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<blockquote data-quote="meomwt" data-source="post: 5208581" data-attributes="member: 47885"><p>I've gone even further: I decided that I'd write my own AP. </p><p></p><p>Yes, I know, I must be mad. Hear me out. </p><p></p><p>Basically, I started out the campaign with the PC's working in the Militia for a small town which had seen an increase in attacks from a nearby tribe of goblins. Having been instrumental in fending off an attack, they were sent to find out why the goblins were behaving in this way. </p><p></p><p>My over-arching plot has them beating up the goblin leaders and discovering that there is a new priest in town; following clues to an enemy castle and infiltrating it before a bunch of envoys from other tribes arrive; finding out that the priest in the goblin tribe wasn't alone and that there's a human cell in a nearby city; cleansing a nearby village of cultist troops; following clues into a major Dungeon Crawl to retrieve an Artifact to use against the Cult; before finding the location of their hidden Temple and storming the Inner Wards. </p><p></p><p>In amongst all the Cult stuff, there is also personal stories of a conflict involving a Thief who turns Assassin and undertakes a bloody revenge, a Bard who is not all he seems, and the morality of mercenaryness. It should take them all the way up to 15th level if it all works out. </p><p></p><p>Now, it would be silly to write all that out in advance, so I have been keeping <u>just</u> ahead of where the players are, so as to better tailor encounters or plotlines as things progress. </p><p></p><p>As it happens, the PC's jumped ahead of the Path (as it were), choosing to go to the Village overtaken by Cultists ahead of their trip to the City. It's meant re-jigging some encounters to take account of level differences and changing over bits of plot which were in the wrong order. And we're playing in another DM's game right now, which means I have been able to play catch-up and improve the Village encounters significantly. There are now opportunities for side-quests in that area if they want them, though they won't be essential to the plot. </p><p></p><p>Check out <a href="http://www.enworld.org/forum/blogs/meomwt/2336-campaign-notebook-1-genesis-arc.html" target="_blank">Genesis and An Arc</a> (which looks at where my AP started) and <a href="http://www.enworld.org/forum/blogs/meomwt/2492-campaign-notebook-2-libram-brickos.html" target="_blank">Libram of BRICKOs</a> (the tools I've been using) in my Blog to see what my design methods have been. When I get time in between writing the next adventure, I should add further updates. </p><p></p><p>Hope this helps!</p></blockquote><p></p>
[QUOTE="meomwt, post: 5208581, member: 47885"] I've gone even further: I decided that I'd write my own AP. Yes, I know, I must be mad. Hear me out. Basically, I started out the campaign with the PC's working in the Militia for a small town which had seen an increase in attacks from a nearby tribe of goblins. Having been instrumental in fending off an attack, they were sent to find out why the goblins were behaving in this way. My over-arching plot has them beating up the goblin leaders and discovering that there is a new priest in town; following clues to an enemy castle and infiltrating it before a bunch of envoys from other tribes arrive; finding out that the priest in the goblin tribe wasn't alone and that there's a human cell in a nearby city; cleansing a nearby village of cultist troops; following clues into a major Dungeon Crawl to retrieve an Artifact to use against the Cult; before finding the location of their hidden Temple and storming the Inner Wards. In amongst all the Cult stuff, there is also personal stories of a conflict involving a Thief who turns Assassin and undertakes a bloody revenge, a Bard who is not all he seems, and the morality of mercenaryness. It should take them all the way up to 15th level if it all works out. Now, it would be silly to write all that out in advance, so I have been keeping [U]just[/U] ahead of where the players are, so as to better tailor encounters or plotlines as things progress. As it happens, the PC's jumped ahead of the Path (as it were), choosing to go to the Village overtaken by Cultists ahead of their trip to the City. It's meant re-jigging some encounters to take account of level differences and changing over bits of plot which were in the wrong order. And we're playing in another DM's game right now, which means I have been able to play catch-up and improve the Village encounters significantly. There are now opportunities for side-quests in that area if they want them, though they won't be essential to the plot. Check out [URL="http://www.enworld.org/forum/blogs/meomwt/2336-campaign-notebook-1-genesis-arc.html"]Genesis and An Arc[/URL] (which looks at where my AP started) and [URL="http://www.enworld.org/forum/blogs/meomwt/2492-campaign-notebook-2-libram-brickos.html"]Libram of BRICKOs[/URL] (the tools I've been using) in my Blog to see what my design methods have been. When I get time in between writing the next adventure, I should add further updates. Hope this helps! [/QUOTE]
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