Thursday, September 24, 2026

Capitol City - The Landing Page for Superhero Campaigns

[UPDATED on 24 September 2026]

Because my superhero campaigns have all been relatively short, rather than do one landing page for each I'm creating one page for them all.  These include:

The Bold and The Determined

Two campaigns in one, an experiment in running a high-level and a low-level campaign at the same time in the same city.  The high-level campaign introduced the superhero team SABRE.  This campaign covers preparation from July 2009 to September 2009 and then monthly sessions from September 2009 to February 2010.

Countdown to Campaign - Two Months
Countdown to Campaign - 7 weeks
Countdown to Campaign - 6 Weeks
Countdown to Campaign - 5 weeks
Countdown to Campaign - 1 week
Campaign Session 1
Campaign Session 2
Campaign Session 3
Campaign Session 4


Four Summoners

A villain campaign wherein we learned our group of players don't actually make very good villains.  This will include some fiction I wrote after the campaign ended.

Sessions: 

Session 1: Bitburg Beatdown
Session 2: Snatching TURTLES

Fiction:

Written as a series of shorts when I had some downtime at work. 
Summoner Leaves Base [with a background recap]
Summoner Approaches Bank
Summoner Robs Bank
The Morning After
Field Test in Capitol City


SABRE

The most recent campaign, featuring a newly reconstituted SABRE, several years after the previous campaign.


General Campaign Posts

Not campaign specific, but about creating these campaigns and Capitol City.

Champions Pre-Campaign Data 1 – Superhero Timeline - Campaign background

Champions Pre-Campaign Notes: Scale Matters! - not all cities are the same

Capitol City Neighborhood Descriptions - short descriptions of the neighborhoods

Running Superhero Campaigns - some thoughts after 20 years of experiments



Tuesday, September 22, 2026

Running Superhero Campaigns

Since college, I've run 2 superhero campaigns and played in a handful of others run by my friends, many in the same fictitious city, Capital City, Maryland.  Capital City started as a nebulous place a friend set a his superhero campaign in for a short campaign to give me time to write the next part of whatever I was running at the time, which I think was one of the longer session gaps in Tim's Outlanders.

At a certain point I decided to give running a superhero campaign a try and I needed a map and some history.  I looked at a map of Maryland and decided a port town on the southern shore would work.  I did some reading on the history of the area and picked the actual town of Port Tobacco as the kernel to build a fictitious city around.  I made one divergence from real history - when the bay silted up, rather than that being the end of the town, smugglers approached the town council and offered to dredge the bay in exchange for "unique docking privilege's".  The town council accepted "The Arrangement" and everything else grew from that.  That gave rise to The Bold and The Determined, a campaign with a high-level team and a street-level team, so I could run whatever adventures popped into my head. 

Then I had to write some sort of adventures.

Superheroes is a hard genre to run for me as I never had a working example of what a long term campaign looked like.  This is surprising for me as I devoured comics when I was growing up, reading widely.  I also had access to the comic book collection of one of my uncles (Silver Age material) and eventually my dad's Golden Age comics.  Despite all that, I never gave a lot of thought as to how the stories were put together.

It has taken me quite a bit of time to work out what was missing and what I was doing wrong.  First, superhero comics are soap operas.  Without the drama a campaign is just a series of fights and that gets boring quick.  That lesson took a long time to learn and work out a solution to.  The last superhero campaign I ran, SABRE, I think succeeded at this.  There was drama and secrets between characters, culminating in one PC needing to convince the team to save his secret ID but without explaining to them that was who they were saving.

I've also learned that I currently cannot write a superhero campaign for more than 5 players and that group had 7-8 players in it at any one time.  I felt that some of the characters were not getting enough screen time and some I just had no plot for.  My next superhero campaign will be limited to 4 players max until I can "git gud" at spinning up the drama.

All of this is due to reader Brian Rogers asking to read about my superhero campaigns and me realizing how little of them made it onto this blog.  I have 3 sessions for SABRE, which I do not think is complete, and nothing of The Bold and The Determined or the villain game, Four Summoners, which I wrote some supplemental fiction for.

I'll spend some time this week getting a landing page for my superhero campaigns set up and link in the SABRE material.  Then I have to track down the material for The Bold and The Determined, which I think is still over on Obsidian Portal, and port it over here.

