Adventure Path Three: You'd Do...

diaglo said:
how many of the 2edADnD adventures do you own?

iirc,

the first suggestion sounds a lot like the FR adventure Hordes of Dragonspear ... or maybe it was I14 Swords of the Iron Legion.


the second one could be accomplished with Return of the Eight for 2edADnD Greyhawk. for Duty and Deity for 2edADnD FR.

but my memory is a mess.

That's my problem. The old memory isn't what it used to be. A lot of those old adventurers had some weird bits in them too.
 

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Steel_Wind said:
I'm talking about 1 line in a stat block. That's it. One line. If space was that much of a premium - they could go back to the older stat block format

Hell - subscript it under the Name of the critter and there are no space issues at all:

"Gol #36" or that horrible space wasting "UD #22", for example. This is not a space issue. Get serious.
I didn't see anything to suggest it would be "1 line in a stat block" - neither in your post nor in any previous attempts in Dungeon. In fact, every attempt that I've seen in Dungeon when minis have been listed has been a rather large, space-wasting section with questionable value in a magazine in which space is an extremely valuable commodity. [I agree that including only one line in a stat block would certainly be acceptable, though. However, your shorthand was somewhat meaningless to me - so count me as skeptical.]

But I assure you, I am perfectly serious. Thanks for your concern, though!

As for limited maps? Why would it effect maps in the least? Do them exactly as they are doing them now. No changes needed or requested. I don't get this at all.
Then I guess you have limited experience with how minis have been integrated into Dungeon magazine (and WotC modules in general) in regards to maps. Needless to say, history has shown that every time minis have been explicitly incorporated, the maps have been both limited and dreadful.

But that's okay if you "don't get this at all". You don't really need to. In any case, I'd definitely look forward to the maps not being affected, but history has shown me quite clearly that this won't be the case - and I have no reason nor evidence to believe it would be different in the future.

The only beef of any merit is the suggestion that this would limit the creature choices in terms of potential foes in the module. While that is true to some degree, it's really not THAT bad you know.

By the time AP III is due out, we'll have - what 11 or 12 XPs out for D&D Minis at that point? That's about 680-700 miniatures to choose from. I think people can live with those restrictions.
I'm not interested in any restrictions - just like how it is now. Thanks, but no thanks.
 

Dr. Awkward said:
[*]The Far Realms! Reality is starting to fray around the edges. The material plane bears the brunt of the damage as the expiry date on the multiverse looms and madness threatens to overwhelm everything with its corrupting influence. The PCs must figure out what's happening and why, and then figure out how to stop it. Lots of alienists, gibbering mouthers, and other agents of madness like the way things are going just fine, and oppose the PCs' efforts. This would probably work really well in Ebberon, what with the Daelkyr (or however it's spelled) already major villains. Lots of Lords Of Madness material available to cram in here.

[*]Githyanki Incursion. 'Nuff said.

I love these. When you gonna write 'em? ;)
 

Well, something that would be relatively easy to port into various settings (Greyhawk, FR, Eberron, etc.) is key. I'm scavenging a few maps & NPCs from the both APs, but not whole modules.

Big bads not based on undead or fiends would be a nice change. No cults works well as well.

One idea:
... How about something along the lines of Ultima 4: a quest. Not a "go stop the BBEG and save the world" style quest, but simply "find the Book of Exalted Deeds" &/or "find the Regalia of Good", etc. Have it take the PCs from levels 1 to 20 on order to complete the quest.

The PCs can encounter hardships along the way (maybe even competition), but nothing really along the lines of a major force/faction/cult devoted to stopping them from succeeding, per se. And, hopefully, part of the reward of completing the quest was the quest itself.

Another idea:
... Or, ala Ultima 5, the goal is restoring the rightful ruler (or heir) to the throne. Perhaps a coup d'etat recently occured, or there is a civil war over who will claim the throne since the last ruler (peacefully) died without a heir (or with too many heirs), or, ala Robin Hood or Ultima 5, the ruler has failed to return from a quest of his/her own.

