What do you mean by 'too twinkish'?King_Stannis said:"Speaker" would have been too twinkish for my particular campaign (Birthright).
Drawmack said:I recomend skipping Bastion of Unborn Souls (or somthing like that is it's title). It's not an adventure it's a training manual for killing an 18th level party.
Drawmack said:I recomend skipping Bastion of Unborn Souls (or somthing like that is it's title). It's not an adventure it's a training manual for killing an 18th level party.
Thanks for pointing me to that. I read it up until The Heart of Nightfang Spire, and it was a good read.Nail said:Have you read the "Story Hours" that feature the Adventure Path series? They give some excellent, in-depth, unique ways of running the modules.
Try an ENBoards favorite: Wulf Ratbane's story hour. It's a good read.
I'll check that out!WizarDru said:My Story Hour (here) uses the first two core modules...
That's excactly what I've been planning and currently am working on. Do you have any specifics you would want to share? (Like a NPC from a later module you introduced in an earlier one, and how.)Oghma said:I've done (and am doing) the connect-the-modules style of campaign management, and I've come up with some things that really help make the campaign tie together.
Go through the modules you will use, and make a list of all the NPC's and important events that occur before each module. Figure out ahead of time where each module will (or *can*) take place.
Have the players meet NPC's from module #3 during module #1. Drop hints about events or history from module #4 during module #2. Even better, have an NPC from a later module become a friend to the characters, so that later on, when bad things happen to the NPC, the characters get involved to help out a character they know well.
Even better, have several modules of similar EL or level available, and leave hints for all of them. This gives the players more choice in where their characters go. You can always re-orient them to a later module if you need to.
Sometimes a location from a module can become the players main base, which is great if the location is detailed enough in the module.
Hope these ideas help!
Thanks for the offer, but I've already bought 3 of the Adventure Paths modules and have decided on using them. Maybe next time...Kryndal Levik said:In my honest opinion, I think you'd probably get more bang for your buck out of some of the Necromancer Games "campaign" modules. I'm in the process of linking together Vault of Larin Karr with Hall of the Rainbow Mage, and I think it's going to turn out really well- granted, you need some filler between levels in some cases (especially in the beginning), but essentially those two adventures will take your party most of the way through to 10th level.
I'd be happy to share how I'm linking them, if you're interested...
I too played the NWN adaptions of the first two modules. These are still the only ones finished, right?WizarDru said:A nice touch in the NWN adaption of the modules is that while in "Forge of Fury' you find that the Duergar are, in fact, working for Imperagon, who is the afore-mentioned "Lord of the Iron Fortress."

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.