That's it for now.  Type more at you later!



Capitol City - The Landing Page for Superhero Campaigns


Thursday, September 17, 2026

Tim's Outlanders: Tomb Raiders, Session 3 – July 7 to 8, 20 IC - UPDATED

[Digging down and exploring tombs.]

[This session took place sometime in 2005, I have no indication of when.  We were playing Champions 5th Edition with the Second Edition Fantasy Hero supplement.]


Player Characters

Crunch – male ogre from the Free City of Freegate, representing the Temple of Toth

Dangar Stonekleaver – male dwarf from the Northern Dwarven Kingdom

Peter Peterman – male human, representing Outlands University

Wendell Dorshield III – male gnome, Captain and Architect of the Yardbird

Malwyn – male High elf fighter and military expert

Darkfox – female human thief from Freegate, secret ID of socialite Karlyn Gryphshaw

NPCs

Lucan Prasuta – male human from Freegate, joined SDG to impress Karlyn Gryphshaw



Session Begins

July 7, 20 IC

The Outlanders started their excavations by digging down to the tomb of Crenshaw Pinchpenny.  The group consisted of Malwyn, Dangar, Darkfox, Crunch, Wendell, and several of Wendell’s gnome bodyguards.  Peter was assisting in the negotiations elsewhere [which means the player was unavailable for the session].  Using Wendell's Rod of Excellent Engineering, they bored a pit straight down to the entrance of the tomb and used a ladder to climb down.

They found the lock on the tomb door was of an old type and the tomb was protected by the cheapest measures possible – painted on magical glyphs.  Darkfox quickly bypassed the lock and the tomb was opened.

The inside, at the bottom of a set of stairs, was rectangular and mostly empty except for a sarcophagus in the center and three chests on the far wall.  The sarcophagus’ right side faced them, making it an additional barrier to the chests beyond.  The paint the protective glyphs were made of was pealing and flaking, but contained enough power to maintain a force barrier that sealed off the back two thirds of the tomb.  The attending “funerary frescoes” on the walls were merely paint directly applied to the stone walls and were perfunctory at best.

Darkfox used her knowledge of bypassing magical traps to disarm the wall of force.  Leaving the sarcophagus for last, Darkfox walked past it to investigate the three chests.  Dangar followed and stood directly behind her, ready to pull her out of harm’s way or strike at anything nasty that came out of the chests.  The rest of the group held back until Darkfox determined whether or not it was safe.

Darkfox carefully looked over all three of the chests and determined that all three were locked, but only the middle one was trapped.  She picked the lock on one of the untrapped chests, oiled the hinges, and opened it.  Inside was Treasure but at exactly the same time, a baleful howl arose from the sarcophagus and a spectral figure appeared over it.

The spectral figure was of an old man wearing the ragged clothes of a much older style.  The man pointed a boney finger at Dangar and started haranguing Dangar in a language none of them understood.  Dangar felt the dread chill of the apparition’s anger flow over him and was dumbfounded, not knowing what to do [high-level Presence Attack].  The rest of the group immediately stepped up and attacked the spectral creature with whatever magic attacks they had at their disposal.  Crunch cast Voice of Toth, a specialty spell of the clergy of Toth where the voice of Toth whispered unyielding secrets that shake undead to their foundation.  The entire group heard the quiet susurration of Toth’s words in the spell’s area of effect, but only Dangar, who was inside the area of effect, and the ghost of Crenshaw Pinchpenny heard anything distinct.

Whatever the ghost of Crenshaw Pinchpenny heard greatly affected him.  He screamed out, slapping his hands over his ears, and his form became less distinct and more tattered.  Dangar only heard the words, “he means to kill all of you,” whispered into his ears.  Suspecting the ghost was tied to the sarcophagus; Dangar grabbed the opened chest and called out for people to run for it.

The gnomes immediately pulled back out of the crypt, as did Malwyn and Darkfox.  Crunch stood his ground and re-cast Voice of Toth to keep the ghost from laying its soul-chilling touch on Dangar.  Once again the quiet susurrations were heard.  This time, Toth’s truths completely blew the ghost back to the ether from whence it came, but Dangar only heard, “the treasure is cursed,” whispered into his ears.

