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Running DDAL04 (Ravenloft) Adventures as a Campaign
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<blockquote data-quote="jayoungr" data-source="post: 7583801" data-attributes="member: 6702445"><p><strong>A Trip to the Quivering Forest part 2: DDAL04-01 & DDAL04-06</strong></p><p></p><p>After a week's break, we returned to our Ravenloft campaign. I made some substantial changes to this part of the module--starting with the fact that the PCs were able to visit Greenhall at all, of course! It enabled me to salvage quite a bit of "Suits of the Mists," however.</p><p></p><p><strong>Greenhall</strong></p><p></p><p>The PCs escorted the traumatized young elf--she doesn't have a name in the module, so I named her Londra--back to Greenhall, where they spent the night. I described Greenhall as a small cluster of wooden buildings arranged in a quadrangle. The door of one building hung askew, with splatters of dark liquid around the doorframe. The largest building in the settlement had been turned into a healing hall, where the mad elf scouts from the earlier encounter, as well as eight or ten humans, were being cared for by a harried-looking woman with the help the two elf boys, Earlan and Nim'il. (If I'd thought of it, I should have had one of them be Londra's brother.)</p><p></p><p>While the PCs rested, Derali explained how Ozzcar had assembled the druids to attempt to heal the curse on the land. Aya told her about the strange things they had seen on the way--the wagon with the tree growing through it and the fire thistles.</p><p></p><p><em>Derali:</em> "We thought we were making progress, but the land has betrayed us. The forest grows twisted in form and spirit. The sun always hides behind clouds. Animals are larger and more threatening. That spider's nest was not there before the last storm, yet they had a dozen victims, and some of them seemed to have been there for months. The mists come every two or three days, bringing madness--people run off and either never return or are found without their wits. Some think Jeny Greenteeth is sending the mists; others think Lord Strahd is angry with us. But I think it is the land itself fighting against our efforts to cleanse it."</p><p></p><p>While they talked, wails were heard from the distant woods. Derali explained that Jeny's part of the forest was said to be haunted.</p><p></p><p>When morning came, Derali, looking worried, told the PCs that all of the search parties had returned except the one including Ozzcar himself. He had gone out with a young man named Hricu, intending to search up to the border of Jeny Greenteeth's territory, and she feared he might have stepped over the boundary and broken their agreement. <em>"We</em> have pledged not to enter Jeny's part of the woods, but <em>you</em> have made no such bargain," she told the PCs. "Will you search for him and bring him back, if you can?"</p><p></p><p>She added that the border was guarded by fierce trees, and that they should not take a long rest in Jeny's territory if possible.</p><p></p><p><strong>Roots, Bloody Roots</strong></p><p></p><p>I ran the combat pretty much straight from the module. Since I had a weak party, I only used one awakened tree, but I had the PCs find a hole where the roots of another one had been. They followed a trail of crushed and scorched vegetation until they came to a clearing outside a cave. There they found the burnt husk of another awakened tree and some footprints leading into the cave.</p><p></p><p><strong>Angry Icicles & Shooting Stars</strong></p><p></p><p>Here I inserted the ice cave encounters from Mission 1 of "Suits of the Mists." Once the PCs rescued Hricu from the fire stirges, he explained that he and Ozzcar had been attacked at the edge of Jeny's territory. Hricu had been able to fight off the awakened tree with the help of his wand of fire, but Ozzcar had been chased across the border by needle blights, and Hricu was afraid of what might have happened after that. The PCs tried to convince him to go with them to find Ozzcar, but he adamantly refused to enter Jeny's domain, saying he would find his way back to Greenhall on his own.</p><p></p><p><strong>I Dream of Jeny / Haggling with the Hag</strong></p><p></p><p>Here I blended the Jeny Greenteeth encounters from the two modules. The PCs continued onward and ran across Jeny leading Ozzcar on a leash, as in "Suits of the Mists." When they asked her to release him, she at first refused and then suggested they go back to her house to talk it over. When they arrived, the ghost was flying around the clearing; Jeny chased him off with a broom, and the rest of the scene proceeded as in "The Ghost."</p><p></p><p>I changed the ghost's identity to that of Talaric Daoranov--the son of a local noble family who had once owned these woods. He had defied Jeny and perished horribly several hundred years earlier. Also, I mentioned that Jeny had come to Barovia from somewhere else in the world, but Strahd seemed content to let her do her thing as long as she didn't interfere with him.</p><p></p><p>I also mentioned that Ozzcar appeared to be under an enchantment that prevented him from speaking.</p><p></p><p><strong>Voices of the Past</strong></p><p></p><p>I ran part 3 of "The Ghost" (the mission to put Talaric's soul to rest) straight from the module. The only difference was that I changed the source of Talaric's concern from Phlan to his family (since he was the last of his line, they had all died out). Jeny kept her word and released Ozzcar, although he has still been unable to speak. The PCs all had the dream with the poem, which has puzzled them greatly, since they haven't encountered any of the artifacts yet. This was one reason I kept the meeting with Jeny, although I toyed with the idea of cutting it.</p><p></p><p>The PCs reached level 3 this session.</p><p></p><p>Note: I cut <strong>As Red as Blood,</strong> the encounter with the polymorphed redcaps. It just seemed too convoluted (how are they supposed to figure out why these ogres are acting so derpy?) and silly. And the bad grammar offended me--"I shall plucketh them," indeed!</p></blockquote><p></p>
