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Scale of war synopsis??
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<blockquote data-quote="Pbartender" data-source="post: 4920396" data-attributes="member: 7533"><p>Really, not that much, as far as I can see. You just have to keep your eyes open for them, otherwise you'll be caught off guard when one of your players asks the inevitably revealing question, like, "Brass key? What brass key?"</p><p></p><p>Here's a list of a few of the changes that I made to <em>Rescue at Rivernroar</em>. Most of them are due to the placement of the Elsir Vale into my own half-homebrew setting. The rest are there because of my own personal aesthetics toward the plot -- they don't necessarily need to be there, but it makes the plot look "prettier" to me.</p><p></p><p>[sblock]</p><ol> <li data-xf-list-type="ol">The adventure path begins nearly 40 years after Red Hand of Doom. I wanted the characters from the previous campaign to still be around, and to have grown into important NPCs in the region: Sir Harvey as the Earl of Castle Vraath, Kouda Palliacanus as the Lord Warden of Brindol, Loriandril as the Archbishop at the Cathedral of Pelor, Agaemon the Warmage as Grandmaster of the Order of the Golden Wyvern, Brother Lawrence has become the Abbot of the newly dedicated Cuthbertian Abbey, and so on. Also, I wanted the SoW characters to have grown up after the war in an orphanage that was built originally to house orphans of the Red Hand War.</li> <li data-xf-list-type="ol">As mentioned above, the Lord Warden of Brindol is Kouda Palliacanus, formerly an Elf (now Eladrin) Rogue from the RHoD campaign we played a few years back. This forms a solid link between the two campaigns.</li> <li data-xf-list-type="ol">Mirtala is the cook at the orphanage the PCs grew up in. That let me pull their hearts strings just a little bit.</li> <li data-xf-list-type="ol">Rivenroar is the ruins of an Eladrin Castle that ruled a small kingdom in the Vale shortly after the fall of the Anaulian Empire (at which point, the split into Eladrin/Elves/Drow happened), several thousand years ago.</li> <li data-xf-list-type="ol">With the exception of the undead, all the non-goblinoids at Rivenroar are mercenaries that were hired by Sinruth through "the Emissary". That simply made more sense to me. Plus, it led to a roleplaying situation in which the PCs parleyed with some of the less-than-perfectly-loyal mercenaries who weren't willing to fight to the death. The professionally friendly gnome mercenaries will show up again later.</li> <li data-xf-list-type="ol">Which reminds me... In my game, "the Emissary" is Lareth the Beautiful. This is another link to a previous campaign. In the very first campaign (about 6 years ago real time, maybe 200 years ago in game time) we ever played in this setting, I ran the players through the Village of Hommlet, and he became a bit of a recurring villain. He'll be a big reveal later in the campaign.</li> <li data-xf-list-type="ol">Also, I rewrote the Emissary's letter to better reflect those two changes. I felt the letter was a little too melodramatic in its wording for my tastes, and so I made it a little more business-like.</li> <li data-xf-list-type="ol">I clarified the agreement between Sinruth and the undead... Sinruth provides live captives for the undead to "eat", and the undead allow him to use the crypts as a base of operations. Plus, the undead will provide additional "security" in the crypts, though they will not accompany him on raids.</li> <li data-xf-list-type="ol">I hinted that the castle that can be seen through the "broken" portal is Castle Ravenloft.</li> <li data-xf-list-type="ol">Finally, I switched the "rededicated" altars in the Rivenroar family crypt from Bane to Tiamat. In the context of the adventure and the campaign, it made more sense.</li> </ol><p>[/sblock]</p><p></p><p>Nothing earth-shattering, and certainly no major changes to the encounters, the dungeon or the plot. Mainly, just a few changes in window dressings to make it mesh together a little better with the overall plot and with my setting.</p></blockquote><p></p>
[QUOTE="Pbartender, post: 4920396, member: 7533"] Really, not that much, as far as I can see. You just have to keep your eyes open for them, otherwise you'll be caught off guard when one of your players asks the inevitably revealing question, like, "Brass key? What brass key?" Here's a list of a few of the changes that I made to [I]Rescue at Rivernroar[/I]. Most of them are due to the placement of the Elsir Vale into my own half-homebrew setting. The rest are there because of my own personal aesthetics toward the plot -- they don't necessarily need to be there, but it makes the plot look "prettier" to me. [sblock] [list=1][*]The adventure path begins nearly 40 years after Red Hand of Doom. I wanted the characters from the previous campaign to still be around, and to have grown into important NPCs in the region: Sir Harvey as the Earl of Castle Vraath, Kouda Palliacanus as the Lord Warden of Brindol, Loriandril as the Archbishop at the Cathedral of Pelor, Agaemon the Warmage as Grandmaster of the Order of the Golden Wyvern, Brother Lawrence has become the Abbot of the newly dedicated Cuthbertian Abbey, and so on. Also, I wanted the SoW characters to have grown up after the war in an orphanage that was built originally to house orphans of the Red Hand War. [*]As mentioned above, the Lord Warden of Brindol is Kouda Palliacanus, formerly an Elf (now Eladrin) Rogue from the RHoD campaign we played a few years back. This forms a solid link between the two campaigns. [*]Mirtala is the cook at the orphanage the PCs grew up in. That let me pull their hearts strings just a little bit. [*]Rivenroar is the ruins of an Eladrin Castle that ruled a small kingdom in the Vale shortly after the fall of the Anaulian Empire (at which point, the split into Eladrin/Elves/Drow happened), several thousand years ago. [*]With the exception of the undead, all the non-goblinoids at Rivenroar are mercenaries that were hired by Sinruth through "the Emissary". That simply made more sense to me. Plus, it led to a roleplaying situation in which the PCs parleyed with some of the less-than-perfectly-loyal mercenaries who weren't willing to fight to the death. The professionally friendly gnome mercenaries will show up again later. [*]Which reminds me... In my game, "the Emissary" is Lareth the Beautiful. This is another link to a previous campaign. In the very first campaign (about 6 years ago real time, maybe 200 years ago in game time) we ever played in this setting, I ran the players through the Village of Hommlet, and he became a bit of a recurring villain. He'll be a big reveal later in the campaign. [*]Also, I rewrote the Emissary's letter to better reflect those two changes. I felt the letter was a little too melodramatic in its wording for my tastes, and so I made it a little more business-like. [*]I clarified the agreement between Sinruth and the undead... Sinruth provides live captives for the undead to "eat", and the undead allow him to use the crypts as a base of operations. Plus, the undead will provide additional "security" in the crypts, though they will not accompany him on raids. [*]I hinted that the castle that can be seen through the "broken" portal is Castle Ravenloft. [*]Finally, I switched the "rededicated" altars in the Rivenroar family crypt from Bane to Tiamat. In the context of the adventure and the campaign, it made more sense.[/list][/sblock] Nothing earth-shattering, and certainly no major changes to the encounters, the dungeon or the plot. Mainly, just a few changes in window dressings to make it mesh together a little better with the overall plot and with my setting. [/QUOTE]
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