Azure Trance
First Post
My campaign is taking a wild turn tonight. We're going to end a traditional adventure module and take it for a freeform ride, mostly because the group ingredients have changed from pro-human, pro-religious to pro-goblin, pro-combat. I'm looking for some ideas on what I can do for some starters, since roughly the first half to third of tonights sessions will be finishing the adventure. For your information, the adventure if The Longest Night and the campaign setting is in the Iron Kingdoms. Many of the adventures I own aren't that well suited since there are no humans, or even demihumans involved.
The player characters are at the moment:
They are a bit aways from their natural tribal territory, so I can't do anything involving their clans yet (a strange creature in the wilderness, an annual hunt, etc) I've four hours to go, and I'd appreciate any useful commentary. Thanks!
The player characters are at the moment:
- Gobber (Goblin) Druid Level 3 (ECL 3) / NG
- Trollkin (Troll-Analogue) Barbarian 1 / Fighter 1 (ECL 3) / CN
- Trollkin (Troll-Analogue) Barbarian 1 / Fighter 1 (ECL 3) / CG
They are a bit aways from their natural tribal territory, so I can't do anything involving their clans yet (a strange creature in the wilderness, an annual hunt, etc) I've four hours to go, and I'd appreciate any useful commentary. Thanks!
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