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T O P I C    R E V I E W
Faramicos Posted - 08 Aug 2006 : 11:18:12
I am currently DM'ing for a group of 4 players in a game that have run for about 2 years. They have been involved in many great adventures, one of them being the finding of the Tablets of Fate during the Time of Trouble.

They are currently involved in several small adventures and story lines. They are all about level 7-8 (i hold on to 2nd edition) and the characters have reached a level of power that allows the realy great adventures to be a possibility. But i am lacking the inspiration and the ideas to launch a new longlasting major adventure to replace the small single session adventures.

My plea to you is to post a short summary of the greatest adventure yo have ever played or DM'ed... This could end up as a great list of even greater adventures. Pleace post.
27   L A T E S T    R E P L I E S    (Newest First)
Ergdusch Posted - 12 Aug 2006 : 17:56:13
The best adventure I remember playing is Egg of the Phoenix (I 12 Adventure Book). Everlasting experience, really! It is a Greyhawk-adventure... unfortunately...
Iliphar1 Posted - 12 Aug 2006 : 15:36:22
@ asgetrion:

my players liked the Four of Cormyr very much, though I have to admit, that I had to do some changes and adapt it a bit here and there.

(there was one very big flaw in it, the citedell, which was destroyed thousands of years ago and still held one of the 4 artifacts... *g*)
Thauramarth Posted - 12 Aug 2006 : 12:57:30
I have always had a very soft spot for Carl Sargent's Night Below boxed set - it's more of qn outline for an entire campaign with some dungeons already defined than a pure adventure, which leaves lots of space for inserting additional adventures (I tagged a lot of Dungeon adventures onto that one, to allow the PCs to level up between episodes in the modules). Also, I found it interesting to integrate it into the Realms.
Asgetrion Posted - 12 Aug 2006 : 00:01:39
quote:
Originally posted by Mace Hammerhand

Fun adventures I GMed:

Dark Clouds Gather (a AD&D 1st edition module UK something)
Ravager of Time (AD&D 1st I8, I think)
For Duty and Deity (a little higher in level, FR 2nd edition module)
The old (1st edition) Adlerweg Series



I would personally leave 'For Duty and Deity' out of that list, but all the others mentioned by Mace are great!

I would add 'Eye of the Serpent' and 'Night's Dark Terror' to the list... both are great modules if you only spend some time modifying them to your campaign (and the Realms!)
Asgetrion Posted - 11 Aug 2006 : 22:32:21
quote:
Originally posted by Iliphar1

try "Four of Cormyr"
Really great adventures, you only need to modify the slightely
you can download it at the www.wizards.com



IMHO (and I've said it before on this forum) "Four from Cormyr" is pure **** and only fit for wiping your ***

Why? Because it is a collection of sloppily designed modules (a murder "mystery" involving a doppleganger - how original is that?) with a lot of non-canon NPCs and details from the author's own campaigns (for example, "Lord Thistle" replacing Xrorn Hackhand).
Faramicos Posted - 11 Aug 2006 : 21:31:26
I have had much succes with groups with mixed "alignments"... Ravenloft is great for groups with the ability to roleplay internal instability in the group. I will agree that it is a setting with many limitations in comparison to FR, but i still think it is great for a good round of Gothic Horror. But i will always favor the Forgotten Realms.
Wooly Rupert Posted - 10 Aug 2006 : 17:14:59
quote:
Originally posted by Mace Hammerhand

quote:
Originally posted by Kuje

I wish. :( I guess I just scared my players to much about how that world works. :)



My players are divided over the issue, some...make that ONE...hates Ravenloft because it is a no "win" thingy... plus he could only sleep with a nap-spell after he saw some elf's face being torn off and he had perpetual nightmares about it... for a spellcaster sleepless nights are no fun.

But I will eventually run them through with one again.



That's why I've never had much interest in playing in Ravenloft. Granted, the potential for heroism is great, but so is the potential for falling to darkness. And the potential for a happy ending -- or at least a satisfying one -- is much, much less.
Mace Hammerhand Posted - 10 Aug 2006 : 14:32:28
quote:
Originally posted by Kuje

I wish. :( I guess I just scared my players to much about how that world works. :)



My players are divided over the issue, some...make that ONE...hates Ravenloft because it is a no "win" thingy... plus he could only sleep with a nap-spell after he saw some elf's face being torn off and he had perpetual nightmares about it... for a spellcaster sleepless nights are no fun.

But I will eventually run them through with one again.
Faramicos Posted - 09 Aug 2006 : 15:46:36
I also have an adventure in the making. It will take place in a world unknown to the players. They will be introduced to the world as a world much similar to Europe in the dark ages. There are no fantasy creatures, dragons or monsters like that... Or so they think. The game will have the creation of Ravenloft as its pivotal point. The players will live in the realm Strahd takes over, turns into Barovia and with his dark deeds turns into the first domain of Ravenloft...

I know it doesnt have much to do with FR but i thought the idea was worth sharing...
Faramicos Posted - 09 Aug 2006 : 15:40:06
My players are much like The Sages... They are crazy about going to Ravenloft. I have more or less already prepared an adventure link to the Dread Realm. I created a weakness in the borders between the planes and let Strahd send some emisaries to the Sword Coast during the Times of Trouble and had the players involved in their doings... I think i will try to use Castle Spulzeer to link the worlds together.

