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Lets convert APs storyline to AiME
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<blockquote data-quote="Lancelot" data-source="post: 7444273" data-attributes="member: 30022"><p>Interesting that you didn't mention the one that I think would be "easiest" to convert (for some value of the word "easy"...): <strong>Curse of Strahd</strong>.</p><p></p><p>The problem with most of the APs is they're too high-magic, and too combat-heavy. What's AiME about? Audiences, Journeys, the fight against the shadow (which is often subtle and corrupting), etc...</p><p></p><p>The early phases of Tomb of Annihilation (exploration, interactions at the port) might be semi-suitable, but things go straight off the rails as soon as the party hits Omu. Nine temples filled with traps and puzzles? A multi-level deathtrap dungeon? That's no good for Middle Earth. You can't even substitute Dol Guldur for the Tomb; at least not if you're trying to stick with a Middle Earth feel. Dol Guldur is a place you go to die. The Mirkwood Campaign makes it clear that not even the White Council entered into the Hall of the Necromancer itself, and the amount of psychic and shadow damage you take even climbing the steps to it would destroy most heroes.</p><p></p><p>As for the others: demon lords, multiple dragons, hordes of elementals... naah.</p><p></p><p>But let's talk about <strong>Curse of Strahd</strong>. There are fewer combat encounters, for a start. That's good. There are points-of-light villages under siege by darkness. Excellent - that's very appropriate. There are miseries, and horrors, and elements of corruption. Perfect - we have an avenue for using the Shadow rules!</p><p></p><p>The hags become village witches, corrupted by Sauron. Strahd could be a genuine vampire (i.e. one of the lesser maia spirits, corrupted by the enemy) or, ambitiously, you could make him one of the nazgul. His castle could be a crumbling dunedain fortification from lost Arnor. You could substitute Bree for one of the villages. Super-conveniently, there are three villages in Barovia... and Tolkien mentions that there are other nearby villages to Bree (Staddle, Combe and Archet). So, that's the location.</p><p></p><p>As for enemies, trim back on the combat encounters a bit and remove the more outre stuff (angels, flesh golems...). But Bree is near the Barrow Downs, so we have an excuse for a lot of the undead - they're barrow wights and restless spirits. Any blights become corrupted treants, with evil druids being servants of darkness attempting to corrupt the forest.</p><p></p><p>For Audiences, there are plentiful NPCs in Curse of Strahd... many of whom are important figures like vistani elders or village burgomeisters. For Journeys, there's plenty of travel implied in the map - although you might want to adjust the AiME journey rules to account for the shorter distances. For example, a journey of 5 miles in Barovia might count as a "long journey".</p></blockquote><p></p>
[QUOTE="Lancelot, post: 7444273, member: 30022"] Interesting that you didn't mention the one that I think would be "easiest" to convert (for some value of the word "easy"...): [B]Curse of Strahd[/B]. The problem with most of the APs is they're too high-magic, and too combat-heavy. What's AiME about? Audiences, Journeys, the fight against the shadow (which is often subtle and corrupting), etc... The early phases of Tomb of Annihilation (exploration, interactions at the port) might be semi-suitable, but things go straight off the rails as soon as the party hits Omu. Nine temples filled with traps and puzzles? A multi-level deathtrap dungeon? That's no good for Middle Earth. You can't even substitute Dol Guldur for the Tomb; at least not if you're trying to stick with a Middle Earth feel. Dol Guldur is a place you go to die. The Mirkwood Campaign makes it clear that not even the White Council entered into the Hall of the Necromancer itself, and the amount of psychic and shadow damage you take even climbing the steps to it would destroy most heroes. As for the others: demon lords, multiple dragons, hordes of elementals... naah. But let's talk about [B]Curse of Strahd[/B]. There are fewer combat encounters, for a start. That's good. There are points-of-light villages under siege by darkness. Excellent - that's very appropriate. There are miseries, and horrors, and elements of corruption. Perfect - we have an avenue for using the Shadow rules! The hags become village witches, corrupted by Sauron. Strahd could be a genuine vampire (i.e. one of the lesser maia spirits, corrupted by the enemy) or, ambitiously, you could make him one of the nazgul. His castle could be a crumbling dunedain fortification from lost Arnor. You could substitute Bree for one of the villages. Super-conveniently, there are three villages in Barovia... and Tolkien mentions that there are other nearby villages to Bree (Staddle, Combe and Archet). So, that's the location. As for enemies, trim back on the combat encounters a bit and remove the more outre stuff (angels, flesh golems...). But Bree is near the Barrow Downs, so we have an excuse for a lot of the undead - they're barrow wights and restless spirits. Any blights become corrupted treants, with evil druids being servants of darkness attempting to corrupt the forest. For Audiences, there are plentiful NPCs in Curse of Strahd... many of whom are important figures like vistani elders or village burgomeisters. For Journeys, there's plenty of travel implied in the map - although you might want to adjust the AiME journey rules to account for the shorter distances. For example, a journey of 5 miles in Barovia might count as a "long journey". [/QUOTE]
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