I'm looking for a beginners module to adapt to Furyondy. I got N1 (and I'm currently running a campaign using that module), but I'm looking for suggestions that doesn't include that module.
Theme: Good vs. evil.
Target: Iuz (eventually)
The idea is to take out Iuz, but I'm wondering if one elder evil is taken out by the PCs, will there be another evil to take his place? I do know that Iuz is a tough customer to defeat. In fact a friend of mine suggested that he play the demigod while the others strive to defeat him.
Well, if you haven't already, you can read my campaign blog, The Keep on the Borderlands in the Campaign Journals and General Online Gaming forum here on Canonfire! I placed the module near Furyondy, in the northern Vesve Forest and made the evil clerics servants of Iuz gathering an army to assault the Keep. Other DMs have posted their own fantastic campaign blogs in that forum as well. I highly recommend you read through a few you find interesting for ideas.
In Search of the Unknown and Horror on the Hill are both early low-level adventures that could be placed anywhere.
I believe that Danger at Darkshelf Quarry was written specifically to be placed in Furyondy.
I haven't run it, and you'd need to track down online the missing page from the published module, but wasn't Border Watch (from early 90's) intended for exactly the sort of campaign you're discussing?
Border Watch is the intended product for this purpose, but the scenario is rather average. Its contemporary novel Siege of the Tower also provides Furyondy vs Iuz inspiration for low-level play and is good for Endless Quest, young adult reading.
If Verbobonc isn't too far away, T1-4 is the classic introduction of the Iuz vs Furyondy/Veluna metaplot. DM's often tie B2 Keep on the Borderlands into ToEE with the Caves being another satellite base, similar to the Moathouse.
For adapting, the Crucible of Freya is a good generic adventure that actually mentions St Cuthbert and has potential.
N5 Under Illefarn needs a lot of TLC to make good, but I really love the maps, the overall sandbox setting and mission ideas, the dungeon factions, and the very unique three-dimensional dungeon. Again, not a great module, but great ideas buried here if you want to overhaul it and make your own.
I will add that Carl Sargent makes a good argument for PC's not killing Iuz in WGR5. I mean, simply beating Iuz's mother to the Mace of St Cuthbert and banishing his fiends is a module for 18+ level PCs, rescuing Holmer is likely to butcher 12-level characters, etc.
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