# Warcraft Template: Campaign Ah, Salaam and good evening to you worthy friend. Welcome to Ramkahen. City of mystery, of enchantment, and the finest Tol'vir artifacts this side of the river Vir'naal. Come to explore, but be wary, for the shadows whisper and nightmares walk. This is a campaign template using tidbits of information on various lands of Warcraft from WoWpedia and Hearthstone art as examples to build an adventure! For formatting and image help see [Warcraft Template: Notes and Things](https://homebrewery.naturalcrit.com/share/B1wuwsWkU). **Make a copy:** Click SOURCE top right, copy the code, and create a new Homebrewery file. Paste, edit, and share! ## Replace with Table of Contents When you finish writing, replace this heading and text with a Table of Contents. To add, click Editor > Table of Contents. It will generate with all content currently in the guide. ## About Your Campaign Introduce the campaign. What is the goal, potential plots, and flavor for this adventure? Why do players need to come here, and how? Will they stop a rising power, complete tasks to gain allies, solve mysteries to uncover a plot, gather resources, reclaim treasures, etc. Aspects can include NPC interactions, puzzles, battles, racing against time, completing a series of actions in key locations, etc. **Example Campaign:** This campaign starts players interacting with the coming Visions of N'Zoth scenarios and kick off new adventures in patch 8.3 BFA. Start players in Ramkahen Uldum to begin groundwork for the event, or start immediately in the Lost City outdoor dungeon. ### History of Your Location Add some historical information for your event location. Find content from WoWpedia, quests, novels, fanon, and your own creations to add life to your campaign. Add quotes and descriptions to post in-game using description boxes (click PHB > Descriptive Text Box). **Example Campaign:** The Lost City in Uldum once held the forces of Neferset. In past campaigns, the evils were forced back, but something stirs again in the oasis city.
In recent years, adventurers have aided the Tol'vir to battle ancient enemies. And for years since, a calm has held the sands. With the attack of the Twisting Nether and sword of Sargeras plunged nearby in the heart of Silithus, Uldum once against suffers from shadows and whispers. But what afflicts the lands? A letter has arrived to the leading scholars of the Explorer's League and Reliquary for help.
Scholars, I have received word from scouts of strange lights and whispers in the Lost City. Adventurers aided my people to clear the Neferset from the city of the Vir'naal. I ask for aid from the Explorer's League and Reliquary to investigate the ruins. Perhaps it is ancient artifacts empowered or affected by the titan's sword, or burgulars upsetting old spirits. I welcome your brave efforts to delve into the city once again. By my hand, King Phaoris
### Lands of Mystery Add general content for your adventure's locations. For larger campaigns, consider the lands and areas, kingdoms, tribes, etc. For smaller events, consider the grounds, buildings, any water sources, etc. Add maps to help! **Example Campaign:** > ##### Thieves and Nightmares > > Thieves broke into the ruins of the Lost City, seeking ancient artifacts and treasures. With a map and secrets bought in Gadgetzan, Gideon Fergeson a Wastewander Bandit and Gilly Cogcoin Gadgetzan Goblin built a crew and hit the ruined city. And they hit paydirt! > >With riches from tombs and temples found under the market, they saw a bright future. Then N'Zoth slithered from the depths of the Eternal Palace, spilling forth into bones buried deep in Ahn'Qirag tunnels under Uldum. The events occur entirely in the Lost City. Using the outdoor dungeon, players begin in locations matching the locations of the interior dungeons. They can affect further events in Uldum and N'Zoth, perhaps gaining a location for stockpiling supplies or sanctuary in the visions to come.
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## Heroes and Villains
Table of heroes and villains by faction and encounter followed by stat blocks and descriptions. Icons include Horde, Alliance, Neutral/Argent, N'Zoth, Twilight's Hammer, Scarlet Crusade. Character blocks are created using information from [Conquest D20 System Simplified](https://docs.google.com/document/d/1Wi9-5LBCJXX-oqOW2vHDXMbp7sjj4Wbj7UqMxTbtaPc/edit) and [War Machine D20 System](https://docs.google.com/document/d/1mfwP0qR-xGBEFx59YXZgiYxBskf8hF-8ujE-0p8dKUU/edit) by Maxen of Moon Guard US. Copy and edit per character, or revise and create your own.