With the immediate threat removed, the exodus from the crypt stopped.  Dangar set down the chest and relayed what he had heard.  After some discussion, Darkfox stated that she may know someone who could handle the problem.  She recommended that everyone return above ground and wait for her to return.

While the rest of the Outlanders had a short lunch, Darkfox went to the guildhouse of the Rare Art Brotherhood and made inquiries.  She returned with a specialist who was calm and detached and a bit of a cipher for the Outlanders.  He asked everyone to leave the crypt and went to work while the Outlanders watched from the crypt’s entrance.  He worked with his back to the Outlanders, so they could not see everything he did or hear everything he said.  Crunch was able to recognize some of the items being used as tools made and used by the Temple of Usher.

After a while, he finished laying the ghost of Crenshaw Pinchpenny to rest and picked up his gear to leave.  He did not answer any questions about who he was or who he worked for except in oblique terms.  It was never determined if he was part of the Temple of Usher, merely associated with them, or something else entirely.

The treasure in the chests was cataloged [but never written down in my notes].  The locked chest turned out to contain only personal items that once belonged to Crenshaw Pinchpenny.  They were left in place and the chest relocked.  Dangar tipped over the sarcophagus to see if anything was hidden underneath it and a copper penny was found.  It was taken by Darkfox.

With the first tomb explored, Wendell used the Wand of Excellent Engineering to dig a lateral tunnel over to the tomb identified as belonging to Timothy Brewer.  Upon reaching it, Darkfox inspected it closely, looking for traps or anything unusual.

At first, the most unusual thing about the tomb was how plain it was.  Looking closer, Darkfox discovered many small glyphs inscribed in out of the way places on the tomb door and lintel.  Pointing them out to the rest of the Outlanders, those recently back from the Temple of Watching Twilight [see Adventure 6: Cultists, Cultists, Cultists] recognized certain similarities between these glyphs and those that sealed the temple catacombs.  Further exploration was halted for the day.


July 8, 20 IC

The Outlanders split up to find out more information, querying the various temples in the city.  This set off quiet alarms at both the Temple of Toth and the Temple of Usher.  Both temples sent people to discretely follow the Outlanders.

The Temple of Druuna nearly arrested Wendell under suspicion of being a minion of the undead after his frank retelling of the events of the previous expedition.  After some testing and some talking, the Temple of Druuna agreed to let Wendell go on the condition they can test the rest of the team that was at the Temple of Watching Twilight.

Later that day, Wendell had the Outlanders meet him at the Gnome compound along with the rest of the gnomes from the previous expedition.  A priestess of Druuna and several Temple Guards were there.  After some initial tension, the priestess was able to test all present for undead influence.  Everyone but Yacov passed, which surprised no one but Yacov.  Yacov was restrained and taken to the Temple of Druuna for treatment.

Session Ends.


NPCs Met

Unknown exorcist associated with the Rare Art Brotherhood, name never given.

Priestess of the Temple of Druuna [cannot find where I recorded her name]


Happening Off-Stage

The gnomes spent some time shoring up the tunnels dug by the Outlanders in order to avoid a cave-in.  They scrupulously avoided coming into contact with the tomb currently being investigated.

Karlyn’s parents got wind that their daughter’s name appears as a principle investor of the Skytown Development Group.  They both hit the roof, but for different reasons.  Her father for “holding out on the family while giving the Pratsuta family a leg up”, her mother for completely disrupting the intricate social plans and arrangements made “on Karlyn’s behalf.”

Now her mother will have to re-evaluate all of the arrangements made based on Karlyn’s new social standing as part of an obviously well-funded business that is associated with the Gnome Consortium and Tim’s Outlanders.  Her father started trying to use Karlyn’s name to make inroads into Skytown.  Both parents want to talk with Karlyn immediately and have sent messages saying such.  She studiously ignored the messages.

The Allied Construction Trades Guild was originally pleased with the amount of new work the Skytown Project was bringing in.  Now that they have a better appreciation of the scope of the gnomes’ plans, they are starting to balk, claiming they do not have enough skilled guild members to do all of the work in the time scale the gnomes are pushing.  They are extremely resistant to the idea of bringing in workers from Fordsway and negotiations are starting to get tense.

