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Tomb of the Giants: Combining Classics
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<blockquote data-quote="Danzauker" data-source="post: 5383555" data-attributes="member: 1929"><p>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. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>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.</p><p></p><p>The basic premises I thought of were more or less:</p><p></p><p> - 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).</p><p></p><p>- 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.</p><p></p><p>- 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.</p><p></p><p>- 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.</p><p></p><p>- 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).</p><p></p><p>- 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.</p><p></p><p>- 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.</p><p></p><p>After this, I really have no idea. I still have too many things to fill before thinking of going epic <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":P" title="Stick out tongue :P" data-smilie="7"data-shortname=":P" /></p></blockquote><p></p>
[QUOTE="Danzauker, post: 5383555, member: 1929"] 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 [/QUOTE]
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