Adventuring in the Wilderlands


For those unfamiliar with it, the Wilderlands of High Fantasy is the oldest, most detailed, and perhaps largest campaign setting for Dungeons & Dragons. It was created by Judge's Guild in the early 70s. Gary Gygax even thanks them in the 1e Player's Handbook introduction. Here are a few tidbits to get you started...

Players First
From the introduction to the Wilderlands of High Fantasy:

Though there are powerful individual NPCs in the Wilderlands, the setting is designed to focus on the actions of the player characters. There are no secret groups of high powered meddlers to control the destiny of the world or save the day as in some published settings. The PCs are not pawns in a greater game, they are the game... The possibilities are endless...

In the Wilderlands, characters make their own destiny. Barbarians become kings and clerics become high priests. There's nothing to stand in a party's way except conniving despots, horrific sorcerers, and hideous creatures. Have fun with it.

Wide Open Spaces
The Wilderlands are both vast and sparsely populated. Much of the population lives in, or around, one of six large city states spread out across the realm. Outside of these areas, the land is wild and unknown, riddled with the ruins and relics of many past empires. Overland travel in the Wilderlands is dangerous and not to be undertaken lightly, but it can pay large dividends. There's possible treasure around every corner.

Crom not Cromwell
The Wilderlands was created more from the Robert E. Howard mold of fantasy than from historical fantasy. Sure, knights errant are to be found, but players are more likely to run into snake cults and barbarian tribes. Civilization often means corruption or outright evil. Slavery is prevalent in many of the cities of the land. However, good people shine all the brighter in this dark world.

References
For Wilderlands color, try the works of Robert E. Howard, Fritz Leiber, H.P. Lovecraft (for the creeping horror), and Jack Vance. Frank Frazetta's art is on all the sourcebook covers, and it fits the setting perfectly.

Recent Posts

More XP
Hey all,

Still looking for bonus XP nominations. I've posted the base XP for last session. In addition, Winter Cherry receives a bonus for adding Randy to the party.

Congratulations to Winter Cherry and Kref for reaching level 6.

DX
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XP Posted
Hey Guys (and Bonnie,

XP is posted (finally) from last session. Sorry for the delay.

DX
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RE: Upcoming Session Planning (4/17/09)
Caledon Cedarborn
Kref
Anybody have any ideas for what to do next?

I was scouting out the iron works while people were interogating the prisoner. Since the thieves' guild attacked us, we may want to handle them first. My only issue is how are we returning the items (the china, etc) that were stolen the previous evening.


Ha. The thief is the only one worried about returning the stolen goods. I love you guys.
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RE: Upcoming Session Planning (4/17/09)
Kref
Anybody have any ideas for what to do next?

I was scouting out the iron works while people were interogating the prisoner. Since the thieves' guild attacked us, we may want to handle them first. My only issue is how are we returning the items (the china, etc) that were stolen the previous evening.
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Fight in the Foundry
Day Three (cont.):
When the BotCM disappeared into the sewers, the party (Kref & Cross) in particular got a bit fired up. Cross pondered sending a righteous storm down into the sewers, but thought better of it. Needing to blow off some steam, the party opted to search out Henrick Mendon in his home... because when your upset, it's always best to barge into a strangers home and start to ask him about his recent behavior. Cross went into inquisitor mode and got all up in the grill of one of the Mistwatch... as Brom Angus (Knight Captain of the Mistwatch) looked on. Brom didn't take it well and he and Cross had a bit of a verbal "to do." Calmer heads prevailed and the party was shuffled off with directions to Mendon's home.

When the unsuspecting Mendon opened his door, Kref barged past him and made himself right at home. Put his feet up on the coffee table, set his Chaos Sphere on an endtable and made with the questions. Outnumbered, but understandably put out, Mendon was very reluctant to answer any questions. Taking up the better part of valor, Mendon told the party hid had a new lady friends named Sarah. He'd been in a good mood lately (which most people consider strange behavior for him) because of her. "And would you please get out of my house now. Thank you very much." The party determined this was all Mendon had to tell and they left him rattled, but unharmed.

As they made their way back to the market tavern, several party members (in a downright flurry of effective spot checks) noticed several shadowy figures making their way down a drain pipe while passing a gunny sack between them. Deciding to trail them, Winter Cherry wolfed out and Caledon slipped into the shadows. The shadowy figures (numbering 9 at best guess) made their way towards the iron works. About 100 feet outside the ironworks some clumsy sneaking alerted the, let's call them thieves, to the party's presence. Two crossbowmen turned to cover the street and the rest of gang fled in to the Ironworks.

With the gig up, the party charged. Winter Cherry got there first and proceeded to gnaw on archer. Everyone else beat feet and entered the Ironworks. As they entered the building, a figure ahead of them among the forges gestured and viscous webs appear to snare most of the party. Most of the party managed to avoid the net, but Cross in his "delicate" inquisitional garb, was held fast. The party then waded through the thieves like... well, like a fifth level party wading through 2 level rogues. During the melee, Caledon manged to execute the rogue's wet dream... Simultaneous, double, flanking, critical hits. It was pretty wicked. In short order, Xirew turned several dagger wielding rogues into bloody mist. Val made a herioc lunge, sucked a burning hands, and... successfully grappled the mage. This not only kept the rest of the party from sucking more spells, it provided an interrogatee.

With a read mind and Zone of truth spell in place, the interrogation began. With the mage's mind was too clouded to read, he's seemed unable (much to the DM's chagrin) to lie. With a series of well thought out questions, here's waht the party learned.
  • The mage's name was Gulik.
  • A man named Devlin is in charge of the guild.
  • There is another guild mage named Karse.
  • Gulik knew of Thurf, but didn't really know him.
  • There's an entrance to the guild in the basement of the ironworks.
  • There are other entraces to the guild in the sewers.

After several questions were asked, Gulick seemed again to be uniclined to be cooperative. The thieves appear to have stolen a set of china and some works of art from their last victim. The party also pilfered Gulik's person and came up with a magic ring, a potion, a scroll of confusion, a scroll of haste, and his spell book.

Now the night is getting late, the Ironworks is full of bodies (the party wisely pulled the corpses out of the street), and terror is still losse in the Grey Citadel.

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