Jacob Lewis
Ye Olde GM
This is part of a series about expanding the classic D&D adventure from 4th Edition, Reavers of Harkenwold. I initially started this project on another forum. But after a bit of encouragement and positive response, I've decided to share it here. The first thread of this project can be found here.
Even though I am writing specifically for 4th edition, most of the information here is usable with any version or game system. I don't think I need to explain that, but it seems that people sometimes forget. I hope to convince others that an older edition is still a viable option, no matter which one you prefer. We don't need tools, or support, or permission, if we have the books and the desire to continue enjoying them.
I'd love to have more discussions with those who want to share their ideas and their passion for adventure design, 4th edition, and D&D. Your responses and participation in this thread tell me that there is interest and appreciation for me to continue posting this series.

Introduction
Reavers of Harkenwold chronicles the Iron Circle's invasion of Harkenwold. Despite being the central antagonist of the plot, the Iron Circle is presented to us with just enough information and detail needed to run this two-part adventure. With a brief overview, we get an idea of who they are, where they're from, and what they've done. What I see missing are any real motives (i.e. why are they doing this specifically, and why this particular place), how they got to where they are, and what their next plans might be. They are just there, seemingly waiting for someone (i.e the player characters) to do something about it.
This is similar to how the Empire was introduced in the original Star Wars film. We don't know anything about the Empire itself. We don't know why they're doing what they do. But we know that they are the bad guys and that they must be stopped. That may work fine for a couple movies (or an adventure designed for no more than two levels of play). But eventually we're gonna want to learn more, especially when we find the villains might be at least as interesting as the main characters. Even more important if we plan to see them strike back.
For this stage of my plans, I will look for more ideas to expand the role of the Iron Circle in this adventure. I want to keep them as the primary nemesis throughout this part of the campaign, so I will need to include or create more level-appropriate challengers in their ranks. But at the same time, I don't want to overload the adventure with too many same-suited adversaries. Resources from other source books will help ease the burden of creating too much content on my own.
I will also look ahead towards the next arc of the campaign, which lead players to the Madness at Gardmore Abbey adventure. Despite being months away, I want to include strong clues and hooks that will lead characters naturally towards the next storyline. If done properly, this will give players a greater sense of foreshadowing and continuity. It is certainly better than having a one-sided conversation with a quest-giving NPC who just points players where they should go next.
I'll worry about a third campaign arc when I begin working on a second one. Right now, I'm focusing only on the first with eyes towards the second. By the time I'm done with these, I should have enough of a foundation to support more than a few ideas. It also leaves room for more player input who should be settled in and more familiar with the campaign, the setting, and having me for a Dungeon Master.
Part I: The Iron Circle || Part II: The Iron Circle (cont.) || Part III: The Fell Court || Part IV: The Ashmadai || Part V: Gardmore Abbey
Related Thread Links
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Main: Revisiting Reavers of Harkenwold
2: Building the Adventure Outline || Part I: The (Original) Adventure Synopsis || Part II: Just Add the Starter Set || Part III: The Revised Synopsis (Part I) || Part IV: Regarding Eladrins, Elves, and Goblins || Part V: TBA
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