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T O P I C    R E V I E W
Dalor Darden Posted - 30 Mar 2011 : 00:42:13
How would you various DMs place this series of AWESOME adventures in your Forgotten Realms? What adaptations would you make to "make it fit" in your Realms?

I'm looking at the Moonsea area myself, but only just started thinking about it.

What would the rest of you do? Where?
30   L A T E S T    R E P L I E S    (Newest First)
froglegg Posted - 11 Nov 2013 : 21:39:51
quote:
Originally posted by Wooly Rupert

quote:
Originally posted by Markustay

Never disagree with the wife.

Sleeping on the couch gets very cold and lonely.



My wife won't banish me to the couch. It's a very comfortable couch!



Same here.




John
Markustay Posted - 22 Oct 2013 : 12:55:00
Sure, why not.

I'm in the middle of a couple of others, but I always have time for a good, solid conversion.
Dalor Darden Posted - 22 Oct 2013 : 05:06:41
quote:
Originally posted by Markustay

I keep track of EVERYTHING that's got a map attached to it.

I was actually considering a conversion-map, but honestly, I don't see the need. The area is really perfect for those three (four) super-modules.

@Dalor - if you place everything (which am sure you will), I would be happy to oblige with a map of your conversion, although I am sure a booklet-type conversion would serve better (like the ones Paizo used to do for their adventure-arcs).

What are you going to use for Hepmonaland? Chult's too far...

The Forest of Lethyr could work (its primal), but I think an overland journey would work better for that. I suppose Cormanthor, but its SO over-used; maybe the Flooded Forest region?



I made bold this part for Markus! You still interested in that map idea?
Rhewtani Posted - 23 Aug 2011 : 20:11:05
Just updating this for fun. I've run linked campaigns - Ruins of Adventure (1340) - Pools of Darkness (1350, based on the book and game) - and now, based on some information from Moonsea have ended up with the PCs living Hulburg in 1351, knights errant of phlan with one the heir apparent to the Harmach of Hulburg. Backwards working Baker's stuff and using all the old 2e stuff I can find has been fun, but there's still plenty of gaps in the northern moonsea lore.
Markustay Posted - 06 Apr 2011 : 18:30:52
Another anthology I have overlooked and must track down.
Rhewtani Posted - 06 Apr 2011 : 16:07:22
quote:
Originally posted by Arik

This is slightly OT here, but are there any good sources of info about Thentia?



There shouldn't be...

Until the advent of 4E Thentia didn't have much more than the Moonsea supplement entries mentioned. When Baker took on Hulburg for the Swordmage series, Thentia got pulled into the fleshing out with it. Essentially that guy who fell in a well and became a lich in the Hulburg entry of Moonsea - well, the real story is that he was the ruler of Thentur, an empire in the 900s DR that was overthrown. Hulburg was given to the Hulmaster family during this time and has remained in the family's tenuous control into the 15th century - in some part due to the protection of the lich king Aesperus (see Realms of the Dead).
Wooly Rupert Posted - 03 Apr 2011 : 02:50:34
quote:
Originally posted by Markustay

Never disagree with the wife.

Sleeping on the couch gets very cold and lonely.



My wife won't banish me to the couch. It's a very comfortable couch!
Markustay Posted - 02 Apr 2011 : 21:59:45
Never disagree with the wife.

Sleeping on the couch gets very cold and lonely.

Besides, she's right - Golarion's map was as beautiful as the 4eFR map was abysmally ugly. If I had the time, money, and inclination, I would be playing there myself.
Dalor Darden Posted - 02 Apr 2011 : 21:17:24
quote:
Originally posted by Markustay

I keep track of EVERYTHING that's got a map attached to it.

I was actually considering a conversion-map, but honestly, I don't see the need. The area is really perfect for those three (four) super-modules.

@Dalor - if you place everything (which am sure you will), I would be happy to oblige with a map of your conversion, although I am sure a booklet-type conversion would serve better (like the ones Paizo used to do for their adventure-arcs).

What are you going to use for Hepmonaland? Chult's too far...

The Forest of Lethyr could work (its primal), but I think an overland journey would work better for that. I suppose Cormanthor, but its SO over-used; maybe the Flooded Forest region?



I actually considered using one of the Pirate Isles...or maybe even the islands belonging to the Emerald Enclave or even our Ixinos.

I'm honestly stuck now trying to convince the wife that the Forgotten Realms is THE place for these modules instead of Golarion.
Markustay Posted - 02 Apr 2011 : 21:00:17
I keep track of EVERYTHING that's got a map attached to it.

I was actually considering a conversion-map, but honestly, I don't see the need. The area is really perfect for those three (four) super-modules.

