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Greyhawk fans - How to fit older modules with Age of Worms
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<blockquote data-quote="Would-Be Heroes" data-source="post: 9725785" data-attributes="member: 7053577"><p>I'm running a multi-game campaign:</p><p></p><p>Game 1 - I am combining the Sasserine and Isle of Dread elements of "Savage Tide" and linking them to most of the parts of Tomb of Annihilation and setting the final (ToA) location in the Amedio Jungle near the basin of the Xatalati River. Also changing the shadow pearls from 'demonic' to 'necromantic' to coincide with Acererak's plan to inundate Oerth with undeath.</p><p>Also adding the Hidden Shrine of Tamoachan, because it's mentioned in the Savage Tide adventure path and is literally on the way. LOL</p><p>This one was the easiest one to merge.</p><p></p><p>(This game will end soonest and will transition to Game 4 - Age of Wyrms when an otherwise "neutral" lich (who was helping the G1 party initially) decides there's enough of a power vacuum (with Acererak gone) to decide to ramp up her own dreams of omnipotence...)</p><p></p><p>Game 2 - I am setting in the city of Cauldron (renamed San Citlan) and combining the non-demonic elements with a long-game of a slavery-smuggling ring (the Slavers series A1-A4) under the city as well as individual "flavour" elements from the Radiant Citadel and Golden Vault books (the Fiend of Hollow Mine and the Shard of the Accursed respectively) all of this leading to a necropolis-like destroyed city (Elatalhuihle in the Amedio Jungle) and a Spirit Naga with delusions of grandeur (Explictica Defilus, unless I can come up with a cool enough name) seeking to attain divinity through dark rituals by her yuan-ti and human cultist slaves... whose plan will kick into high gear when Game 1's finishes by ending the Soulmonger and killing a serpent avatar when confronting the Yuan-ti in THAT adventure path who are trying to resurrect Dendar the Night Serpent... all of this will lead to a final confrontation beneath the ziggurat at the heart of the necropolis in a 'serpentine' version of the demiplane that is Q1 Queen of the Demonweb Pits.</p><p></p><p>Game 3 - Ghosts of Saltmarsh (capturing the Sea Ghost will disconnect Saltmarsh from the slavery ring) and then connecting to a "deeper" (pun intended) plot with the Call From the Deep adventure path (DMsGuild) leading to an overall plot by an Obsidian dragon to attain divinity/immortality/great wyrm ascension ("Dragonglass" from DMsGuild) that will finish with the party confronting the dragon in a necrotic ruined post-apocalypse city in a long-dried cenote in the Sea of Dust.</p><p></p><p>AFTER THAT... one of the supplements describes a player race/species option as a "Tzinacanteca' (essentially bat-people)... and the Scarlet Brotherhood supplement describes Telaneteculi as a city-state controlled by a benevolent dictator spellcaster type who was cursed by the god of bats for trying to save his people from a plague... instead of making him a lycanthrope, I'll just make him a bat-person and keep the vampirism... essentially... "Curse of Strahd", but mezoamerican bat-people instead of the problematic "Vistani"/Romani people.</p><p></p><p>Whew.</p><p></p><p>Naturally with other side-quests and adventure hooks to not make the players feel railroaded (the WG1-3 Falcon series being set in Monmurg for Game 3, for example, as well as the Tomb of the Lizard King, Baltron's Beacon, "The Mud Sorcerer's Tomb" from Dungeon magazine, etc... and other adventures).</p><p></p><p>I'm using quite a few 'mezoamerican' stylized supplements by Legendary games, and other sources from DMsGuild (as well as my players) in addition to bits from TSR's "Maztica" to flesh out the regional stuff.</p></blockquote><p></p>
[QUOTE="Would-Be Heroes, post: 9725785, member: 7053577"] I'm running a multi-game campaign: Game 1 - I am combining the Sasserine and Isle of Dread elements of "Savage Tide" and linking them to most of the parts of Tomb of Annihilation and setting the final (ToA) location in the Amedio Jungle near the basin of the Xatalati River. Also changing the shadow pearls from 'demonic' to 'necromantic' to coincide with Acererak's plan to inundate Oerth with undeath. Also adding the Hidden Shrine of Tamoachan, because it's mentioned in the Savage Tide adventure path and is literally on the way. LOL This one was the easiest one to merge. (This game will end soonest and will transition to Game 4 - Age of Wyrms when an otherwise "neutral" lich (who was helping the G1 party initially) decides there's enough of a power vacuum (with Acererak gone) to decide to ramp up her own dreams of omnipotence...) Game 2 - I am setting in the city of Cauldron (renamed San Citlan) and combining the non-demonic elements with a long-game of a slavery-smuggling ring (the Slavers series A1-A4) under the city as well as individual "flavour" elements from the Radiant Citadel and Golden Vault books (the Fiend of Hollow Mine and the Shard of the Accursed respectively) all of this leading to a necropolis-like destroyed city (Elatalhuihle in the Amedio Jungle) and a Spirit Naga with delusions of grandeur (Explictica Defilus, unless I can come up with a cool enough name) seeking to attain divinity through dark rituals by her yuan-ti and human cultist slaves... whose plan will kick into high gear when Game 1's finishes by ending the Soulmonger and killing a serpent avatar when confronting the Yuan-ti in THAT adventure path who are trying to resurrect Dendar the Night Serpent... all of this will lead to a final confrontation beneath the ziggurat at the heart of the necropolis in a 'serpentine' version of the demiplane that is Q1 Queen of the Demonweb Pits. Game 3 - Ghosts of Saltmarsh (capturing the Sea Ghost will disconnect Saltmarsh from the slavery ring) and then connecting to a "deeper" (pun intended) plot with the Call From the Deep adventure path (DMsGuild) leading to an overall plot by an Obsidian dragon to attain divinity/immortality/great wyrm ascension ("Dragonglass" from DMsGuild) that will finish with the party confronting the dragon in a necrotic ruined post-apocalypse city in a long-dried cenote in the Sea of Dust. AFTER THAT... one of the supplements describes a player race/species option as a "Tzinacanteca' (essentially bat-people)... and the Scarlet Brotherhood supplement describes Telaneteculi as a city-state controlled by a benevolent dictator spellcaster type who was cursed by the god of bats for trying to save his people from a plague... instead of making him a lycanthrope, I'll just make him a bat-person and keep the vampirism... essentially... "Curse of Strahd", but mezoamerican bat-people instead of the problematic "Vistani"/Romani people. Whew. Naturally with other side-quests and adventure hooks to not make the players feel railroaded (the WG1-3 Falcon series being set in Monmurg for Game 3, for example, as well as the Tomb of the Lizard King, Baltron's Beacon, "The Mud Sorcerer's Tomb" from Dungeon magazine, etc... and other adventures). I'm using quite a few 'mezoamerican' stylized supplements by Legendary games, and other sources from DMsGuild (as well as my players) in addition to bits from TSR's "Maztica" to flesh out the regional stuff. [/QUOTE]
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