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Adventures in Elsir Vale (pre-Red Hand of Doom)
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<blockquote data-quote="pukunui" data-source="post: 8395457" data-attributes="member: 54629"><p>Our internet was down for about 6 hours yesterday, so I wasn't able to do any work. Instead, I grabbed <em>Rime of the Frostmaiden </em>off the shelf and started reading through the Ten-Towns quests. I think most of them would work quite well in Elsir Vale. I was already considering making the vale's climate more temperate, with hot summers and snowy winters. I could start things off in winter time and give them the option to investigate various opening quests.</p><p></p><p>[spoiler]</p><ul> <li data-xf-list-type="ul"><strong>Bremen's "Lake Monster" quest:</strong> There's only one lake on the map in Elsir Vale - the lake next to the city of Dennovar. I <em>could</em> put the lake monster there, but I feel like it would beg the question of "why hasn't the city guard dealt with it already?" Instead, I could make it a river monster and have it be bothering any of the smaller towns/villages along the Elsir River. (Or I could just have there be a smaller lake somewhere that's just not on the map.)<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Bryn Shander's "Foaming Mugs" quest: </strong>I'm inclined to skip this one, but if I were to use it, it would probably make the most sense to have it pop up when the PCs go to one of the more remote towns in the vale.<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Caer-Dineval's "Black Swords" quest: </strong>I could set this one in Dauth, with the cultists hiding out in the ruined keep there.<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Caer-Konig's "The Unseen" quest: </strong>I'm inclined to skip this one as well, primarily because it is more closely tied into the bigger duergar plot in Frostmaiden.<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Dougan's Hole's "Holed Up" quest: </strong>Hillwatch would be a good stand-in for Dougan's Hole. <br /> <br /> </li> <li data-xf-list-type="ul"><strong>Easthaven's "Toil and Trouble" and "Town Hall Capers" quests: </strong>The only suitable place to put these would be Dennovar. I could make it a smaller town (rather than the biggest city in the vale). That could work quite nicely.<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Good Mead's "The Mead Must Flow" quest: </strong>I could replace Good Mead with Nimon Gap. Some of the produce from the orchards surely must go into making alcohol, and the verbeeg who steals the mead could be living in the nearby hills.<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Lonelywood's "The White Moose" quest: </strong>Either Elsircross or Marthton could be the setting for this one. Marthton works well because of the barrows in the nearby forest (which could be elf barrows rather than old druidic human barrows). If I were to use Elsircross, the druid could have created the killer moose to punish the locals because of their logging. (Maybe greedy "Baron" Trask is cutting down more trees than he should be or something.)<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Targos' "Mountain Climb" quest: </strong>Starting town doesn't really matter, but the lost climbers could either be in the Giantshield Mountains to the north or the Wyvernwatch Mountains to the south. (Technically the Wyrmsmokes to the west are an option as well, but I'd rather not send the PCs that way too soon.)<br /> <br /> </li> <li data-xf-list-type="ul"><strong>Termalaine's "A Beautiful Mine" quest: </strong>Termalaine becomes Red Rock. The gem mine can either become one of the copper mines or be a unique mine. There's a minor mention of some politics in this quest - which could be a result of "Baron" Trask from Elsircross wanting to add Red Rock to his "domain".</li> </ul><p>[/spoiler]</p><p>There are also some quests from the broader Icewind Dale chapter that could be fun to sprinkle in (and they're tuned for 4th level, so they'd be the last few quests the PCs undertake before embarking on RHoD).</p><p></p><p></p><p></p><p></p><p>I've run the 5e version of <em>The Sunless Citadel </em>before and didn't enjoy it all that much, but I appreciate the suggestion just the same.</p><p></p><p></p><p>I have noted that I think Dauth would make a good stand-in for Phandalin. I would rather use the Essentials Kit adventure, <em>Dragon of Icespire Peak</em>, due to the fact that it's really more sandboxy with a bunch of short quests. Plus I think just about everyone in my group has either played in or DMed LMoP, so it's a bit overused at this point. (It also doesn't fit my criteria insofar as it is a longer adventure more or less set in one place.) I appreciate your suggestion just the same, though.</p><p></p><p></p><p>Thanks for all those suggestions! I'll take a look at those.</p></blockquote><p></p>
