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[DUNGEON] The Second Adventure Path series of modules!

Re: Re: ...

Thomasson said:


No. We're using the default D&D (Greyhawk) pantheon, but I specifically asked my authors to avoid Greyhawk locations. I'm hoping this will do several things. Chiefly, I want my authors to avoid feeling at all tied down by Greyhawk continuity, I want to keep any readers from feeling that they can't use any of the modules if they don't play Greyhawk, and I want to leave my authors free to create new and interesting D&D elements. The adventures might include a smidgen of technomagic, for example, an element you can ignore if you're not into it, but also something that adds a new level of depth to the module. I prefer not to think of the new Adventure Path as generic, but more as a way to spawn a new, functional campaign world. (No, we're not trying to create a new campaign setting, per se, but the setting will be functional for the purposes of the Adventure Path.)

Chris, thanks for the reply! It's very nice to know your thinking behind the new Adventure Path.

I hope this actually starts a trend - after you've finished with this Adventure Path, you can start on a third, then a fourth, etc. Apart from anything else, Dungeon is a resource for teaching new DMs how to construct modules - and seeing an interlinked campaign series in its pages will be absolutely excellent!

I prefer to think of Greyhawk as being a setting to which you can add elements. I'm currently running two campaigns there, I contribute material to Canonfire!, and I really love the setting - but I do believe that this approach of a internal consistency to the new Adventure Path modules that is not necessarily canonical Greyhawk is a good one.

If, however, you could do a FR Adventure path and a GH Adventure path series in the future.... that'd be nice. :)

Cheers!
 

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Re: Re: ...

Thomasson said:


No. We're using the default D&D (Greyhawk) pantheon, but I specifically asked my authors to avoid Greyhawk locations. I'm hoping this will do several things. Chiefly, I want my authors to avoid feeling at all tied down by Greyhawk continuity, I want to keep any readers from feeling that they can't use any of the modules if they don't play Greyhawk, and I want to leave my authors free to create new and interesting D&D elements. The adventures might include a smidgen of technomagic, for example, an element you can ignore if you're not into it, but also something that adds a new level of depth to the module. I prefer not to think of the new Adventure Path as generic, but more as a way to spawn a new, functional campaign world. (No, we're not trying to create a new campaign setting, per se, but the setting will be functional for the purposes of the Adventure Path.)

Although I understand your strategy, this is exactly what turned me cold about the first adventure path. The lack of continuity between all modules. I still think that it would hurt to include a sugestion of localities for placing the adventure in Greyhawk, so I could track the party movements along the continent.

It appears that Greyhawk as a standard setting is nothing more than a limited sample of the Pantheon. I wonder if it wouldn't be better to be even more generic and forget the Greyhawk's deities in those products. One could refer to a generic diety by a simple phrase stating his main interrest and domains, without ever naming him (e.g. a god such as Zeus could be described as God of Lightining, Ruler of Gods, domains: air, trickery, and war [No, I have no idea of how Zeus was portraited in Deites & Demigods])
 

Re: Re: Re: ...

Ron said:


Although I understand your strategy, this is exactly what turned me cold about the first adventure path. The lack of continuity between all modules. I still think that it would hurt to include a sugestion of localities for placing the adventure in Greyhawk, so I could track the party movements along the continent.

I think that'd be a great idea! It'd make both the generic camp and the Greyhawk fans happy.

So, what are the odds?
 

Placing the Adventure Path Modules.. POSSIBLE SPOILERS

<br><br><br>
Placing the Adventure Path Modules is actually very easy, even in a very developed setting like Forgotten Realms. Attached is a map of a region in the Silver Marches where I am setting the modules.

My PCs are just about to complete the Sunless Citadel and move on to the Forge of Fury. The timeline of the Forge fit nicely into Realms History, with its founding being the exact year that the Battlehammers were driven out of Mithral Hall. Change Durgeddin to Durgeddin Battlehammer... and there you go. The other modules are just as easy to fit in. The Mind Flayer in Speaker in Dreams comes from the Illithid city of Oryndoll... The other modules fit in nicely as well.

Just takes a little time and attention to detail :)

I did change the Church of the Elements to a placed called Torilstone.

You will notice the following:
Oakhurst (Sunless Citadel)
Blasingdel and The Glitterhame (Forge of Fury)
Brindinford (Speaker in Dreams)
Ossington (Standing Stone)
Nightfang Spire (Heart of Nightfang Spire)
Deep Horizon (Desmodu Caverns)
The Sleeping Tower ( That sleeping cult from Bastion of Broken Souls)
Torilstone (The Church of Elements from Bastion of Broken Souls)



Ren
 

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I agree that adding a suggestion on where to place the adventure in Greyhawk wouldn't be a bad idea. But hey, since we're talking ideas, why not also add to that sidebar a quick and easy conversion to make it work with the Forgotten Realms as well. I'm not saying that I prefer the Realms to Greyhawk (in fact I haven't used the realms in over 10 years, which is less than the 1 year its been since I've used Greyhawk), but since we're going for making everyone happy, why not do this as well.

Overall I usually prefer generic adventures so that you can place them wherever, but it does start to get a bit difficult when the map shows a mountain range, but the rest of the terrain doesn't fit with anything resembling the mountains on the map you are using.

Other than that, I think this is a great thing. I like to see continuiity between adventures.
 

...

Renshai, that is a great map and i can see that generic
modules can be easily placed in any world.
(i will prob use that thanks :) )

BUT

I find it continually frustrating how WotC has the liscence
to the two most popular settings ie GH and FR and they do
nothing with them regarding adventures :(

There are so many D20 companies out there doing generic
adventures, why do we need the Big Honcho doing them also?

I love greyhawk (i like FR too) and want to see some
cool adventures done for the setting (like RTTOEE)
[havent seen CoTSQ for FR yet]

I like the Adventure Path series, I like adventures to continue
on so you have one great campaign to play.

But making them generic makes them dull (my opinion)
I dont want to create my own new world (im lazy and not very
creative or imaginative :D)

I want FR and more importantly *GH* specific adventures
that i can play and make my characters feel part of the setting...

I know that they are available in Dungeon Magazine but im
not interested in spending my money on something that ill
only use maybe 10 pages out of.

I would rather spend my money on great well written modules
that are set in either FR or GH. That way i pay for what im getting, it doenst become a sort of lucky dip every month :roll:

It just erks me that WotC has the liscence to these two settings
and they do nothing with them, especially Greyhawk which i love...


The Fool
 

i picked up the magazine the other day, and decided to go ahead and use the adventure to start a new game. Im planning on starting it in the Realms down near the lake of steam region (on the golden road looks good) Since i havent used the realms much, any suggestions on adapting the adventure for FR? :)

thanks!
 

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