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The thread where I review a ton of Ravenloft modules
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<blockquote data-quote="der_kluge" data-source="post: 9343558" data-attributes="member: 945"><p>For those who are curious to know what my campaign looks like, this is what I've constructed.</p><p></p><p>The first session is one of my own creation. I'm still working on it, but I'm planning on starting the PCs off in an Insane Asylum. Somewhat inspired by Bleak House, I suppose. The PCs awaken there with absolutely no memory of who they were, or how they got there. They are aware of a couple of items in their possession - these will be keys and mist talismans that will take them to some of the various quests I have lined up.</p><p></p><p>[SPOILER="Background"]A Mind Flayer has made a bet with a nobleman. The nobleman bets the mind flayer that he can't take random, boring, scared peasants from around the domains and turn them into heroes. The mind flayer bets that he can. So, he rounds up a butcher, a baker, a candlestick maker, whatever, and replaces all their memories with "I am a cleric", or "I am a wizard", etc. He then kind of works behind the scenese to kind of move them from adventure to adventure (Where needed), in order to turn them into actual heroes. At the culmination of the campaign, the PCs will have finally gathered enough clues as to who their mysterious benefactor is, and upon entering the noble's estate, will see the nobleman paying the mind flayer 1 GP for losing the bet.</p><p></p><p>Yes, my campaign is inspired by Trading Places, and the nobleman and the mind flayer are Randolpha and Mortimer.[/SPOILER]</p><p></p><p>Here's the outline I have so far.</p><p></p><p></p><p>The Insane Asylum. The PCs are given various items that lead them to some of their next quests - like keys, and mist talismans.</p><p></p><p>"Night of the Walking Dead" (1-3) needs some work, but the city is great, and the swamp is a perfect place to start here.</p><p> The PCs head to Port d'Elhour, in order to procure a boat off the island</p><p> On the way to Port d'Elhour - "Peer Amid the Waters" (advance to level 2)</p><p> They get invited to a game in "The Spottle Parlor"</p><p> Maybe "Undying Justice" - maybe have the inn patron working for this family somehow</p><p> "Cedar Chest" might also be a solid adventure to place here, and could be posted on a job board.</p><p> PCs get a ride on "The Sea Wolf", which takes them to Richemulot (advance to level 3)</p><p> Here, a key they have leads them to the "House of Lament"</p><p> Also, they encounter the seamstress in "Invisible Stalker"</p><p> The party is hired by the villain in "The Last Dance" -or- they visit "Death House"</p><p> Somehow, the party then gets to Mordentshire (advance to level 4)</p><p> They could visit "Nightshade" here</p><p> A good place for "A Scarlett Kiss" (advance to level 5)</p><p> I can place "Castles Forlorn" here</p><p> "Lady of the Mists" segues nicely with this one (advance to level 6)</p><p> I could conclude with The Evil Eye, which is truly an epic adventure.</p></blockquote><p></p>
[QUOTE="der_kluge, post: 9343558, member: 945"] For those who are curious to know what my campaign looks like, this is what I've constructed. The first session is one of my own creation. I'm still working on it, but I'm planning on starting the PCs off in an Insane Asylum. Somewhat inspired by Bleak House, I suppose. The PCs awaken there with absolutely no memory of who they were, or how they got there. They are aware of a couple of items in their possession - these will be keys and mist talismans that will take them to some of the various quests I have lined up. [SPOILER="Background"]A Mind Flayer has made a bet with a nobleman. The nobleman bets the mind flayer that he can't take random, boring, scared peasants from around the domains and turn them into heroes. The mind flayer bets that he can. So, he rounds up a butcher, a baker, a candlestick maker, whatever, and replaces all their memories with "I am a cleric", or "I am a wizard", etc. He then kind of works behind the scenese to kind of move them from adventure to adventure (Where needed), in order to turn them into actual heroes. At the culmination of the campaign, the PCs will have finally gathered enough clues as to who their mysterious benefactor is, and upon entering the noble's estate, will see the nobleman paying the mind flayer 1 GP for losing the bet. Yes, my campaign is inspired by Trading Places, and the nobleman and the mind flayer are Randolpha and Mortimer.[/SPOILER] Here's the outline I have so far. The Insane Asylum. The PCs are given various items that lead them to some of their next quests - like keys, and mist talismans. "Night of the Walking Dead" (1-3) needs some work, but the city is great, and the swamp is a perfect place to start here. The PCs head to Port d'Elhour, in order to procure a boat off the island On the way to Port d'Elhour - "Peer Amid the Waters" (advance to level 2) They get invited to a game in "The Spottle Parlor" Maybe "Undying Justice" - maybe have the inn patron working for this family somehow "Cedar Chest" might also be a solid adventure to place here, and could be posted on a job board. PCs get a ride on "The Sea Wolf", which takes them to Richemulot (advance to level 3) Here, a key they have leads them to the "House of Lament" Also, they encounter the seamstress in "Invisible Stalker" The party is hired by the villain in "The Last Dance" -or- they visit "Death House" Somehow, the party then gets to Mordentshire (advance to level 4) They could visit "Nightshade" here A good place for "A Scarlett Kiss" (advance to level 5) I can place "Castles Forlorn" here "Lady of the Mists" segues nicely with this one (advance to level 6) I could conclude with The Evil Eye, which is truly an epic adventure. [/QUOTE]
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