[QUOTE="pukunui, post: 8395457, member: 54629"] Our internet was down for about 6 hours yesterday, so I wasn't able to do any work. Instead, I grabbed [I]Rime of the Frostmaiden [/I]off the shelf and started reading through the Ten-Towns quests. I think most of them would work quite well in Elsir Vale. I was already considering making the vale's climate more temperate, with hot summers and snowy winters. I could start things off in winter time and give them the option to investigate various opening quests. [spoiler] [LIST] [*][B]Bremen's "Lake Monster" quest:[/B] There's only one lake on the map in Elsir Vale - the lake next to the city of Dennovar. I [I]could[/I] put the lake monster there, but I feel like it would beg the question of "why hasn't the city guard dealt with it already?" Instead, I could make it a river monster and have it be bothering any of the smaller towns/villages along the Elsir River. (Or I could just have there be a smaller lake somewhere that's just not on the map.) [*][B]Bryn Shander's "Foaming Mugs" quest: [/B]I'm inclined to skip this one, but if I were to use it, it would probably make the most sense to have it pop up when the PCs go to one of the more remote towns in the vale. [*][B]Caer-Dineval's "Black Swords" quest: [/B]I could set this one in Dauth, with the cultists hiding out in the ruined keep there. [*][B]Caer-Konig's "The Unseen" quest: [/B]I'm inclined to skip this one as well, primarily because it is more closely tied into the bigger duergar plot in Frostmaiden. [*][B]Dougan's Hole's "Holed Up" quest: [/B]Hillwatch would be a good stand-in for Dougan's Hole. [*][B]Easthaven's "Toil and Trouble" and "Town Hall Capers" quests: [/B]The only suitable place to put these would be Dennovar. I could make it a smaller town (rather than the biggest city in the vale).[B] [/B]That could work quite nicely. [*][B]Good Mead's "The Mead Must Flow" quest: [/B]I could replace Good Mead with Nimon Gap. Some of the produce from the orchards surely must go into making alcohol, and the verbeeg who steals the mead could be living in the nearby hills. [*][B]Lonelywood's "The White Moose" quest: [/B]Either Elsircross or Marthton could be the setting for this one. Marthton works well because of the barrows in the nearby forest (which could be elf barrows rather than old druidic human barrows). If I were to use Elsircross, the druid could have created the killer moose to punish the locals because of their logging. (Maybe greedy "Baron" Trask is cutting down more trees than he should be or something.) [*][B]Targos' "Mountain Climb" quest: [/B]Starting town doesn't really matter, but the lost climbers could either be in the Giantshield Mountains to the north or the Wyvernwatch Mountains to the south. (Technically the Wyrmsmokes to the west are an option as well, but I'd rather not send the PCs that way too soon.) [*][B]Termalaine's "A Beautiful Mine" quest: [/B]Termalaine becomes Red Rock. The gem mine can either become one of the copper mines or be a unique mine. There's a minor mention of some politics in this quest - which could be a result of "Baron" Trask from Elsircross wanting to add Red Rock to his "domain". [/LIST] [/spoiler] There are also some quests from the broader Icewind Dale chapter that could be fun to sprinkle in (and they're tuned for 4th level, so they'd be the last few quests the PCs undertake before embarking on RHoD). I've run the 5e version of [I]The Sunless Citadel [/I]before and didn't enjoy it all that much, but I appreciate the suggestion just the same. I have noted that I think Dauth would make a good stand-in for Phandalin. I would rather use the Essentials Kit adventure, [I]Dragon of Icespire Peak[/I], due to the fact that it's really more sandboxy with a bunch of short quests. Plus I think just about everyone in my group has either played in or DMed LMoP, so it's a bit overused at this point. (It also doesn't fit my criteria insofar as it is a longer adventure more or less set in one place.) I appreciate your suggestion just the same, though. Thanks for all those suggestions! I'll take a look at those. [/QUOTE]
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