@Dalor - if you place everything (which am sure you will), I would be happy to oblige with a map of your conversion, although I am sure a booklet-type conversion would serve better (like the ones Paizo used to do for their adventure-arcs).

What are you going to use for Hepmonaland? Chult's too far...

The Forest of Lethyr could work (its primal), but I think an overland journey would work better for that. I suppose Cormanthor, but its SO over-used; maybe the Flooded Forest region?
Halidan Posted - 02 Apr 2011 : 20:46:08
quote:
Originally posted by Markustay

Hulburg might be a better choice then Phlan, considering your needs, and Rich Baker has developed some nice lore for the area (which you could always backwards-port into the 3e era). They dealt with pirates, and even touched upon the situation in Sulasspryn.


How did I miss this article???? I'm always on the outlook for Thar lore. Thanks for the link Markustay.

Mod edit: Tweaked the coding to get rid of the funkiness.
Dalor Darden Posted - 02 Apr 2011 : 02:42:25
quote:
Originally posted by Arik

Yeah, I checked the basic books out as well, Thentia seems a little undeveloped in lore.



According to the hardback book "Forgotten Realms Adventures" it has some HIGHLY powerful Wizards that live there and protect the city.
Ayrik Posted - 02 Apr 2011 : 02:17:35
Yeah, I checked the basic books out as well, Thentia seems a little undeveloped in lore.
Dalor Darden Posted - 02 Apr 2011 : 02:11:19
quote:
Originally posted by Arik

This is slightly OT here, but are there any good sources of info about Thentia?



"The Moonsea" book and "Forgotten Realms Adventures" hardback are two sources right off the top of my head.

Later sources I don't reference too much. I'm becoming less useful by choice it would seem.
Ayrik Posted - 02 Apr 2011 : 01:22:49
This is slightly OT here, but are there any good sources of info about Thentia?
Dalor Darden Posted - 01 Apr 2011 : 23:08:43
Aye, it is nice lore...but not what I'm looking for honestly.

Rich wrote a good article there; but I prefer Hulburg as a nearly ransacked city with only the keep remaining.

Phlan will work better for me...as the party must head then to Melvaunt to catch a decent ship for the "trip to Hepmonoland" to get the potion they need...that gives more room on the north coast for the "Pomarj" area being the Thar/north-east coast of the Moonsea.
Ayrik Posted - 01 Apr 2011 : 22:12:02
quote:
Markustay

Hulburg might be a better choice then Phlan, considering your needs, and Rich Baker has developed some nice lore for the area
Thanx, Markus. That's an awesome page (and handy map).
Markustay Posted - 01 Apr 2011 : 21:57:49
You see, I never connected Temple of Elemental Evil with the other three 'super-modules'. I've been running tToEE since the very beginning (1e), but only bought those others when they were re-released in that super-mod format (for 2e, I think, IIRC). Ergo, I start with Slavelords and go from there (Giants, then Drow).

quote:
Originally posted by Halidan
Not to argue with Markustay, but I still think the pseudo-Celtic feel of both TFaK and TBoL and the idea of the quest being to restore a dead king back to life makes the modules a natural for the southern Moonshae islands.
Actually, you are agreeing with me. I said they'd be better in the Moonshaes - I just needed some towns and stuff to flesh-out the other area I was working on, and it was a nice fit (size-wise). I didn't say I loved them there (and did look for alternatives).

You know, since I will be finishing that map very soon, I might as well take the plunge and create my own barony in that area, with a very 'bare-bones' feel, just for DM's looking for a spot to stick their own HB locale.

quote:
Originally posted by Dalor Darden

Next, I was going to have the party off to Phlan (Safeton?) where they would start the Slave Lord Series...because using the coast there works for me as a "Wild Coast" feel.
Hulburg might be a better choice then Phlan, considering your needs, and Rich Baker has developed some nice lore for the area (which you could always backwards-port into the 3e era). They dealt with pirates, and even touched upon the situation in Sulasspryn.

Also, since I know you've taken an interest in the fey of this area, you may want to change one of the giant groups to Fomorians, or better yet, add one in (maybe at the end, manipulating all the others?)
Halidan Posted - 01 Apr 2011 : 20:46:20
Sounds great Dalor. I hope your players enjoy these classic modules as much as mine have.
Dalor Darden Posted - 31 Mar 2011 : 19:57:05
quote:
Originally posted by Halidan

quote:
Originally posted by Markustay

If you were going to run the entire set of three uber-modules (a total of nine modules, IIRC), then the Monsea region would be your safest bet. At some point you'd have to pull-in Giants and Drow, and both are available around there.

The Slavelords one was the first, right? So the Moonsea is practically a given.


