Using "Mysteries of the Moonsea"

Hi,

I've finally got around to reading this book, did a search and found this thread.

Has anyone tried running stuff from it? The mini-quests seem too, well, mini, but there are some decent ideas in the book.

Cheers


Richard
 

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DM_Jeff said:
Hillsfar and the South, D. Adventure sites with monsters. Kill everything. No ties to the overarching thread.

So, somewhat similar to the old AD&D computer games, then? (Pool of Radiance, Hillsfar, etc.) ;)

Mysteries of the Moonsea is one recent book I haven't got, as I don't get the FR books with rare exceptions; the exceptions being adventures. MotM seemed more like a book to help you create your own campaign adventure rather than providing one.

Does anyone know who did each section of the book?

Cheers!
 


RichGreen said:
I've finally got around to reading this book, did a search and found this thread. Has anyone tried running stuff from it? The mini-quests seem too, well, mini, but there are some decent ideas in the book.

1) Thanks for bringing my thread back from the dead. :)

2) Yes, I started my Moonsea campaign back at the middle/end of September. It's a game I run on Saturday nights every other week. I guess we've done about 5-6 sessions.

Since I'm running it in the order intended, and I did enjoy reading the first part, so so far I am having a VERY good time with it. I keep telling my wife during long drives that Mysteries of the Moosea has SOME magic about it. I really ranted there in the beginning, but so far it's turned out to be a very good campaign. Then again, I have some darn good players too, so that helps.

The quests ARE mini, but I actually prefer that. It means I don't have to rewrite a bunch of stuff to make the hook easy to customize to the PC's tastes. The mini-ness also means I can finish one quest per session, which is good with an irregular schedule like ours. Melvaunt is a good city with lots of flavor. I worked the NPCs provided into roleplaying and they're lots of fun. Something I forgot, the Forgotten Realms module 'Sons of Gruumsh' is set in Melvaunt and has a load of great source material on the noble families there.

In looking over the Moonsea area again, I think I know some fixes. The ancient elf tower of Myth Drannor will be restocked completely. Instead of boring old MM outsiders each guarding a different empty, pointless room, I will restock it with more confounding monsters from Tome of Horrors II and III. I'll throw in a few traps instead from DMG II, and rework the place as a magical location, also ala DMG II. By then I'm sure I'll have a good reason for the PCs to go there and check it out.

So, to sum up, I'm enjoying MotM a lot more than I suspected. it gives me lots of room to stretch my legs and make stuff up, but gives me enough solids to fill int he blanks and so I don't have to write everything. They just finished Vorbyx's Watchtower in the land of Thar. The feedback from the players is all positive.

-DM Jeff
 

DM_Jeff said:
Thanks for bringing my thread back from the dead. :)

Something I forgot, the Forgotten Realms module 'Sons of Gruumsh' is set in Melvaunt and has a load of great source material on the noble families there.

No problem! This book really does seem to have been overlooked by many people. Are you planning on running Sons of Gruumsh as part of the campaign? Is it a good module?

Cheers


Richard
 

RichGreen said:
Are you planning on running Sons of Gruumsh as part of the campaign? Is it a good module?

It is good, yes. During an initial look, it seemed like just a raid on an Orc stronghold. In actuality there is a lot of city investigation, political intrigue among the noble familes and their involvement in the plot, and the orc themselves are not just sitting around guarding treasure. They have purpose, goals and a countdown of their own. So I do plan on incorporating it into the campaign. As it is, I already threaded a mapseller NPC from there into the regular game as a preview of who they'll be dealing with.

IIRC MerricB ran this already. If he stops by again he might shed some light on how it went.

-DM Jeff
 

DM_Jeff said:
IIRC MerricB ran this already. If he stops by again he might shed some light on how it went.

Sons of Gruumsh was excellent; a really, really good adventure. There's a bunch of stuff going on, and you can really develop it if you feel it warrants it.


My review is here

The session reports are here:

SoG part 1: http://merricb.multiply.com/journal/item/46
SoG part 2: http://merricb.multiply.com/journal/item/62
SoG part 3: http://merricb.multiply.com/journal/item/63
SoG part 4: http://merricb.multiply.com/journal/item/76

You can get a feel for how I adapted and mauled the adventure. :)

Cheers!
 

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