – Darkwood Hurricane Quarterstaff
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Half-Moon Cleft
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If the group happens to travel to Lyana’s home first, they will find that she has not been ‘home’ for a few weeks.
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“Following the trail, it eventually ends at a wide meadow with a rise on the far side, about a ¼ mile away from you. Several small hills dot the landscape and the ground as it rises in the distance, but in this particular light you can see an spot where two hills meet, forming an upside down crescent. As you wind your way through the meadow, there are all kinds of life thriving here. The noises of the forest and bushes are louder than you would expect, as if the animals and trees were chattering about your intrusion.” (if the group uses SWA, they won’t hear any such thing)
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“Eventually, you will reach the cleft between the two hills and what looks like a stone cottage built against the right side. It is a two-story building with thatched roof and mud and stone walls. A single wooden door stands closed with a large half-moon symbol etched into its surface.”
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If anyone touches the door, the moon will glow dimly onto the person standing in front of it. A woman’s voice will emanate from the door saying “Lyana is not in residence at this time. If you would like to send her a message, please state your business.” If they do state their business, the moon-drawing will swing outward and a small swift will fly out and away from the cottage. The door is locked (DC26 to open) and the cottage is empty. There are very few perishable provisions inside, but they do see that her personal quarters are very comfortable. If thoroughly searched, they will discover a sheet of paper that has been crumpled up and thrown in the fireplace (DC21). The paper is a report from someone named Koldrum who is reporting that the first seedling has survived and requests that she return to the camp. There is no date, but the letter does look fairly recent.
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Diabolical Connection
The Lords of Cheliax have been trying to find a way to influence the freedom fighters of Andoran for many years. They know that wherever there is power, there must also be corruption. And from their probing, they may have found some in the LC of the Verduran forest. Magical probes and interviews with people in the consortium have led them to the druid Lyana, who they recently found out, may have a bit of an evil-bent to her actions. So they have sent one of their more charismatic representatives, an erinyi devil named Foronath Vrelek to offer his companionship to Lyana. He disguised a pair of bearded devils as renegade rangers to ‘capture’ him and allow Lyana to ‘rescue’ him. She is unaware that he intended to be her guest, but he is fascinated with her operation here and has only arrived 2 days ago.