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Help me re-craft module H3!
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<blockquote data-quote="not_me" data-source="post: 3972714" data-attributes="member: 17085"><p>Goodday to all!</p><p></p><p>Recently I have run my gaming group through the old-school AD&D modules of H1 (Bloodstone Village) and H2 (the Mines of Bloodstone). It is now time to prepare module H3 (The Bloodstone Wars) and... well, I'm stuck!</p><p></p><p>Here's the rundown about my stuckness: Module H3 is basically a series of Battlesystem fights, ending with a short dungeon-y run through an assasin's training lair. We went the battlesystem route in H1, and it really did not work out well in the end. I could try to use the methods from Heroes of Battle, and that might be great for a large battle or two, but I don't think the players would be interested in a protracted set of large scale battles.</p><p></p><p>So here's my call for help and inspiration! </p><p></p><p>What can you suggest, point to, reccomend, design, etc to make a nifty medium-sized adventure to tie the gap between modules H2 and the upcoming H4? The only two points I'm thinking ought to be there is a romp through the Grandfather of Assasin's lair (taking him out of commision for a while) and a pointer or standoff that will set the stage for the party heading into Vaasa to begin H4.</p><p></p><p>Here's a page that describes the module if you're not familiar with it: <a href="http://forgottenrealms.wikia.com/wiki/The_Bloodstone_Wars" target="_blank">http://forgottenrealms.wikia.com/wiki/The_Bloodstone_Wars</a> The module had the characters moving to sell bloodstone from the re-opened mines, which prompts the subjugated barons of the south to begin a war against the Barony of Bloodstone. After a series of battlesystem battles, you stand victorious, find the location of the Assassin's lair (somehow), defeat him/them, then find a standoff with the armies from the north. </p><p></p><p>Something more intricate, crafted for high-level characters without being too hand-wavey to keep it from being too easy due to magic et al, is what I'm looking for. Amaze me! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>Thanks to all,</p><p></p><p>not_me</p></blockquote><p></p>
[QUOTE="not_me, post: 3972714, member: 17085"] Goodday to all! Recently I have run my gaming group through the old-school AD&D modules of H1 (Bloodstone Village) and H2 (the Mines of Bloodstone). It is now time to prepare module H3 (The Bloodstone Wars) and... well, I'm stuck! Here's the rundown about my stuckness: Module H3 is basically a series of Battlesystem fights, ending with a short dungeon-y run through an assasin's training lair. We went the battlesystem route in H1, and it really did not work out well in the end. I could try to use the methods from Heroes of Battle, and that might be great for a large battle or two, but I don't think the players would be interested in a protracted set of large scale battles. So here's my call for help and inspiration! What can you suggest, point to, reccomend, design, etc to make a nifty medium-sized adventure to tie the gap between modules H2 and the upcoming H4? The only two points I'm thinking ought to be there is a romp through the Grandfather of Assasin's lair (taking him out of commision for a while) and a pointer or standoff that will set the stage for the party heading into Vaasa to begin H4. Here's a page that describes the module if you're not familiar with it: [url]http://forgottenrealms.wikia.com/wiki/The_Bloodstone_Wars[/url] The module had the characters moving to sell bloodstone from the re-opened mines, which prompts the subjugated barons of the south to begin a war against the Barony of Bloodstone. After a series of battlesystem battles, you stand victorious, find the location of the Assassin's lair (somehow), defeat him/them, then find a standoff with the armies from the north. Something more intricate, crafted for high-level characters without being too hand-wavey to keep it from being too easy due to magic et al, is what I'm looking for. Amaze me! :D Thanks to all, not_me [/QUOTE]
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