There has been an increase of goblin raiding parties attacking merchants on the trade route to Orpheon [west of Freegate].  Rumor had it that a new tribe, the Uz-Uzs [Fire Suns], had started raiding close to the HNTR Terminus, leading to the increase in attacks.  The Uz-Uzs appear to be organized and have spellcasters among their raiding parties.  With the ongoing Mountain War, the Imperial Legionnaires stationed at the Terminus cannot spare troops to deal with this problem at this time.  The commander of the Terminus is contemplating posting rewards for handling the situation at the Freegate Adventurers Guild.



DM Discussion

[Prior to finding the folders with notes (see Original Post, below), I did not have anything for July 8 in my notes and had forgotten about it entirely.  This is exactly why I started typing up my notes and writing up what happened during sessions in the past – I was losing important information to maintain consistency in the campaign as I naturally forgot it over time.  The notes were mostly to jog my memory when I started, but later I realized I needed better notes than that, especially to remember things 3+ years after they happened.]

[My recovered notes also remind me that 2005 was when I started writing adventures for the Bandit Kingdoms region of Living Greyhawk, which was a lot of fun.  I was also running my superhero campaign at the same time, trying to patch over that I was out of ideas for my fantasy campaign.  Eventually I explained to the players that I was tapped out and shutting down the Tim’s Outlanders Campaign.]



Tim's Outlanders Landing Page


Tomb Raiders

Previous session: Session 2


Next Session: Session 4 [missing?]


Original Post:

So just as I was wrapping up this entry and ready to post when I came across two folders containing my original hand-written game notes and a complete printout of the adventure notes.  There is enough material that I need to update my [rather scanty] Session 3 notes that survived the hard drive crash plus supplement material for Sessions 1 and 2.

I'll post the full session notes with supplemental material this afternoon.  Sessions 1 and 2 will get updates afterwards and have a note up top when they get updated, so you can quickly tell once that is done.

I also found some hand notes on the end of the Cultists, Cultists, Cultists adventure that has the actual in-game dates of the Outlanders return from the mountains, so I will add that to the relevant posts.


Tuesday, September 15, 2026

Tim's Outlanders: Tomb Raiders, Session 2 – June 28 to July 6, 20 IC

[The activities of the Outlanders start a land boom in the slums of Freegate.]

[This session took place sometime in 2005, I have no indication of when.  We were playing Champions 5th Edition with the Second Edition Fantasy Hero supplement.]


Player Characters

Crunch – male ogre from the Free City of Freegate, representing the Temple of Toth

Dangar Stonekleaver – male dwarf from the Northern Dwarven Kingdom

Peter Peterman – male human, representing Outlands University

Wendell Dorshield III – male gnome, Captain and Architect of the Yardbird

Malwyn – male High elf fighter and military expert

Darkfox – female human thief from Freegate, secret ID of socialite Karlyn Gryphshaw



Session Begins

June 28, 20 IC

The Outlanders land purchasing plans progressed, with two hitches.  Baron Olaf of Eltdorf paid his back taxes and now had full title to his land in Outtown.  This included one of the blocks the Outlanders were seeking to gain ownership of.  Another parcel had its back taxes paid, but receipt was delayed due to the “Blue Paper Incident”.  [I no longer remember what this was in reference to, but I’m pretty sure it was PC shenanigans.]  This removed another parcel from their very short list of desired properties.

Additionally, once the Outlanders initial set of ownership papers were filed, papers on the surrounding blocks started being filed by others with rapidity.  Within a week, back taxes on the surrounding blocks and the most direct path to the main road through Outtown were paid and new ownership secured for them.  The Freegate Tax Office (FTO) started receiving regular inquiries about what other properties were in arrears in the area followed by prompt payments from various land speculators.  This created a noticeable windfall in the city’s revenue.

On top of that, the Outlanders were approached by Great Keeper Gildas Alfredson of the Temple of Usher.  He requested that the tomb of Lady Danya of Kozelsk not be disturbed in any way.  He was somewhat unclear as to exactly why but was very firm on the basic point.