[QUOTE="jayoungr, post: 7583801, member: 6702445"] [B]A Trip to the Quivering Forest part 2: DDAL04-01 & DDAL04-06[/B] After a week's break, we returned to our Ravenloft campaign. I made some substantial changes to this part of the module--starting with the fact that the PCs were able to visit Greenhall at all, of course! It enabled me to salvage quite a bit of "Suits of the Mists," however. [B]Greenhall[/B] The PCs escorted the traumatized young elf--she doesn't have a name in the module, so I named her Londra--back to Greenhall, where they spent the night. I described Greenhall as a small cluster of wooden buildings arranged in a quadrangle. The door of one building hung askew, with splatters of dark liquid around the doorframe. The largest building in the settlement had been turned into a healing hall, where the mad elf scouts from the earlier encounter, as well as eight or ten humans, were being cared for by a harried-looking woman with the help the two elf boys, Earlan and Nim'il. (If I'd thought of it, I should have had one of them be Londra's brother.) While the PCs rested, Derali explained how Ozzcar had assembled the druids to attempt to heal the curse on the land. Aya told her about the strange things they had seen on the way--the wagon with the tree growing through it and the fire thistles. [I]Derali:[/I] "We thought we were making progress, but the land has betrayed us. The forest grows twisted in form and spirit. The sun always hides behind clouds. Animals are larger and more threatening. That spider's nest was not there before the last storm, yet they had a dozen victims, and some of them seemed to have been there for months. The mists come every two or three days, bringing madness--people run off and either never return or are found without their wits. Some think Jeny Greenteeth is sending the mists; others think Lord Strahd is angry with us. But I think it is the land itself fighting against our efforts to cleanse it." While they talked, wails were heard from the distant woods. Derali explained that Jeny's part of the forest was said to be haunted. When morning came, Derali, looking worried, told the PCs that all of the search parties had returned except the one including Ozzcar himself. He had gone out with a young man named Hricu, intending to search up to the border of Jeny Greenteeth's territory, and she feared he might have stepped over the boundary and broken their agreement. [I]"We[/I] have pledged not to enter Jeny's part of the woods, but [I]you[/I] have made no such bargain," she told the PCs. "Will you search for him and bring him back, if you can?" She added that the border was guarded by fierce trees, and that they should not take a long rest in Jeny's territory if possible. [B]Roots, Bloody Roots[/B] I ran the combat pretty much straight from the module. Since I had a weak party, I only used one awakened tree, but I had the PCs find a hole where the roots of another one had been. They followed a trail of crushed and scorched vegetation until they came to a clearing outside a cave. There they found the burnt husk of another awakened tree and some footprints leading into the cave. [B]Angry Icicles & Shooting Stars[/B] Here I inserted the ice cave encounters from Mission 1 of "Suits of the Mists." Once the PCs rescued Hricu from the fire stirges, he explained that he and Ozzcar had been attacked at the edge of Jeny's territory. Hricu had been able to fight off the awakened tree with the help of his wand of fire, but Ozzcar had been chased across the border by needle blights, and Hricu was afraid of what might have happened after that. The PCs tried to convince him to go with them to find Ozzcar, but he adamantly refused to enter Jeny's domain, saying he would find his way back to Greenhall on his own. [B]I Dream of Jeny / Haggling with the Hag[/B] Here I blended the Jeny Greenteeth encounters from the two modules. The PCs continued onward and ran across Jeny leading Ozzcar on a leash, as in "Suits of the Mists." When they asked her to release him, she at first refused and then suggested they go back to her house to talk it over. When they arrived, the ghost was flying around the clearing; Jeny chased him off with a broom, and the rest of the scene proceeded as in "The Ghost." I changed the ghost's identity to that of Talaric Daoranov--the son of a local noble family who had once owned these woods. He had defied Jeny and perished horribly several hundred years earlier. Also, I mentioned that Jeny had come to Barovia from somewhere else in the world, but Strahd seemed content to let her do her thing as long as she didn't interfere with him. I also mentioned that Ozzcar appeared to be under an enchantment that prevented him from speaking. [B]Voices of the Past[/B] I ran part 3 of "The Ghost" (the mission to put Talaric's soul to rest) straight from the module. The only difference was that I changed the source of Talaric's concern from Phlan to his family (since he was the last of his line, they had all died out). Jeny kept her word and released Ozzcar, although he has still been unable to speak. The PCs all had the dream with the poem, which has puzzled them greatly, since they haven't encountered any of the artifacts yet. This was one reason I kept the meeting with Jeny, although I toyed with the idea of cutting it. The PCs reached level 3 this session. Note: I cut [B]As Red as Blood,[/B] the encounter with the polymorphed redcaps. It just seemed too convoluted (how are they supposed to figure out why these ogres are acting so derpy?) and silly. And the bad grammar offended me--"I shall plucketh them," indeed! [/QUOTE]
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