Tomb of the Giants: Combining Classics


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Expedition to the Barrier Peaks Oracle (S3 + N2):

A group of seven robots approaches. They are following the passageway east, and are making good time, neither tarrying nor running. Their heads are expressionless. One is dressed as a cleric of some sort, and another is dressed as a traveling drummer. The others could be peasants or serfs going from one location to another for the harvest season. Each carries some sort of weapon. It is plain that they are not police robots by their haphazard way of rolling. They do not seem to be joking loudly or singing as they advance

Return to the Temple of the Dragons of the Spider Queen: no description needed- the DM opens the book, reads the first bit of boxed text, and the players' character sheets disintegrate

Vecna lives in Ravenloft!: see above
 
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Bastion of Broken Orcs and Pies: All across the prime, pies are being born without filling. An orc sits in the planar fortress from which all pies originate, gorging himself on the unbaked fillings.
 

Tomb of giants could be as simple as taking any of the tomb of horrors series and simply scaling everything up to titan size, making it a seriously heroic effort to climb into the demon's mouth. Of course you can interweave some "what pests live around a dungeon created by a lich" encounters in there too. Aargh! Titanic cockroach ghouls!

How about... in the dungeons of dungeonland?

Actually adding dungeonland to just about anything would have the effect of simply making all the encounters really wierd.
 



Expedition to the Barrier Peaks Oracle (S3 + N2):

A group of seven robots approaches. They are following the passageway east, and are making good time, neither tarrying nor running. Their heads are expressionless. One is dressed as a cleric of some sort, and another is dressed as a traveling drummer. The others could be peasants or serfs going from one location to another for the harvest season. Each carries some sort of weapon. It is plain that they are not police robots by their haphazard way of rolling. They do not seem to be joking loudly or singing as they advance


Return to the Temple of the Dragons of the Spider Queen: no description needed- the DM opens the book, reads the first bit of boxed text, and the players' character sheets disintegrate

Vecna lives in Ravenloft!: see above

ROTFLOL!:lol:

You're so going to writer hell for this!:D
 

You could probably do something with the Savage Tide and Night Below actually (though coming up with a snappy portmanteaued name would be tough!)

Set up Great Shaboath as a city where the aboleth refugees from Golismorga live, plotting to take back their ancient capital from Demogorgon's cultists. Have the devil ally/masters of the aboleths be manipulating the whole business in the hopes of derailing Demorgorgon's plot to ascend - THEY don't want to deal with a greater-deity-level Demogorgon any more than anyone else in the multiverse! Invading Gaping Maw at the head of an army of devils, instead of rival demons. Multisided diplomacy trying to get Orcus etc to accept the 'help' of the Nine Hells in stopping Demogorgon's plot, and dealing with the inevitable betrayals on both sides.

Could be fun...
 

Some time ago I was toying with the idea of combining the X1 -> X10 BECMI modules in a sort of adventure path, then, as can expected, limited time and imaginatio from my part stopped the project. ;)

They would have to be adjusted so that every one would span 2 levels of character advancement, so to go from Heroic to Paragon (I had no idea of what to do after that). Another problem would be to find a sort of common plot to glue all those unrelated adventures together. I though of using the World War of X10 stirring as a backdrop.

The basic premises I thought of were more or less:

- Set in the Known World. Characters of just the basic races and classes in order to keep a little of "BECMI feel" (I admit that Essentials could help in this regard).

- X1: The characters are a sort of "international task force" from the various KW nations sent to investigate a strange island that pops from and to the Feywild (pardonm plane of Faerie) every 500 years, for undisclosed (at the moment) reasons.

- X2: the heroes get back with something wondrous from the isle to give to D'Ambreville, which is the task force hidden string mover. They are then sucked in the anventure. I though of making all the module happen in a sort of bubble in the Dream Plane, "Inception style", modeled by Etienne's memories, in order to explain all the wackiness around and make it fit with the later estabilished background of Glantri.

- X3: regular investigation mission. the heroes are now full in force of D'Ambreville secret police, like other covert agents through the KW, and they have to sort things out.

- X4, X5: would go almost as written. The Master reveals and launches his first attack. Only big thing that has to be changed is the death of the Master (obviously).

- X6 - X9: in the paragon tier I would like to have the characters "detach" from the war boiling scenario. Most of the mini quests of X10 would be handled with skill challenges run between modules, so that the war would be a continuous backdrop of shifting allegiances. The heroes, being of high level, would be mainly occupied with questing for strange relics hidden around the KW on behalf of D'Ambreville, thus allowing me to use the modules more or less as written.

- X10 grand finale with the heroes confronting the Master, armed with some sort of MCGuffin that D'Ambreville made for them with the thingies they recovered (of which I have no idea today...). The scenario at the end of the war would reflect the results of the skill challenges they made through the paragon tier.

After this, I really have no idea. I still have too many things to fill before thinking of going epic :P
 

The Temple on the Elemental Borderlands

A small temple on the frontier is the PCs' home base for forays into the elemental planes to defeat the forces of Elemental Chaos threatening civilization...

What made the Mad Hermit mad? One word: Tharizdun.

-The Gneech ("Bree yark!")
 

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