I'm afraid not Markustay. The order is Temple of Elemental Evil, the Slavelords, and finally Against the Giants and the Underdark marathon that is D1-3 and Q1.



I considered placing the Temple of Elemental Evil in a Dale...and changing history a bit to have the reason Cormyr Annexed Tilverton was to protect it from the Temple forces. Having the Temple somewhere in Sessrendale maybe?

Next, I was going to have the party off to Phlan (Safeton?) where they would start the Slave Lord Series...because using the coast there works for me as a "Wild Coast" feel. Here, Zhentarim backed slavers (not Zhentarim mind you...only affiliated) would be the Slavers.

Finally, the Against the Giants and etc. would fit nicely in the area too as Hill Giants began raiding some village here or there. I was going to insert "Baltron's Beacon" into the Lis area to pull the party from the North Coast of the Moonsea.

After the "Baltron's Beacon" adventure, they would then easily be in place for some Lord of The Vast to recruit them to fight off Hill Giants. A Glacier is very close by and would work nicely, and even the Fire Giants would be possible to put in the mountains there; but with a less active/dormant volcano on the outside...leaving plenty of room for tons of Lava underneath.

Since I know Drow are highly active in the Moonsea area (as in the destruction of Sulasspryn) it wouldn't be a far stretch to pull them deep into the Underdark then!

At least that was my thinking. Now that my wife is all awestruck by the giant map on the wall in our bedroom...
Halidan Posted - 31 Mar 2011 : 18:26:01
quote:
Originally posted by Markustay

If you were going to run the entire set of three uber-modules (a total of nine modules, IIRC), then the Monsea region would be your safest bet. At some point you'd have to pull-in Giants and Drow, and both are available around there.

The Slavelords one was the first, right? So the Moonsea is practically a given.


I'm afraid not Markustay. The order is Temple of Elemental Evil, the Slavelords, and finally Against the Giants and the Underdark marathon that is D1-3 and Q1.
Halidan Posted - 31 Mar 2011 : 18:22:49
quote:
Originally posted by Dalor Darden

Two that I want to run are "To Find a King" and "The Bane of Llywelyn" but I've yet to find where they might fit and how to mesh them with the area.


Not to argue with Markustay, but I still think the pseudo-Celtic feel of both TFaK and TBoL and the idea of the quest being to restore a dead king back to life makes the modules a natural for the southern Moonshae islands.

Depending on the time frame when you set your campaigns in the Realms, you could even tie the prophecy into the events of the Druidhome Trilogy. Even if you don't like a game/novel tie in, the prophcy mighty refer to a lesser lord or ancient druid leader of the Moonshaes, thus reducing the scope and overall impact on your world.

[quote]Originally posted by Dalor Darden

I like the idea for the "Temple of Elemental Evil" being in the area; but I may instead ONLY run the "Village of Hommlet" instead.[/qoute]

I've ran ToEE and RtToEE in the Realms, and used the Vast (specificaly the Flodded Forest) for the moathouse, placed Nulb as a down-and-out village on the River Dalton. The original Temple of Elemental Evil was located in the Giantspike Mountains, not far from Ironfang Keep (as the Keep placed a significant role in the backstory) and the New Temple of RtToEE in the Galena Mountains.

The great thing about using the Eastern Moonsea is the lack of an overpowering political entity (at least when I set my games - DR 1348 and DR 1368). For a while in Nulb in the second campaign, my pllayers were actually allied to some zhents - worshipers of Bane who had to escape one of Cyric's purges in the Keep. Fighting evil makes for strange bedfellows.
Dalor Darden Posted - 31 Mar 2011 : 04:45:56


My wife just walked by and said "Why are you trying to put the adventure together in the Forgotten Realms when you just got that really stunning map in the mail? I'd put it there and we can all explore a new world together!"

The map she is talking about is the Golarion map folio.
Markustay Posted - 31 Mar 2011 : 04:07:19
Didn't Ed just give us great lore about Yuan-ti in the river Lis? HELLO!

I was actually adding two of those 'C' modules to my Nentir Vale conversion (I had an empty spot in the south I needed to fill). It was going to be C4 & C5 - I thought the celtic-sounding names of stuff would go nicely for an 'ancient Talfir region' (and yeah, it probably would have shoe-horned better in the Moonshaes, but I wasn't working on the Moonshaes...)

If I ever finish that map (and I should - its beautiful) you'll be able to use those mods, all of the Nentir Vale material, and even the Chaos Scar stuff, with nary a hiccup in FR canon (although if you don't use the Spellplague, you'll have to go with the "it was always there" explanation).

