The Adventure Path modules by WotC

Grayhawk

First Post
I'm building a new campaign around The Adventure Path modules by WotC - The Sunless Citadel, The Forge of Fury, etc.

I'm taking a cue from Andy Collins' Bloodlines Campaign, and placing the modules in a world of my own making, and I will also 'space them out' by intersecting other modules in between (like The Ettin's Riddle from the WotC site).

Here's my question:

To those of you who have played through The Adventure Path modules (especially the first 4), what did you do to string them together?

Which parts of the modules did you change/feel should have been changed?

Which parts worked especially well?

So far I've bought The Sunless Citadel, The Forge of Fury and The Standing Stone, skipping The Speaker in Dreams due to some lackluster reviews I've seen. But in another thread on this board I just saw The Speaker in Dreams being toted as a great module. Any comments?

All input is greatly appreciated

:)
 

log in or register to remove this ad

There are flaws in the AP, that's true. However, I've played thorugh the entire campaign and I don't think anything is unfixable. Mind you, I haven't read anything but I guess a good DM (especially one with some foresight) can make a great campaign with the modules. Even including Speaker in Dreams.
 

before skipping speaker in dreams completely based upon reviews, give it a quick read-through at your FLGS. especially with the additional free web enhancement material from the wotc website--this was the adventure my group had the most fun with. it's a challenge to dm [what city adventure isn't?] but also the most rewarding.
 

darkbard said:
before skipping speaker in dreams completely based upon reviews, give it a quick read-through at your FLGS. especially with the additional free web enhancement material from the wotc website--this was the adventure my group had the most fun with. it's a challenge to dm [what city adventure isn't?] but also the most rewarding.
If you use psionics it needs an extensice rewrite IMO... some of the antagonists just scream psionics as opposed to sorcerers.

I just used custom adventure leads. A local baron who they rescued once, then they were friendly with him, then he started giving them assignements and leads to adventures.
 

A friend and occasional DM has used the Speaker in Dreams module. It was an enjoyable adventure, but I guess that is because he "cut down 90% of the combats, altered the setting and NPCs, added new NPCs, and basically just used the general idea in the module and a few encounters and NPCs". He also altered it for a party of 2 level-14 PCs and a level 7 NPC.
 

Funny, Standing Stone is generally the module I would consider skipping or majorly altering. Speaker in Dreams just needs an intelligent DM IMO who can keep the pace interesting for his particular group.
 

I ran Sunless Citadel as the start of my campaign, with some changes.

SEMI-SPOILERS BELOW















I changed the "dragonpriest" monster in SC from a troll to a dragonkin; the initial encounter I ran straight as written except for the critter's appearance. When he'd taken enough subdual damage to go down, the poor 1st-level characters shoved him back into his crypt and ran like hell ... meaning I could have him come back later! Mwuuhuuhahahaa....

When he returned, he'd been beefed up a bit to a cleric/sorcerer and Calcryx, Meepo's, er, pet, had become the dragonpriest's familiar. (When I ran SC, they found the frozen remains of Meepo on their way back out of the dungeon.)

Also, the paladin who'd been absorbed by the Gulthias tree survived, fallen, and now has a vendetta against Gulthias. Part of his quest for atonement is to join the PCs as they go through Heart of Nightfang Spire and slay Gulthias himself. However, he's still fighting with his alignment. He's currently lawful neutral, and how the scenario goes when I run it will determine whether he gets back to lawful good, or descends into lawful evil.

-The Gneech
 

Well for Speaker in Dreams my DM added in a bit of material from Tournaments, Fairs, and Taverns and gave the players a chance to run through some games.
 

I have not run a Speaker in Dreams, but I have been a player in a campaign that featured it. I found it to be a very enjoyable adventure from a players standpoint. The adventure requires a skilled DM however, as it is a city adventure with multiple plot threads that intertwine and don't seem to be related at 1st.
 

Standing stone I heavily re-wrote for my campaign. I used many of the NPC's and the town, but changed the plot completely. Oddly enough, my players' new characters had to go back to Ossington recently to find a certain NPC there from the adventure - Tully.

So though I did plenty of changes, I've probably gotten the most use out of "Standing Stone".

"Speaker" would have been too twinkish for my particular campaign (Birthright).
 
Last edited:

Remove ads

Top