Finally, Lucan Prasuta, a scion of House Prasuta (importers and exporters of fine teas and smokeweed from the Shires) approached Peter about becoming a junior member of the Skytown Development Group.  After extensive negotiations both with and within the Outlanders, it was agreed he would be accepted as a junior partner with the option of increased profits if he could secure either or both of the two parcels the Outlanders were unable to secure.

End of Session: June 30, 20 IC


NPCs Met

Great Keeper Gildas Alfredson of the Temple of Usher - head of the Temple of Usher in the City of Freegate

Lucan Prasuta – a scion of House Prasuta (importers and exporters of fine teas and smokeweed from the Shires), pursuing the hand of Karlyn Gryphshaw through business venture


Happening Off-Stage

A week passes between sessions 2 and 3.  During this week, the following happens.

Relocation of residents in the Skytown construction area started.  This had the potential to be explosive, but the creation of a Residence Location Service (RLS) by the Gnome Consortium is reducing tensions.  The RLS is helping relocate those who do not want to become employees of the Skytown Development Group (SDG) [and thereby secure new living places in Skytown - literally as most of these residences will be in the support structures Skytown will rest on] by placing them in locations being left behind by those who do.

Construction of modular temporary housing (developed by Nira Dorshild, a cousin of Wendell's) has started.  Actual construction of the modules is being done in facilities on the Eastern Rim.  The modules will be air-lifted in via Fortuna-class airship.

Clearing of land is being handled by demolition of the few completely abandoned buildings using a combination of golems and spells.  To date, two entire blocks have been cleared of previous residents through relocation.  These blocks have been secured by the expedient of using the Rod of Excellent Engineering to create stone walls and seal off the blocks.  One of these blocks is where the Outlanders plan to start digging.  Signs have been put up labeling these blocks as construction/demolition sites.

Overall planning of Skytown is still being developed by gnomish and dwarven architects working around the clock.  Once complete, the plans will have to be filed with the city bureaucracy.  The gnomes told the Outlanders that this is normally a formality, but due to the size and amount of construction, they are already getting inquiries from the city.

Lucan sent word that he may have achieved an agreement with Baron Olaf, but is having difficulty tracking down the land owner for the fourth parcel.



DM Discussion

[To clarify something the notes might gloss over – Skytown is an arcology being built on top of portions of Outtown, adding a second layer of city.  Outtown is the last part of the mesa that Freegate sits upon to be enclosed within the city walls and is the slums of the city.  The Outlanders are using the giant civic improvement/construction project as cover to dig down under the streets of Outtown to loot some tombs left behind when an ancient cemetery was moved about 3000 years prior.  Land speculation began all around the area the Outlanders claimed title to by paying the back taxes on, especially once the Skytown Development Group was established and its paperwork filed.  People don’t know exactly which land the SDG wants, but expect to be able to reap large amounts of coin if they have title to needed land, especially since the Gnome Consortium is involved.]


Tim's Outlanders Landing Page


Tomb Raiders

Previous session: Session 1


Next Session: Session 3


Sunday, September 13, 2026

Status Update

Our life kind of imploded the last two weeks.  My wife is looking for a job to help fix our finances plus dealing with some other stuff while I'm desperately trying to keep all the plates spinning until she finds work.  Unfortunately, she is having trouble finding jobs that actually pay what they promise, when they promise.  This has made life an emotional rollercoaster as we edge closer and closer towards fiscal oblivion.

Not fun, to say the least.

I will post the next two sessions of Tim's Outlanders: Tomb Raiders this week, probably Tuesday and Thursday.  After that, I'm not 100% certain at this point.  I should work on typing up the session reports for In Search Of..., especially as I'm supposed to run the next session in two weeks, so that seems likely.  I'm also working on the next arc of the Sudden Sea campaign, when the players leave County Modon to avoid the revolution they accidentally started there and travel through the Grand Duchy of Mercia, looking for mercantile riches and whatever other wealth they can lay their hands on.

That's it for now.  Type more at you later!

Thursday, August 27, 2026

Tim's Outlanders: Tomb Raiders, Session 1 – Late June, 20 IC

[The Outlanders return to Freegate and start all new shenanigans.]

[This session took place sometime in 2005, I have no indication of when.  We were playing Champions 5th Edition with the Second Edition Fantasy Hero supplement.]


