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What makes a good adventure for DM's?
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<blockquote data-quote="Treebore" data-source="post: 1468760" data-attributes="member: 10177"><p>I am using Rappan Athuk in my current campaign. I agree it doesn't have a tight backstory that sets it up so you want, or need, to go in again and again. There is a very broad story arc with the temples of Orcus and several key NPC's. I adapted by integrating several plotlines that will require going into RA to retrieve kidnap victims, stolen merchandise, and a lost holy weapon they will be charged with recovering. These will eventually require eliminating the temples of Orcus.</p><p></p><p>I am also integrating several other modules that the core of my campaign will rotate around. Like the Lost City of Barakus (my whole campaign is based on Necromancer modules) has a city, Endhome, that is a large and thriving trade city. This city, along with Don Eamon from the Grey Citadel will be my main campaign cities around which RA, Tomb of Abysthor, and Barakus will be based. The city of Endhome encounters are very freeform, they told me who the major players are and what they are up to. When it comes time to run it I adjust their base stats to accomodate the parties level. The only other adjusting I had to do was decide where to locate everything on the Wilderlands campaign map. </p><p></p><p>Religious changes, or adaptations, are the only other work I have to do. Which is pretty easy since I am using the Book of the Righteous as the basis for the WL pantheon. The only real worries I have from this point is the treasure given in the modules. They tend to give out more than I would like.</p><p></p><p>That is the only kind of work I usually have to do on modules. Only NeMoren's Vault required more work.</p><p></p><p>So my checklist is:</p><p></p><p>Update deity info to fit my campaign</p><p>Locate in a geographically appropriate locale (especially for the Grey Citadel)</p><p>Write plot threads to integrate module into overall campaign arc</p><p>Check treasure levels</p><p>Make sure monsters/encounters are appropriate for my party/players abilities.</p><p></p><p>I rarely need to do any more than this with any module. Deciding to do this whole campaign based on Necro modules made the whole process a bit easier as well.</p><p></p><p>Since it is 3.0 I also need to update it with what I adapted from 3.5, which isn't much.</p></blockquote><p></p>
[QUOTE="Treebore, post: 1468760, member: 10177"] I am using Rappan Athuk in my current campaign. I agree it doesn't have a tight backstory that sets it up so you want, or need, to go in again and again. There is a very broad story arc with the temples of Orcus and several key NPC's. I adapted by integrating several plotlines that will require going into RA to retrieve kidnap victims, stolen merchandise, and a lost holy weapon they will be charged with recovering. These will eventually require eliminating the temples of Orcus. I am also integrating several other modules that the core of my campaign will rotate around. Like the Lost City of Barakus (my whole campaign is based on Necromancer modules) has a city, Endhome, that is a large and thriving trade city. This city, along with Don Eamon from the Grey Citadel will be my main campaign cities around which RA, Tomb of Abysthor, and Barakus will be based. The city of Endhome encounters are very freeform, they told me who the major players are and what they are up to. When it comes time to run it I adjust their base stats to accomodate the parties level. The only other adjusting I had to do was decide where to locate everything on the Wilderlands campaign map. Religious changes, or adaptations, are the only other work I have to do. Which is pretty easy since I am using the Book of the Righteous as the basis for the WL pantheon. The only real worries I have from this point is the treasure given in the modules. They tend to give out more than I would like. That is the only kind of work I usually have to do on modules. Only NeMoren's Vault required more work. So my checklist is: Update deity info to fit my campaign Locate in a geographically appropriate locale (especially for the Grey Citadel) Write plot threads to integrate module into overall campaign arc Check treasure levels Make sure monsters/encounters are appropriate for my party/players abilities. I rarely need to do any more than this with any module. Deciding to do this whole campaign based on Necro modules made the whole process a bit easier as well. Since it is 3.0 I also need to update it with what I adapted from 3.5, which isn't much. [/QUOTE]
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