Actually, converting the Moonsea area for all the GH mods sounds like even more fun... Hmmm.... {where my 'chin-stroking' smiley?}
GMWestermeyer Posted - 31 Mar 2011 : 03:51:33
I'm planning to put the series in the Lake of Steam, tying them in with the various power groups in Steven Schend's Calimshan work. Since my players are the officers in a merc company I won't follow the plots exactly, but use the locations and NPCs as the foes. :)
Dalor Darden Posted - 30 Mar 2011 : 23:19:35
quote:
Originally posted by Arik

Ye still get those bonus attacks vs wimp creatures in 2E, I thought?

Kobolds are dumber than goblins, they charge, they yelp, they die. (Kobold yelps have been described by one of my "Good-aligned" PCs as sounding "just like the barking noises baby seals make when they're being clubbed").

Goblins are harder to kill in groups. A leader of sorts always seems to emerge in every group, so they get all crafty with traps and ambushes and actually implement some tactics. Hordes of goblins tend to bring a few shamans and beefy champion sorts who can throw off your chopping momentum and actually inflict some damage.



I wasn't ever a great fan of 2e...only had a couple characters that I liked in that whole rules set.

At any rate...when goblins get smart, they get burned...that is what Fireballs are for!
Ayrik Posted - 30 Mar 2011 : 22:52:29
Ye still get those bonus attacks vs wimp creatures in 2E, I thought?

Kobolds are dumber than goblins, they charge, they yelp, they die. (Kobold yelps have been described by one of my "Good-aligned" PCs as sounding "just like the barking noises baby seals make when they're being clubbed").

Goblins are harder to kill in groups. A leader of sorts always seems to emerge in every group, so they get all crafty with traps and ambushes and actually implement some tactics. Hordes of goblins tend to bring a few shamans and beefy champion sorts who can throw off your chopping momentum and actually inflict some damage.
Dalor Darden Posted - 30 Mar 2011 : 22:31:08
quote:
Originally posted by Arik

For the most part, no, my PC aren't evil-aligned. In theory. Mind ye, they have no love for LG paladins and have run afoul of the Harpers more times than I'd like to admit. (I'd very much prefer having some fun with Red necros or Zhent blasters, but no my players have to keep picking fights with Harpers so I get stuck playing druids and rangers and bards. )

My dwarves weren't really a great fit for I7, the module lost a lot of flavour (although the loss was covered up with a bit of a war, so nobody noticed). I would have really preferred to keep the lizards but Mirabar is a bit too sub-arctic/tundra to explain their presence. Gnolls might make good fillers, or hordes of kobolds ('cuz everybody loves surfing through kobold waves).



The only thing I love to kill tons of over Kobolds is Goblins...especially in 1e; those extra attacks per round against creatures with less than one Hit Die is just kinda sick...FUN!...but sick.
Ayrik Posted - 30 Mar 2011 : 21:55:29
For the most part, no, my PC aren't evil-aligned. In theory. Mind ye, they have no love for LG paladins and have run afoul of the Harpers more times than I'd like to admit. (I'd very much prefer having some fun with Red necros or Zhent blasters, but no my players have to keep picking fights with Harpers so I get stuck playing druids and rangers and bards. )

My dwarves weren't really a great fit for I7, the module lost a lot of flavour (although the loss was covered up with a bit of a war, so nobody noticed). I would have really preferred to keep the lizards but Mirabar is a bit too sub-arctic/tundra to explain their presence. Gnolls might make good fillers, or hordes of kobolds ('cuz everybody loves surfing through kobold waves).
Dalor Darden Posted - 30 Mar 2011 : 21:45:18
quote:
Originally posted by Arik

I7: Baltron's Beacon is one of my fave modules of all time. River Lis is an excellent location for it. I stuck mine on the River Mirabar, had to replace the lizards with dwarves. One of my players became obsessed with the strange magical beacon: I ended up deciding it was a failed (blown-up) experiment involving the creation of an entire wizard's tower from wildfire (Hornung's tower, in fact, lol).



Hmmmmm...that is actually a good idea. I hadn't thought of simply replacing the Lizard Men with something else.

I know there are Lizard Men that live near Phlan, but simply not as many as might be called for in the module of "Baltron's Beacon" (as many as 3,000 attacking Lizard Men...Yikes!).

If I want to keep things more on the north coast, I could replace the Lizard Men simply with Orcs, or like Arik, I could replace them with Dwarves...but I have to ask: was your party Evil Arik?

I think placing it in the North Coast might be a better option now...hmmmm...

As for "To Find a King" I've considered running it so that instead of the "people" wanting to restore an overthrown monarchy that they had overthrown...instead the players could be trying to find an heir for the Human Kingdom of Thar.

I'm looking at a long chain of modules right now that I am going to squish together...of course, I don't know if I'm even going to have players when I get to Phoenix.

Anyway, all ideas welcome!

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