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D&D Older Editions, OSR, & D&D Variants
"A Light In The Belfry" conversion to 4E
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<blockquote data-quote="sabrinathecat" data-source="post: 6268697" data-attributes="member: 89838"><p>OK, I'm running this mod on MythWeavers. Just started.</p><p></p><p>Set-up.</p><p>As mentioned, from lvl1, the first encounter was against a low-level follower of the Cult of Mor'Grath. Every other adventure has had another member of the cult being annoying, doing the basic evil things necromancers do. Raising armies from cemeteries, robbing towns for supplies, etc.</p><p></p><p>So at 6th level, the party is approached by a patron who asks them to escort his caravan of settlers to refound the lost town of Avonleigh. Avonleigh has been mentioned a time or two in the past. Seems that the occasional crazy person will wander into town claiming to have been there, but no proof, and frequently a feeble grip on reality. The Patron is trusting the party to guard the caravan, with promises of rewards when the caravan reaches the old site. He is sending one of his trusted advisers, hidden among the settlers, to help.</p><p></p><p>The assistant greats them right away, not wanting to fuss too much about the secrecy once the caravan gets started. 3 or 4 minor battles along the road to keep the players awake while the party is traveling for 2-6 weeks. Keep track of how much time the raids delay the party, just to keep them alert. The assistant will be throwing around lots of Lightning and weather magic (storm sorceror). He gets more and more excited the closer the party gets to Avonleigh. Unseasonal storms on the horizon get more and more intense. When the caravan arrives at the hill overlooking the valley where Avonleigh stood, the assistant hands them their reward, and a bolt of lightning lands in the middle of the party.</p><p></p><p>When the flash/glare dies down, they are on the hill, looking down into the ruins of the old settlement of Avonleigh. It was smashed and destroyed a long time ago, and there are no signs of anyone living there. Lots of destroyed buildings, broken rooftops etc. The only sign of life is a faint light on the other side of the woods.</p><p>This leads to the Phantasmal Forest. Throw a light-weight encounter here to keep the party moving. basically a lvl4-5 encounter with insubstantial creatures. During the fight, they cry out with the crimes they committed, or the crimes committed against them. Be creative. Have fun. Some will be innocent--really crank up the wailing for that one. If the party stops for anything longer than a single short rest, throw another encounter at them. Maybe slightly harder. The Phantasmal Forest is supposed to be a dangerous place.</p><p></p><p>The light is from the top of the manor house where the rest of the mod takes place. There is a 10 foot slate wall around the house, with rusting iron gates. Pretty much what follows directly in the module itself. More details when I get there.</p><p></p><p>For fun, I started building the manor house and grounds in Maya. Not in mind-blowing detail--just roughly. A couple of dimly lit images have helped set the mood nicely for the PbP version of the game.</p></blockquote><p></p>
[QUOTE="sabrinathecat, post: 6268697, member: 89838"] OK, I'm running this mod on MythWeavers. Just started. Set-up. As mentioned, from lvl1, the first encounter was against a low-level follower of the Cult of Mor'Grath. Every other adventure has had another member of the cult being annoying, doing the basic evil things necromancers do. Raising armies from cemeteries, robbing towns for supplies, etc. So at 6th level, the party is approached by a patron who asks them to escort his caravan of settlers to refound the lost town of Avonleigh. Avonleigh has been mentioned a time or two in the past. Seems that the occasional crazy person will wander into town claiming to have been there, but no proof, and frequently a feeble grip on reality. The Patron is trusting the party to guard the caravan, with promises of rewards when the caravan reaches the old site. He is sending one of his trusted advisers, hidden among the settlers, to help. The assistant greats them right away, not wanting to fuss too much about the secrecy once the caravan gets started. 3 or 4 minor battles along the road to keep the players awake while the party is traveling for 2-6 weeks. Keep track of how much time the raids delay the party, just to keep them alert. The assistant will be throwing around lots of Lightning and weather magic (storm sorceror). He gets more and more excited the closer the party gets to Avonleigh. Unseasonal storms on the horizon get more and more intense. When the caravan arrives at the hill overlooking the valley where Avonleigh stood, the assistant hands them their reward, and a bolt of lightning lands in the middle of the party. When the flash/glare dies down, they are on the hill, looking down into the ruins of the old settlement of Avonleigh. It was smashed and destroyed a long time ago, and there are no signs of anyone living there. Lots of destroyed buildings, broken rooftops etc. The only sign of life is a faint light on the other side of the woods. This leads to the Phantasmal Forest. Throw a light-weight encounter here to keep the party moving. basically a lvl4-5 encounter with insubstantial creatures. During the fight, they cry out with the crimes they committed, or the crimes committed against them. Be creative. Have fun. Some will be innocent--really crank up the wailing for that one. If the party stops for anything longer than a single short rest, throw another encounter at them. Maybe slightly harder. The Phantasmal Forest is supposed to be a dangerous place. The light is from the top of the manor house where the rest of the mod takes place. There is a 10 foot slate wall around the house, with rusting iron gates. Pretty much what follows directly in the module itself. More details when I get there. For fun, I started building the manor house and grounds in Maya. Not in mind-blowing detail--just roughly. A couple of dimly lit images have helped set the mood nicely for the PbP version of the game. [/QUOTE]
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