Player Characters

Crunch – male ogre from the Free City of Freegate, representing the Temple of Toth

Dangar Stonekleaver – male dwarf from the Northern Dwarven Kingdom

Peter Peterman – male human, representing Outlands University

Wendell Dorshield III – male gnome, Captain and Architect of the Yardbird

Malwyn – male High elf fighter and military expert

Darkfox – female human thief from Freegate, secret ID of socialite Karlyn Gryphshaw



[Session 1 is missing from my records.  This is based on the written adventure and a very little from my memory.]

Session Begins

The adventure started with the Outlanders returning to Freegate via the airship Cloud Darkener.  When they arrived at Freegate they discovered that Tim was no longer on the airship.  In Freegate they asked around and learned that Tim had arrived in town a day before them, but left again, telling Steve the Half-orc (who worked at Tim’s pub) that he was “going for a walk.”

The Arch-Dean of Natural Philosophy at Outlands University contacted Wendell and arranged a meeting to introduce representatives of the University and the Temple of Toth [god of Knowledge], both of whom will be joining the Outlanders.  The University representative is to supply wizard skills and represent the University.  The representative of the Temple of Toth is there to observe and support the Outlanders.

The group met over lunch at the University Center Cafeteria (the Faculty Dining Room, specifically).  The initial meeting was rocky, but it was tentatively agreed that Crunch and Peter would be working with the Outlanders.  Whether or not they will be actually part of the Outlanders was still up for considerable debate.

The Outlanders had a map they found in the Temple of Watching Twilight [previous adventure] that showed the City of Freegate nearly 3000 years ago, before it completely occupied the mesa top.  The old city graveyard was shown in the area now known as Outtown, with several tombs marked out.  The Outlanders were curious why those tombs were marked and assumed there was treasure, treasure they wanted.  However, they would clearly need to dig to get it and wanted to avoid opportunistic interference from those that currently lived where they needed to dig or owned the land and could claim ownership of any treasure dug up.

The Outlanders consulted with the Temple of Usher [Usher being the Guardian of Time and the Dead].  The records of the Old City Graveyard were incomplete, partly due to age and partly due to the contents of the cemetery having been moved 2500 years ago.  The records showed that the majority of those interred were moved to the new ossuary next to Zenda Castle by the Temple of Usher itself, but a few of the crypts could not be moved.  Reasons for this could not be found.  The unmoved crypts had their above ground components disassembled and their entryways filled before the entire site was covered with a new layer of soil and blessed by the Temple of Fortuna [Goddess of Luck and Fortune, favored by merchants].

A partial map was found that showed the crypts that were left in place and provided names for three of them: Crenshaw Pinchpenny [an ancestor of Darkfox’s], Lady Danya of Kozelsk, and Timothy Brewer [the same full name as Tim, the Wizard].  The fourth crypt was listed as “Unknown”.  The Temple of Usher freely gave permission to the Outlanders to dig as the land was no longer considered under their purview.  [They will later change their mind, once they have more time to check their records more thoroughly.]

The Outlanders decided that the easiest way to avoid any interference was to purchase the land and structures currently on it.  Consulting a map of Outtown and overlaying it onto the old map, they worked out a short list of properties that currently sit on top of the tombs they want to dig down to.  In order to find out who owns the properties that they want to purchase, they had to do some research.  Property ownership in Outtown was never clear-cut and most properties had extensive back taxes owed on them.

The Outlanders first went to the Freegate Tax Office (FTO) in the Golden Triangle district, assuming they would have records of any taxes owed for each parcel and the ownership thereof.  While they had records of taxes owed, they did not have current ownership records – the records were kept at the Land Office.  After being shuffled through several departments, none of which knew where the Land Office was, the Outlanders were eventually told they needed to consult with the Governmental Office of Bureaus (GOB), which keeps records on all Freegate governmental departments.

At the GOB they were sent to various desks and offices until a bureaucrat was forced to admit that, due to some “issues,” the GOB does not have the current location of the Land Office.  The Outlanders were instead provided with a list of five possible locations to check, provided the Outlanders promise to never tell anyone who gave them the list.  The Outlanders made this promise and were given the list.

