Kalendraf
Explorer
If you plan to play the Dungeon #113 adventure entitled, "Practical Magic", please stop reading and leave this thread now. I'm going to attempt to keep things a bit vague unless you own the adventure, but I'm bound to give away some kind of spoiler!
I recently received my copy of Dungeon #113 and was intrigued by the adventure "Practical Magic". It's aimed at a 9th level party and is designed for the Forgotten Realms. Both of the parties I DM for are currently 9th level, and this could potentially be used for either of them with some modifications. I already have plans for my weekly group, so even though the level is about right, I don't need it for them. On the other hand, my monthly group is based in Geoff fighting against giants, but they could use a much-needed diversion like this for a session.
The problem is that the adventure is written for a coastal region and contain aquatic elements. In addition, it features a necromancer and many undead which I'd prefer not to incorporate. The monthly group recently battled against a necromancer so I'd prefer not to retread that. So why even bother with this adventure? I like the overall story which involves investigation along with many opportunities to roleplay to solve problems or interract with the NPCs. Also, I feel it can be adapted to fit in a land-locked region w/o too much work.
Some of the changes seem obvious and straight-forward. Replace the aquatic elves with regular elves. Change the mermaid seer to a human. Change the necromancer to a different type of specialist wizard. Some of these things have side-effects which need to be addressed:
A) Identity of Seer. I'm thinking of changing her to be a cleric of a supposed new religion that is slowly and secretly recruiting members from poor people living in the shanty town outside Hochoch, offering them a better way of life. They are lead to a remote location where these recruits are instructed in the ways of the faith (a bunch of bogus sayings & rituals). They tend to the grounds and grow enough food to support themselves, which is a vast improvement over the squalid conditions of the shanty town. Over time, they are "promoted" 1-by-1 to become missionaries of the faith and immediately after a meeting with the head cleric, they are "sent away" to spread the good word. Thus, no one questions their absence or whereabouts.
B) Seer's lair. No longer an aquatic environment. The new religion occupies an estate a distance from Hochoch. The seer claims that the building originally belonged to one of her maternal relatives, and she only recently moved here. In truth, this has been her home for many, many years.
C) Seer's reason for wanting to see specialist wizard dead. No longer a rival, but perhaps an adversary? Past encounter could explain this, but then why would each let the other live undisturbed? Need to hash this out.
D) Motive for specialist wizard's prior actions. Some kind of spell research, but not sure of the details yet.
E) Lair/Guards of specialist wizard. I'm going to make some drastic changes here. I'll probably shrink the size of this area and just have some humanoid and magical guards.
F) Specialist Wizard's main henchman. Changing this from an undead to a living humanoid with some of the same items or abilities.
G) Background of kidnapped wizardess. She was likely aiding the Duke's campaign to liberate Geoff, but exactly how I'm not sure. Possibly crafting an item, or perhaps using divination magic to spy on the enemy?
H) Current motive of kidnapped wizardess. This can probably stay the same as in the adventure. But I'm not sure this can explain she would hate the guy so much, though the kidnapping might be enough to explain it.
Otherwise, the general flow should stay the same. Party contacted -> Investigate missing wizardess -> Confront Bard -> Lead to Seer -> Confront Seer -> Lead to Specialist -> Confront Specialist. Possible to solve entire adventure without a single attack, but it's likely fights will break out in a few spots.
I'd be happy to get input about this idea for converting the adventure.
I recently received my copy of Dungeon #113 and was intrigued by the adventure "Practical Magic". It's aimed at a 9th level party and is designed for the Forgotten Realms. Both of the parties I DM for are currently 9th level, and this could potentially be used for either of them with some modifications. I already have plans for my weekly group, so even though the level is about right, I don't need it for them. On the other hand, my monthly group is based in Geoff fighting against giants, but they could use a much-needed diversion like this for a session.
The problem is that the adventure is written for a coastal region and contain aquatic elements. In addition, it features a necromancer and many undead which I'd prefer not to incorporate. The monthly group recently battled against a necromancer so I'd prefer not to retread that. So why even bother with this adventure? I like the overall story which involves investigation along with many opportunities to roleplay to solve problems or interract with the NPCs. Also, I feel it can be adapted to fit in a land-locked region w/o too much work.
Some of the changes seem obvious and straight-forward. Replace the aquatic elves with regular elves. Change the mermaid seer to a human. Change the necromancer to a different type of specialist wizard. Some of these things have side-effects which need to be addressed:
A) Identity of Seer. I'm thinking of changing her to be a cleric of a supposed new religion that is slowly and secretly recruiting members from poor people living in the shanty town outside Hochoch, offering them a better way of life. They are lead to a remote location where these recruits are instructed in the ways of the faith (a bunch of bogus sayings & rituals). They tend to the grounds and grow enough food to support themselves, which is a vast improvement over the squalid conditions of the shanty town. Over time, they are "promoted" 1-by-1 to become missionaries of the faith and immediately after a meeting with the head cleric, they are "sent away" to spread the good word. Thus, no one questions their absence or whereabouts.

B) Seer's lair. No longer an aquatic environment. The new religion occupies an estate a distance from Hochoch. The seer claims that the building originally belonged to one of her maternal relatives, and she only recently moved here. In truth, this has been her home for many, many years.
C) Seer's reason for wanting to see specialist wizard dead. No longer a rival, but perhaps an adversary? Past encounter could explain this, but then why would each let the other live undisturbed? Need to hash this out.
D) Motive for specialist wizard's prior actions. Some kind of spell research, but not sure of the details yet.
E) Lair/Guards of specialist wizard. I'm going to make some drastic changes here. I'll probably shrink the size of this area and just have some humanoid and magical guards.
F) Specialist Wizard's main henchman. Changing this from an undead to a living humanoid with some of the same items or abilities.
G) Background of kidnapped wizardess. She was likely aiding the Duke's campaign to liberate Geoff, but exactly how I'm not sure. Possibly crafting an item, or perhaps using divination magic to spy on the enemy?
H) Current motive of kidnapped wizardess. This can probably stay the same as in the adventure. But I'm not sure this can explain she would hate the guy so much, though the kidnapping might be enough to explain it.
Otherwise, the general flow should stay the same. Party contacted -> Investigate missing wizardess -> Confront Bard -> Lead to Seer -> Confront Seer -> Lead to Specialist -> Confront Specialist. Possible to solve entire adventure without a single attack, but it's likely fights will break out in a few spots.
I'd be happy to get input about this idea for converting the adventure.