##### Allies and Enemies | Faction | Name | Quick Info | Encounter | |:---:|:---|:---|:---| | | Name | Info | Details on interactions | | | Name | Info | Details on interactions | | | King Phaoris | Ally and ruler of Uldum | Provides quest, objectives, supplies, and aid for the players | | | Scout Vron | Tol'vir claw hunter | The scout is dead in the Lost City with clues of what happened | | | Gideon & Gilly | Dig Looters | Thieves hell-bent to find treasures, now corrupted in the Lost City |
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\page ### Character Name *ENEMY* or *ALLY* | *FACTION* | *Title* Add description of the character. Who are they, how do they affect the story? **Appearance:** Add a description with specifics to help flesh out the character: colors, weight, height, armor, clothing, and the like. Do they have distinguishing marks, call signs, medals, jewelry, things to mark them by? **Quest Items:** List any specific quest or clue items or information they may have. Players could learn this information through social combat/rp or from looted corpses or homes. #### Pools ___ - **Health:** #/# - **Mana:** #/# - **Blood:** #/# (for San'Layn) #### Rolls ___ - **Combat:** - **Environmental:** - **Perception:** #### Perks & Abilities ___ - **Armor Class:** effect - **Perk:** effect - **Perk:** effect - **Skills:** areas of knowledge or abilities they have (like D&D Skills) #### Vehicle or Unit (War Machine) Describe the vehicle or unit they lead. ___ - **Health:** # - **Attack Roll:** # - **Initiative Roll:** # - **Abilities:** list #### Equipment List the weapons, armor, items, etc they use or own: - martial weapon - armor - locket with picture, etc ### King Phaoris *ALLY* | *Tol'vir* | *Ruler of Ramkahen* Beset by Neferset tol'vir who have allied with Deathwing and Al'akir, King Phaoris welcomes adventurers who have come to aid the Ramkahen. With his army moving forward and adventurers moving forth to strike out against his enemies, the King is able to invade and capture the enemy-controlled Neferset City and, in the process, become the undisputed ruler of Uldum. Within the last few weeks, members of the Explorer's League and the Reliquary have arrived requesting access to dig sites and ruins to further their investigations. Regardless of faction, both have concerns regarding the Old Gods, this strange rise of shadows, and the effects **Appearance:** A mighty Tol'vir, his hide shows marks of many battles to claim and hold the dunes of Uldum and oasis of Vir'naal. Tauny fur striped as a tiger rises and smooths according to his emotions. A ceremonial mask of office covers his face, adorned with horns and gleaming teal crystals. Mighty lions stand guardian near him, though his strength is evident. A winged staff with a brilliant orb lies in his clawed grasp, perhaps revealing a mystics power. **Quest Items:** He has a series of letters, signed proclamations, and a crate received by scouts from a new dig site. The correspondence reveals a new destination for the Lost City. #### Pools ___ - **Health:** 12/12 - **Mana:** 5/5 #### Rolls ___ - **Combat:** +1 - **Environmental:** - **Perception:** #### Perks & Abilities ___ - **Armor Class:** Leather enscrolled bracers for wrists and claws, +1 to any damage roll. - **Stamina:** +2 to health - **Overcharge:** Double any damage dealt, once per event - **Redemption:** The eyes of the sun gleam within the mask giving him keen insights. Re-roll and use the better roll, 3 times per event. - **Skills:** History of Uldum, Titan Knowledge, Elemental Magics, Politics #### Equipment List the weapons, armor, items, etc they use or own: - Staff of Ammunae, staff, focuses the power of the sun and empowers the king's spells - Scarab Claws, wrappings of leather and scarab shell, marked in runes. Once they grapple, prepare for pain, as they dig through flesh and bone. - Sketches of desert locations, a personal collection of artworks of Uldum ancient and present #### Armies of the Sun (War Machine) The king rules over an ever-expanding army of Tol'Vir in the Ramkahen tribe. A mix of magic-users, warriors, and hunters with their famed sand lions. See the [Vehicle and Army Units](#vehicle-and-army-units) section for stats.