The Outlanders worked through the list of locations.  Along the way they ended up at the Bureau of Recreation, Entertainers, Carnivals, and Sideshows (BuRECS), the Bureau of Equine Transference (BET), the Fringe Iconography and Religions – Investigations (FIRe-I) department, and the Bureau of Ordinance Management (BoOM) [who were big fans of the Outlanders and disappointed Tim was not there with them], until they finally arrived at The Land Office.

The Land Office people were surprised to see anyone, let alone the Outlanders.  After some coaxing and a promise to not tell anyone where they were located, the Land Office provided a list of the current owners of the parcels of land in Outtown that the Outlanders were considering purchasing.  The owners of the parcels of land, in the order of desirability, were:

  • Baron Olaf of Eltdorf, an expat noble from the Bayern District currently living in Freegate
  • Laurin the Red Wizard, an elven matriarch in Freegate
  • Steinkel Bonemace, a local human
  • Harald Bronzearrow, a local human, 200 years ago

The Outlanders tracked down the people on their list.

Baron Olaf of Eltdorf’s lands in the Bayern District were on the east side of the Greater Tabor River and were now claimed by the Duke of Lundania.  As a baron, Olaf must have ownership of land in order to maintain that status.  He won the plot in Outtown in a card game many years ago and held onto it as a joke, but now it was the only land he had title to and he would not sell it.  He offered to give it to the Outlanders IF they liberated his barony from the Duke of Lundania.  The Outlanders declined but left their contact information.

Laurin the Red Wizard had recently died of very old age and her will was in probate.  She outlived several generations of her children (many of whom were adventurers), so determining who, exactly, owned the land now was taking some time.  The Outlanders left their contact information.

Steinkel Bonemace was a crotchety old man who lived in a dilapidated building near the center of the large parcel land and didn’t want to sell.  At all.

Harald Bronzearrow’s parcel of land went to an heir when he died, but that worthy was not named.  It would take some serious research to track down the current heir to the land.  Without the title the current occupants had the right to live there and could not be made to move.  Wendell got some gnome archivists working on it.

At some point the Outlanders learned that if they just paid the back taxes on a parcel of land, they would become the official owners of the land.  There was some legal work to be done and afterwards the Outlanders would have to work out a way to get the current occupants to move, but they would have legal ownership of anything they recovered from the tombs below.  The Outlanders decided to follow this path, choosing to pay the back taxes on Steinkel Bonemace’s parcel.

The Outlanders also needed a cover story for once they started digging, if nothing else to keep other people from digging down to the cemetery layer and looting the tombs before the Outlanders could.  Wendell learned that the Gnome Consortium was looking to build a large facility for airships in their new passenger service with the Fortuna-class merchant airships.  He suggested that building the facilities on top of Outtown would be safer than building out on either canyon rim.

[Things happened and The Skytown Development Group was formed.  This incorporated company would work on designing and building Skytown, the newest district of Freegate, to be built over parts of Outtown.  It would require the purchase of more land through paying back taxes on properties and relocation the current residents, but the gnomes had plans and ideas for that.]

Session Ends.


NPCs Met

[Quite a few, actually.  Unfortunately the detailed records of what happened and who the PCs talked to were lost in the Hard Drive Crash of 2014.]


Happening Off-Stage

These notes are also missing.


DM Discussion

[I was surprised at how much I had for the first session.  Most of this was in my adventure notes.  I had to sum up the creation of The Skytown Development Group as I don’t have anything explaining exactly how it came about.  It was not part of my original adventure notes but something the players came up with and I ran with.]

[I do have session notes for Sessions 2 and 3, but nothing for Session 4, where the adventure and campaign ended.  The campaign ended because my burnout reached critical and I was out of ideas on what to do next with the campaign.  It would be 20 years before I returned to this campaign world and to do that I had to advance the in-game calendar forward 30 years and set the new campaign in a completely different area of the continent.  That is the Sudden Sea campaign.  The creation of the Sudden Sea itself ties back directly to events in this campaign, how exactly being a campaign secret I’m not willing to share just yet.]

[The In Search Of… campaign is also set in the same world, also 30 years later but a month behind the Sudden Sea campaign.  As the In Search Of… campaign involves a lot of airship travel it is entirely possible it will catch up with the Sudden Sea campaign on the calendar.  We’ll see how it goes.]


