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How do you go about creating an adventure?
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<blockquote data-quote="der_kluge" data-source="post: 1095507" data-attributes="member: 945"><p>Interesting thread!</p><p></p><p>I'm not even sure I have an answer. I'm working on a campaign now, and I started with some basic premise - the PCs land on a forgotten continent and explore it. My basic idea was that I wanted the PCs away from civilization, and in a lost wilderness, with lots of dungeons, and it was going to be relatively high level. The first module I found that fit this category was MonkeyGod's Black Ice Well, which I could use relatively easy and adapt for my own needs. Then, they came out with Hellstone Deep, which is for even higher levels (18-20), and so I intend to culminate my campaign with that module. So, the rest is just a matter of filling in all the details and tying it all together. I have to build out a huge history to explain everything, and I also picked up Sword And Sorcery's Requiem for the Gods, and have tied in the death of two gods in the past that have affected the land a bit. That's given me some great ideas, and added even more interested scenarios, and more depth to the history and plot than I had before.</p><p></p><p>So, in this case, I started with a module, and then another, and then built up a huge story around it, modified some things to suit me, and then expanded it out. </p><p></p><p></p><p>Last big campaign I ran was 2nd edition, and the basic premise was formed from some items in the Book of Artifacts - someone had Johydee's mask, and was using it to infiltrate the political system of a large kingdom. The PCs had to find the Monocle of Bagthalos to root him out, but no one knew where it was, so they had to find the Herald of Mei Lung to read about where it was, and then travel there, and then travel back to the city with it to find the BBEG. So, that entire campaign was formed around a couple of items in the Book of Artifacts.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 1095507, member: 945"] Interesting thread! I'm not even sure I have an answer. I'm working on a campaign now, and I started with some basic premise - the PCs land on a forgotten continent and explore it. My basic idea was that I wanted the PCs away from civilization, and in a lost wilderness, with lots of dungeons, and it was going to be relatively high level. The first module I found that fit this category was MonkeyGod's Black Ice Well, which I could use relatively easy and adapt for my own needs. Then, they came out with Hellstone Deep, which is for even higher levels (18-20), and so I intend to culminate my campaign with that module. So, the rest is just a matter of filling in all the details and tying it all together. I have to build out a huge history to explain everything, and I also picked up Sword And Sorcery's Requiem for the Gods, and have tied in the death of two gods in the past that have affected the land a bit. That's given me some great ideas, and added even more interested scenarios, and more depth to the history and plot than I had before. So, in this case, I started with a module, and then another, and then built up a huge story around it, modified some things to suit me, and then expanded it out. Last big campaign I ran was 2nd edition, and the basic premise was formed from some items in the Book of Artifacts - someone had Johydee's mask, and was using it to infiltrate the political system of a large kingdom. The PCs had to find the Monocle of Bagthalos to root him out, but no one knew where it was, so they had to find the Herald of Mei Lung to read about where it was, and then travel there, and then travel back to the city with it to find the BBEG. So, that entire campaign was formed around a couple of items in the Book of Artifacts. [/QUOTE]
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