Politics, power struggles, espionage, etc. The PCs are brought in because they either know the right (or wrong) people, they are acting on their beliefs, or because they want ensure that the nation doesn't falter from the power struggle.

And finally:
... Fighting crime/conquest, though not with the evil cult angle. Maybe an organization (like the Red Wizards, Black Network, Scarlet Brotherhood, Emerald Claw, etc.) already established, or perhaps a new one that's a rising threat. Lust for more worldly (or Prime Material) wealth & power is the goal, but not necessarily using outright war to achieve the means. Perhaps terrorism, financial takeovers, blackmail, choice assassinations, etc.

It could stay within a city, but then again, why not spread it out amongst various cities/locales? The organization assassinates a noble here, allowing their mole to ascend to the noble's post. Said noble hikes up tariffs on trade with 1 nation (a nation trying to stop the organization) and lowers tariffs with another nation (already corrupted by the organization). At the same time, certain businesses suddenly flourish while their competitors suffer losses. The nation/city trying to stop the organization, running low on capital, can't maintain its defenses against another hostile nation--a nation which winds up making an allegiance with the corrupt nation; etc.

The PCs could travel from locale to locale, trying to piece together evidence of the network's involvement, all the while staving off attempts on their lives.

For another twist, don't use dopplegangers or magic disguises--have the villains be as plain as day (as they want to be, that is). And don't use an "evil" race (ala drow, orcs, duergar, etc.) either--make the enemy able to blend into the various societies easily.

A dragon could work nicely as an evil mastermind, or (IMHO, even better) as a member of a coalition (maybe even just an ally). A non-spellcaster for the BBEG would be a nice change (maybe even a BBEG w/ 20 levels in aristocrat or something like that).

Just a few ideas....
 

JoeGKushner said:
After watching Lord of the Rings again, one of the things I wouldn't mind seeing if some type of scenario where the players have to help defend a fort. It's a pretty popular theme in fantasy movies ranging from Willow to The Two Towers. Heck, it doesn't even have to be a fortress as the Seve nSamurai or the end of Conan the Barbarian proved that you just need a turf of land to defend.

One of the best Basic D&D adventures was “Night’s Dark Terror”. And the best part of that adventure was defending the homestead from the goblin tribes. There was a poster map of the home stead, a time line of certain events and strategies for the goblins. It was a ball every time I ran that adventure. It really is good enough to run again.

I have borrowed that idea a few times for more recent games and they have been successes. So it can be done. I would love to see better minds then my own interpret that model of a siege. Great idea. Really!
 

One strength of the adventure path was the dedication to local that built up NPC’s and created a sense of belonging. When I introduced my players to SC I was met with a little push-back over the idea that they would be “tied” to one location. By now they have just finished “Zenith” and can’t wait to get back home. They wouldn’t want it any other way.

So what I would like to continue to see is a local based game. Every game I have run for the last twenty years had the players running from one country to another. SC really helped me see the benefits of having a home base, one that gets built upon each adventure.
 


Well, a few things myself and my players would lie...Since the Aaqa has featured prominently in APII, perhaps a revisit to the War with the Queen of Chaos...I know that is asking alot...

Another is...and Eric Boyd...chime in...2 words....Skyfire War...
 

Given some of the comments here, how about an AP with Druids as the BBEGs.
That would
1) take it out of the dungeon
2) open it up for interesting locales with a variety of environmental conditions
3) allow for a range of alignments (LN/CN/N/NE/NG) for the various bad guys
4) not depend on undead or demons
5) could be used with creepy far realms twisted stuff
6) give all those mounted combat characters something to do

What I would like to see is more lead time in world specific conversion notes. The AoW notes are pretty good but still lacking in a few areas, primarily because they don't account for the next episode in the path as well as I would like (it would be nice if the at least the type of location needed for each episode were known far enough in advance so that they could be incorporated more easily).
 

Evil Lycanthropes are slowly conquering the Beastlands, Sentient animals are fleeing to the Prime Material Plane.

Campaign starts as PC’s dealing with a (not so) simple rat infestation at level 1, and they slowly come to realize there is much more at stake.
 

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