Tim's Outlanders Landing Page


Tomb Raiders

Previous session: Campaign Status Update


Next Session: Session 2



Tuesday, August 25, 2026

Tim's Outlanders: Campaign Status Update – June 20 IC

[What’s going on around the campaign in June 20 IC.]

[This update was technically given at the beginning of the next adventure, but I'm making it a separate update.  It is much smaller than the last one.  We were playing Champions 5th Edition with the Second Edition Fantasy Hero supplement.]


Player Characters

Tim, a Wizard - male human from the Free City of Freegate, graduate of Outlands University

Dangar Stonekleaver – male dwarf from the Northern Dwarven Kingdom

Mord Worldfist – Deceased

Wendell Dorshield III – male gnome, Captain and Architect of the Yardbird

Malwyn – male High elf fighter and military expert

Darkfox – female human thief from Freegate, secret ID of socialite Karlyn Gryphshaw



Gnomes

This is the status of the various Gnome construction projects as of June, 20 IC.

  • The Yard refit was complete.  There were now five construction bays built into the wall of the Canyon’s north rim with the above ground structures converted into hangars.
  • The Berkheim Flight School was under construction and on schedule to complete at the very end of the year (December 31, 20 IC).
  • Merchant airships had been developed and orders were being taken (notably from the Kingdom of Silverloc).  The first Fortuna-class airship would launch soon.
  • The rebuilding of Fordsway was progressing, with an estimated completion in November of the following year (21 IC).
  • Wemmel Water Works, Phase 1 was nearing completion.  Its estimated completion date was July 20 IC.
  • [Gnomes Eyes Only] Aetherstone supplies were running low.  The Gnomes had scouting teams out looking for a new supply.

Politics

The following political issues were being discussed.

  • There was a great deal of tension between the Free Bayern League and Greater Lundania.  It was expected that the Duke of Lundania would attempt to annex the remainder of Bayern before the Emperor resolved the war with the orcs and lizardmen.  The barons of the League were still working out how to resist the Duke and not become beholden to someone else (like Freegate for instance…).
  • Tensions between the two dwarven kingdoms were rising.  Raids were happening across the border between the two dwarven kingdoms with Uplander villages were attacked as well.  Both sides denied they had anything to do with the raids, but both sides said, “If it happens again…”
  • The Empire was too busy dealing with the Lizardman Horde and the dragons to spend any resources dealing with the Silverloc or Syrak Alliance rebellions or the Mountain War.  For the moment.

Military

  • What was being called The Mountain War was in full swing.  The Uplanders took the High North Trade Route north of the Citadel of the 4th Imperial Legion.  It was confirmed that the Uplanders had help from the Northern Dwarven Kingdom in the form of an airship.  That being the case, the 4th Imperial Legion’s Citadel might fall to Uplander attack sooner rather than later.
  • Syrak Alliance forces were coping with raids from the Hordes and the Khanate.  No dragons were involved yet, but improved bat-rider units were reported operating against the Grand Duchy of Mercia and the Sterich District.
  • Imperial forces stabilized the borders [read: stopped losing land] with the Dragon Lands (as they were being referred to), but fighting continued with raids by both sides.  The Dragons were active there, but the Legions were gaining experience in defending against them.
  • There were no reports of fighting from the area near the Kingdom of Silverloc.  The war there still seemed to be on hold as the Legions responded to the Khanate and the Mountain War.  The rumor of an armistice between Silverloc and the Legions seemed to be true.
  • Pirate activity was rumored to be on the rise on all coasts of the continent.


DM Discussion

[I was experiencing GM burnout at this point but I was not fully cognizant of the fact yet.  The different power levels between characters was making my job very difficult.  I had allowed the players free reign when spending Experience Points and not set caps on anything which ended with Dangar having in OCV of 18 with his axe but a DCV of 6 or less, depending on his combat maneuvers (he was specializing in doing sweep attacks at this point, often on a single target).  He also had enough armor that anything that could actually harm him would flat out kill any other two members of the party in one attack.  Worse, he had no non-combat skills, so when I shifted to a more political/negotiation type game, he had little to do and bored combat players are always an issue at the table.  This (power balance among the players) is one of the areas where the HERO System requires the GM to do a lot of work and reign in things.  I learned that here.]


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