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Red Hand of Doom - need help modifying slightly
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<blockquote data-quote="Lord Zardoz" data-source="post: 3374532" data-attributes="member: 704"><p>Most of the customization issues for myself are going to be regarding how to make the adventure fit the established elements of my campaign better. I am not really worried about the hook except that since I already foreshadowed a big goblin uprising, it will be harder to keep the sense of astonished 'Holy Crap! A big Goblin Uprising'.</p><p></p><p>The customizations I want to make are as follows:</p><p></p><p>1) I need to work in events that will continue story elements particular to my campaign. One of the players has a Legacy weapon, and he will have a hard time powering it up in the context of this adventures time constraints. There are also elements of my players back stories that I wanted to get to between levels 5 and 10.</p><p></p><p>2) I want to introduce Draconians into the campaign, and this adventure is a good place for their first appearance. Deciding which encounters to tweak / modify, and what sorts of Draconians to use while keeping the CR of the encounters appropriate may be tricky.</p><p></p><p>3) Goblin related mythology is unusual on my world. Having goblins worship Tiamat / Takhisis is not something I had planned on. (In all fairness though, it could very well fit what the players have already experienced of goblins). I will probably want to tweak the goblin 'Wyrm Lords' to have them better reflect what goblins embody in my game. </p><p></p><p>4) There are only 10 individual dragons in my world, and only 3 or 4 of them are active. However, Dragons are also able to exist in multiple bodies at the same time. The idea behind this is that it allows me to have the players defeat dragons who later show up again. This means altering the existing dragons to account for this.</p><p></p><p>5) I had established the existence of a mysterious object that has 4 key stones that is sacred to goblins, and the players are already seeking the keystones. I told them that one of them was in the same general area as the goblin uprising. This was before I read the adventure. My original plan was to have the gate be the doorway to the planar prison of a very powerful goblin villain. But, this adventure already has the goblins releasing a great evil from another plane. I may want to alter that element of the story somehow.</p><p></p><p>6) I own the Book of Vile Darkness, and dammit, I want to use it. Customizing some of the significant spell casters in this adventure so that they use some spells from that book would fit very well.</p><p></p><p>My only real concern for this adventure is that many of the combat encounters are going to be tough, and while I do have 4 players, I often end up only having 3 show up because of 1 player or another being unable to make it. My current policy is to explain away their absence by whatever means is convenient. I cannot afford to cancel games for the absence of one player because it will kill my campaign. But I dont want the adventure to go off the rails because what was a tough encounter for 4 turns into a TPK for 3.</p><p></p><p>END COMMUNICATION</p></blockquote><p></p>
[QUOTE="Lord Zardoz, post: 3374532, member: 704"] Most of the customization issues for myself are going to be regarding how to make the adventure fit the established elements of my campaign better. I am not really worried about the hook except that since I already foreshadowed a big goblin uprising, it will be harder to keep the sense of astonished 'Holy Crap! A big Goblin Uprising'. The customizations I want to make are as follows: 1) I need to work in events that will continue story elements particular to my campaign. One of the players has a Legacy weapon, and he will have a hard time powering it up in the context of this adventures time constraints. There are also elements of my players back stories that I wanted to get to between levels 5 and 10. 2) I want to introduce Draconians into the campaign, and this adventure is a good place for their first appearance. Deciding which encounters to tweak / modify, and what sorts of Draconians to use while keeping the CR of the encounters appropriate may be tricky. 3) Goblin related mythology is unusual on my world. Having goblins worship Tiamat / Takhisis is not something I had planned on. (In all fairness though, it could very well fit what the players have already experienced of goblins). I will probably want to tweak the goblin 'Wyrm Lords' to have them better reflect what goblins embody in my game. 4) There are only 10 individual dragons in my world, and only 3 or 4 of them are active. However, Dragons are also able to exist in multiple bodies at the same time. The idea behind this is that it allows me to have the players defeat dragons who later show up again. This means altering the existing dragons to account for this. 5) I had established the existence of a mysterious object that has 4 key stones that is sacred to goblins, and the players are already seeking the keystones. I told them that one of them was in the same general area as the goblin uprising. This was before I read the adventure. My original plan was to have the gate be the doorway to the planar prison of a very powerful goblin villain. But, this adventure already has the goblins releasing a great evil from another plane. I may want to alter that element of the story somehow. 6) I own the Book of Vile Darkness, and dammit, I want to use it. Customizing some of the significant spell casters in this adventure so that they use some spells from that book would fit very well. My only real concern for this adventure is that many of the combat encounters are going to be tough, and while I do have 4 players, I often end up only having 3 show up because of 1 player or another being unable to make it. My current policy is to explain away their absence by whatever means is convenient. I cannot afford to cancel games for the absence of one player because it will kill my campaign. But I dont want the adventure to go off the rails because what was a tough encounter for 4 turns into a TPK for 3. END COMMUNICATION [/QUOTE]
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