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\page ## Event Map
Add a map of your event location using markers for important items, encounters, and more. You can use these numbers for your adventure. **Example Campaign:** ##### Map Legend | Marker | Description | Marker | Description | Marker | Description | |:----:|:-------------|:----:|:-------------| :----:|:-------------| | | Dead Scout Vron | | Bones and Bodies | | N'Zoth Invasion| | | Treasure Map Lost City | | Main Boss | | Encounters |
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\page # Chapter 1: The Fallen City Describe the beginning of encounters using chapters. Add numbered headings per step, location, NPCs, potential clues and items, and encounters. The following headings provide examples of numbered parts and locations on the map. ## 1. Lost and Found The party enters the location with the information provided from King Phaoris. Any enemies in the area should be considered twisted and bent, whispering to themselves, odd quirks, all slowly touched by N'Zoth.
The ruins of the Lost City look intact, livable, in the heart of a bountiful oasis. Yet the closer you come, as you enter, you sense an uneasy stillness. No sounds of birds or wildlife meet ears, and a scent of old rot lingers. The sandy streets show signs of shuffled feet, man and Tol'vir, heading deeper into the city.
### 1A. Scout Found! Marks the remains of Scout Vron. He was sent with a small pack to investigate the Lost City for the thieves. The players find the body and can search it for signs and clues. Add other items found on the body, wounds of death, etc to better describe what they find.
The corpse of Scout Vron is oddly fresh but unresponsive, not risen as Forsaken, but not rotting as expected. A look of horror is frozen on his face, eyes glassy, fur silvered in some places. His claws grip around a broken staff and a torn backpack.
### 1B. Map Found! Players find the remains of a tossed camp. Here are a couple wagons, crates, supplies, and pavilions of the thieves. They set up a campsite to work from. Players may search and find a few key items including a journal of investigations, broken artifacts, etc. Partial or full map is laying on a crate with rocks holding it down. Gideon and Gilly used it to navigate. Strange marks may be added, showing the madness slowly taking their minds. Or they may find it partially burned.
An old map worn from the elements, dust, and old dark stains is held down under rocks on a set of crates. Fresh ink marks indicate digs into tunnels, chambers under houses, and strange symbols. Marks show an old altar being reused near the waters and digs all through the market towards new construction.
### 1C. Battle - The Craven Crew The players have their first encounter with the crazed remains of the crew. Gideon and Gilly will be encountered later. The crew have gone mad, symbols carved in their flesh, digging and collecting weird stonework and items from buildings, as they whisper phrases over and over. They suffer the effects of N'Zoth's nightmares. Players can roll perception to spy on the craven crew.
A small group of humans and goblins work tirelessly on piles of finds. Bits of stone and rubble lay on make shift tables and canvas. A large hole carves through the street into tunnels below. They madly whisper phrases from their nightmares, each marked in symbols and knife cuts. Black blood oozes from ears and eyes.
They rush the players with mad chittering and any weapons at hand including pickaxes, shovels, guns, and swords. Some of them have pulsing red and purple in their eyes, muttering insane phrases.
##### Craven Crew *Maddened Thieves* - **Health:** 10, 3 to 5 enemies - **Attack Roll:** +1 - **Armor:** Leather +1 to combat - **Perks:** Madness (inflict -2 to all rolls, once per battle)
### 1D. Bones Everywhere Bones and bodies mark the paths through the city in piles and odd decorations. Freshly dead and ancient mummies are left in piles surrounding crudely carved stones. Increase the spooky factor through these areas with whispers. Potential whispers: * Receive now the greatest of all gifts. * My dream has become your own. * Receive my gift and see all truths before you. * Flesh is his gift. He is your true creator. * The hour approaches when all eyes shall be opened.
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\page ## 2. Altar of Blood In the Oasis of the Fallen Prophet an old altar has been revived. Gideon completes a ritual as players arrive, calling forth something from the deep maw. Tentacle creatures burst forth from the earth, to attack the players.
The twisted form of Gideon stands before an altar of stone, muttering phrases over bones and inked pages. As he finishes incantations, the earth trembles, waters ripple, and the air fills with whispers in ancient tongues. Tentacles of sickly flesh and eyes rip through the ground to writhe around Gideon wreathed in shadows.
A group of Clasping Death and Gideon (optional) attack the players.
##### Clasping Death *Burrowing Nightmares* - **Health:** 10/10, 3 to 5 tentacles - **Attack Roll:** +1 - **Perks:** Evasive (-2 player combat rolls), Intervene (prevent NPC damage), Deadly Grapple (+1 to attack rolls)
##### Gideon *Fallen Prophet* - **Health:** 12/12 - **Attack Roll:** +1 - **Perks:** Stamina, Shield of Shadows (-1 any damage from players)
## 3. Maddened Tol'Vir The remains of Vron's scouting pack patrol the streets of the Lost City, plagued by Nightmares. The Lords of the Sands may speak with the players then succomb to madness, providing insights into what came to the city before they strike.
