low monster/magic adventures

Eben

First Post
In most d20 adventures typical monsters, magic items, wizards, spells, ... are a key element in the plot. I have no problem with that, but I'm having a hard time finding adventures that will fit a non-typical D&D-esque fantasy setting, say the Wheel of Time setting.
Has anyone had this same feeling? What adventures can you use in a world that has no vampires lurking in ancient dungeons, evil wizards throwing curses galore, elves searcing for long lost heirlooms, ...?
 

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Eben said:
In most d20 adventures typical monsters, magic items, wizards, spells, ... are a key element in the plot. I have no problem with that, but I'm having a hard time finding adventures that will fit a non-typical D&D-esque fantasy setting, say the Wheel of Time setting.
Has anyone had this same feeling? What adventures can you use in a world that has no vampires lurking in ancient dungeons, evil wizards throwing curses galore, elves searcing for long lost heirlooms, ...?

I run this kind of PBEM game. Some ideas:

Make sure PCs start off at 1st level and make XP hard to come by.

City-based adventures with thugs, rogues, city guards, & guard animals - dogs, cheetahs, etc.

Use a lot of different human opposition, make them weak (low-level warriors, little or no magic) but devious and cunning.

Have occasional magic be nasty and scary - Conan & Fafhrd/Mouser tales make good inspiration.
 

Eben,

Replace all the monsters with humans in the modules.

So Keep on the Borderlands has a network of caves outside that are inhabited by ... bandits. And in the "Giant" module series the party is attcking ... a barbarian horde.

That should get you started.
 

I suggest taking a peek at Old One's Faded Glory thread in the Story Hour forum. Beyond some particularly nasty rats and a few zombies, the primary foes have been humans, humanoids, and the occasional pitfall ;) . His campaign world is very low magic, low treasure, and incredibly well designed.
 

You can use some monsters but build them up with tales and legends again. Not the same old orcs again. Have one dragon with many legends about him or something along those lines..

The other comments were good too...

Mike
 

[In most d20 adventures typical monsters, magic items, wizards, spells, ... are a key element in the plot.

Actually, they aren't key elements when you look a bit more closely. Sure, they're everywhere, but they're rarely necessary. As BiggusGeekus pointed out, you can replace the monsters with human bandits, and nothing changes.

In some cases, of course, the magic is integral to the plot, and things won't make sense without it. For a low-magic campaign then, eliminate all the monsters and magic treasure except those few elements that the plot hinges upon.
 

Seems like useful tips. Thanks. The main thing I worry about is keeping things challenging and exciting. If you would look at it, I think you'll find that adventures (modules) can all be classified into a limited number of types. Introducing different monsters or arcana make the same sort of adventure just a bit different.
If you go low magic you need a strong overall plot. A hack and slash interlude in a dungeon is not really that exciting when every foe is more of the same.
Won't keep me from trying though! Thanks again.
 

The key to a campaign where you aren't constantly going toe-to-toe with bigger and badder monsters is roleplaying. Get your players interested in the world around them, have them deal with the same NPCs more than just once. Both friends AND enemies. An archenemy who keeps getting away or sends henchmen after the party occasionally is great fun. What's beautiful -when it works- is to have the party actually start to LIKE some NPC; the healer priest in town that raised one of them after a battle, the merchant who buys their loot, the innkeeper, etc. Then have the villain MURDER the NPC! Make sure there's a reason for it. When they find out who's behind it, the party will get FURIOUS at the villain! ("Now it's personal!!") Never mind it isn't a dragon sitting on a pile of gold and magic items, they want a piece of this guy! This can be tough to pull off -PCs are notorious for throwing spanners into these kinds of plotlines- but it will be one of your fondest DM memories if you can pull it off.

The big trick in these kinds of campaigns is to not make the foes stupid. They don't need to be geniuses, but they should be at least clever. Even a band of 5-10 goblins can be dangerous if they're just a little bit organized. I once designed a "Hobgoblin Platoon" where the only magic was a Cure Light Wounds potion that the leader had. This platoon of 10 -without ambush- nearly defeated a mounted party of 4th level adventurers (Druid, Fighter, Rogue & Illusionist). Simple tactics can go a long way.

-my 2 cp
 
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The main thing I worry about is keeping things challenging and exciting. If you would look at it, I think you'll find that adventures (modules) can all be classified into a limited number of types. Introducing different monsters or arcana make the same sort of adventure just a bit different. If you go low magic you need a strong overall plot. A hack and slash interlude in a dungeon is not really that exciting when every foe is more of the same.

Fortunately, 3E gives you many ways to customize those "more of the same" enemies. Think how much you can do by mixing up the Classes and Levels of enemies, which Feats they have, etc. Archers, pikemen, and knights are all just Human Fighters, but they're very, very different.

Most importantly, vary where fights happen (on a bridge, in the woods, along a cliff) and why (not just "you open the door and see three...brigands"). If the heroes stumble into a room with the archvillain, it's not quite as dramatic as if he's already killed some of their friends/redshirts/spearcarriers.
 
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Never forget nature's fury. An occasional sandstorm, or blizzard is always a good filler.

Set up situatons where the PCs have to use their diplomacy, sense motive, gather information, etc. skills. Allow them some kind of story award for doing so succesfully.

Various guilds are good foe menacing foes. Having to sneak into secure locations allows for the use of climb, hide, and move silently. Don't forget the traps. Traps are a good alternative to monsters.
 

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