kbowen0188
Explorer
I am running my players through the Sunless Citadel Module, with a few edits made. It is a Greyhawk setting, and all of them are seeking to join the Knights of the Watch. Making up some of my own little info about the Knights of the Watch, they are currently on a "pilgrammage", quite like most knights in olden times had to do. They were simply wandering at first, although with a small purpose. One of the prophets that is in the Knights of the Watch is doing a small favor for his hometown, bringing them some special-crazy magical fireworks. This town is the town in the Red Hand of Doom, where I want the adventures to lead up to.
On the way, they stopped to rest at the town in the Sunless Citadel module. The prophet meant to stop there anyway, as two knights had been dispatched there a month ago in order to solve a goblin problem that the town was having, however, any one who has played the module knows that this is not the case. I simply switched the two adventurers in the module for two knights.
Any suggestions for modules I could use to continue the adventure after this, to get them up in level for the Red Hand of Doom?
I had a few ideas, from the prophet having a vision about the Forge of Fury, or perhaps the Forge of Fury being some kind of initiate test for the fledgling Knights...
But that doesn't make too much sense, although I have heard good things about the Forge. I also thought about Meepo, an NPC in the Sunless Citadel (the PCs are going to try and bring him along as a companion), having a small vision about the "Kobold King" module, with the missing children, from Paizo.
Any other suggestions, or comments?
I am a bit of a new DM, and they are all new players, that is why I prefer modules atm, although I don't mind editing them to fit my needs.
On the way, they stopped to rest at the town in the Sunless Citadel module. The prophet meant to stop there anyway, as two knights had been dispatched there a month ago in order to solve a goblin problem that the town was having, however, any one who has played the module knows that this is not the case. I simply switched the two adventurers in the module for two knights.
Any suggestions for modules I could use to continue the adventure after this, to get them up in level for the Red Hand of Doom?
I had a few ideas, from the prophet having a vision about the Forge of Fury, or perhaps the Forge of Fury being some kind of initiate test for the fledgling Knights...
But that doesn't make too much sense, although I have heard good things about the Forge. I also thought about Meepo, an NPC in the Sunless Citadel (the PCs are going to try and bring him along as a companion), having a small vision about the "Kobold King" module, with the missing children, from Paizo.
Any other suggestions, or comments?
I am a bit of a new DM, and they are all new players, that is why I prefer modules atm, although I don't mind editing them to fit my needs.