A small pack of Tol'Vir patrol and toil to the whims of shadows wreathed around their heads. Like the others, they whisper to nothing, caught in nightmares.
Rather than a straight fight, players may try to cleanse the scouts, helping them break free of their blight and help the players.
##### Lords of the Sands *Pack of Hunters and Lions* - **Health:** 10/10 - **Attack Roll:** - **Armor:** Mail -1 to damage taken - **Perks:** Great Weapons (+1 to damage dealt)
## 4. The Faceless Seen As players move further through the city, shadow envelop the walls, crack through the streets, bringing a darkness. Moving between these rips through this place and the visions of N'Zoth comes a Faceless Caster.
A writhing of inky black outlines a hulking shape freed into this world from some nightmarish mind. Eyes glow from a fallen sun in a desolate world, glaring upon this one. It towers in this ancient place, seeking something or protecting the way between.
##### Faceless Caster *Nightmare Lord of Pain* - **Health:** 12/12 - **Attack Roll:** - **Armor:** - **Perks:** Stamina, Nightmare Gaze (all player attacks -1, 2 uses only), Great Weapon (tentacle arms or magic)
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\page ## 5. Priest of N'zoth The players come to the final encounter facing a priest of N'Zoth. Screams from its mind are a song of creation, weaving the way from N'Zoth's visions into this reality.
Delicate and loud, the taps of many steel tipped claws mark the path taken by a figure more spider than man. Arms clasped round as if it felt a chill, throat striken as a tiny mouth raised in sharp cries. Something horrid answered, as shadows wound tighter as if strangling reality until minds splintered. There in the wide terrace of gardens and market, now tarnished and damned, stood a single priest singing to a river running black and purple. "Come, bear witness, and receive the gift of dreams..."
This battle is within a minor terrifying vision of N'Zoth.
##### Screaming Priest *Necromancer of Bent Life* - **Health:** 12/12 - **Attack Roll:** - **Armor:** - **Perks:** Stamina, Scream from Beyond (all player attacks -1, 2 uses only), Evasive (quick skittering)
## 6. Nightmares End With the death and banishment of the vision, players realize something terrible and dark seeks Azeroth. Other visions may awaken, anywhere at anytime. For longer campaigns, the vision's release could reveal an artifact of N'Zoth. Players could investigate the relic and seek out others to fight additional visions. ## Vehicle and Army Units Another system to consider using is [War Machine D20 System](https://docs.google.com/document/d/1mfwP0qR-xGBEFx59YXZgiYxBskf8hF-8ujE-0p8dKUU/edit) and [tokens (discord link)](https://discord.gg/QuNQnTs) by Maxen of Moon Guard US. The following units provide vehicle and mass combat formats and abilities for your enemies and allies. Copy, paste, and edit the unit panel to quickly create ally and enemy units for your encounters. The faction icon floats left, and unit token floats right.
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##### Sunpriests *Pack of Priest Magi* - **Health:** 100 - **Attack Roll:** 75 - **Initiative Roll:** 200 - **Abilities:** Evade, Invisibility, Anti-Magic, Magic Shield, Empower, Hinder, Healing
##### Lords of the Sands *Pack of Hunters and Lions* - **Health:** 150 - **Attack Roll:** 75 - **Initiative Roll:** 200 - **Abilities:** Evade, Anti-Infantry, Anti-Magic, Magic Shield, Empower, Hinder
##### Faceless Caster *Nightmare Lord of Pain* - **Health:** 175 - **Attack Roll:** 100 - **Initiative Roll:** 100 - **Abilities:** Evade, Anti-Infantry, Magic Shield, Return Fire, Hinder
##### Clasping Death *Burrowing Nightmares* - **Health:** 175 - **Attack Roll:** 100 - **Initiative Roll:** 100 - **Abilities:** Burrow, Anti-Infantry, Hinder
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##### Screaming Priest *Necromancer of Bent Life* - **Health:** 100 - **Attack Roll:** 75 - **Initiative Roll:** 100 - **Abilities:** Evade, Boarding, Healing, Empower
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