hawkeyefan
Legend
Could you explode the basic setting out a bit, so to speak? Like take the Dessarin Valley and transpose that to the Outlands. Spread out the sites of the "haunted keeps" from the module as written to different areas of the Outlands. So the Feathergale Tower could overlook the caverns of thought near Ilsensene's Realm, and so on. And then have portals to the corresponding temples and place those in a fitting location (Pandemonium for Howling Hatred, maybe City of Brass for the fire cult, etc.)
That spreads things out to a planar scope but keeps the actual progression and flow of the module as written. So the majority of reworking is to just make the NPCs more suited to the Planes/Outlands than to Red Larch/Dessarin Valley. It also leaves plenty of room for side quests or additional encounters.
I think the suggestion to use the Doomguard as being involved with the Elder Elemental Eye/Tharizdun makes sense. I could see the Sensates being interested in the Feathergale Society. There are some other possibilities in there, but I think connecting too much of the adventure to the Sigil Factions would only serve to distract and also add to the adventure's major flaw, which is that it's a bit repetitive (surface organization operating in the valley is actually a front for the elemental cult working in the temple underground). If each cult is linked to a faction, that adds another level of repetition. So I'd limit it to the Doomguard, if you wanted to. Go with that idea, and then maybe some other very minor Faction connections.
That spreads things out to a planar scope but keeps the actual progression and flow of the module as written. So the majority of reworking is to just make the NPCs more suited to the Planes/Outlands than to Red Larch/Dessarin Valley. It also leaves plenty of room for side quests or additional encounters.
I think the suggestion to use the Doomguard as being involved with the Elder Elemental Eye/Tharizdun makes sense. I could see the Sensates being interested in the Feathergale Society. There are some other possibilities in there, but I think connecting too much of the adventure to the Sigil Factions would only serve to distract and also add to the adventure's major flaw, which is that it's a bit repetitive (surface organization operating in the valley is actually a front for the elemental cult working in the temple underground). If each cult is linked to a faction, that adds another level of repetition. So I'd limit it to the Doomguard, if you wanted to. Go with that idea, and then maybe some other very minor Faction connections.