I have a Cousin who just gave me all the excisting ravenloft material. Hes played it for several years, but are done with it. So my party is going to Ravenloft... And back.
Kuje Posted - 09 Aug 2006 : 01:41:33
quote:
Originally posted by The Sage

quote:
Originally posted by Kuje

No one ever let's me DM in Ravenloft. :( I've tried since 2e and everytime I mention it, the players all go, "NO! Hell no!"
My group is exactly the opposite. If there's a way I can tie part of a current FR campaign into the Dread Realms... they want in.

The good thing about this is though... they have preferrable areas of Ravenloft that they like to visit, so I spin the tables a little and drop them into places they've never visited or had much experience with.

That way, they get what they want, and I still have overall control of how the campaign progresses.



I wish. :( I guess I just scared my players to much about how that world works. :)
The Sage Posted - 09 Aug 2006 : 01:33:23
quote:
Originally posted by Kuje

No one ever let's me DM in Ravenloft. :( I've tried since 2e and everytime I mention it, the players all go, "NO! Hell no!"
My group is exactly the opposite. If there's a way I can tie part of a current FR campaign into the Dread Realms... they want in.

The good thing about this is though... they have preferrable areas of Ravenloft that they like to visit, so I spin the tables a little and drop them into places they've never visited or had much experience with.

That way, they get what they want, and I still have overall control of how the campaign progresses.
Iliphar1 Posted - 08 Aug 2006 : 17:27:20
about the Ravenloft setting:

We usually play RPGs in my cellar, where I have a nice room. We had the very best Ravenloft sessions in winter, when I made sure, the room was cold and I smoked a cigar the day before we played and didn't open the windows. The whole room had some stale air and chilly atmosphere.

Good (better darker) classic music, less light and a few candles and voilá, you have the perfect Ravenloft Setting.

One more thing, you always have to keep in mind:
There are only very few exits and they are very difficult to find. The Dark Powers usually never let their toys leave...
make sure, that even if your Party leaves the demiplane of dread, they are aware, that they were very lucky, and won't be able to find such an exit again!
Kuje Posted - 08 Aug 2006 : 17:16:10
No one ever let's me DM in Ravenloft. :( I've tried since 2e and everytime I mention it, the players all go, "NO! Hell no!"

However, I have creeped a few of them out before by using mist/fog and they glare at me when I do that, or I get emails with glaring comments.
Chosen of Moradin Posted - 08 Aug 2006 : 16:33:00
All bow and hail to the hamster and the everlasting link.
Wooly Rupert Posted - 08 Aug 2006 : 16:07:06
quote:
Originally posted by Iliphar1

try "Four of Cormyr"
Really great adventures, you only need to modify the slightely
you can download it at the www.wizards.com



More specifically: the Wizards downloads page.
Faramicos Posted - 08 Aug 2006 : 15:11:41
I will keep that in mind... I use several playlists on my laptop when we play. I have one for adventure (standard), horror, battle and one with happy inn-music. Music can really bring a game to the next level.
Mace Hammerhand Posted - 08 Aug 2006 : 13:33:10
One thing I strongly suggest for Ravenloft adventures: Music! DARK music.

When I GMed Where Black Roses Bloom, I had prepared a soundtrack based on the mood of the encounters, e.g. when a bunch of elves were torn apart by skeletons the 13 Ghosts soundtrack really did come in handy.

Should I ever do a horror adventure again I will probably utilize the CoF music pieces (intros/outros) in addition to the various soundtracks.

Ravenloft is, when played by the book, really harsh on the players. Hope your players can roleplay nightmare driven/obsessed/mad characters. If the atmosphere cannot be conveyed by the players it boils to basically guided readings, which really is BORING! Powergamers have no place in Ravenloft, because in Rl the players best option is to survive, they can only win their lives and sanity but no real victory....
Faramicos Posted - 08 Aug 2006 : 13:25:42
Sounds like i am about to cast my players into the mists of Ravenloft... Perfect. Have just acquired the complete collection of Ravenloft material. But PLEASE keep the adventure ideas coming. If not for anything else, then for the greater good of all DM's. Plus it is always great fun to discuss adventure experiences.
Mace Hammerhand Posted - 08 Aug 2006 : 13:23:56
Nice!

I'm not sure if I'll run my group through (ahem!) Castle Spulzeer since their basic haunting grounds have, so far, been the North/Silver Marches.

Lots of old modules (pre 2nd edition) were fun cuz they were quite simple in set up and gave you enough freedom to integrate them anywhere, plus in 2nd edition you don't have to worry much about conversions.

If you do those adventures for 3rd edition lots of conversion has to be made and you HAVE to adjust the treasure level, too bloody much gold in the suckers. I for one will set my group on a zero-treasure diet for several adventures...they spent so much gold that they are very well equipped. I have to see how a party of 8-10th level with the amount of magic they do have on them works against the critters in Ravager of Time...
Iliphar1 Posted - 08 Aug 2006 : 13:12:56
*hehe*

that sounds like classic Dark Powers

I have linked the Castle Spulzeer and For Duty and Deity adventure:
On the way to Athcaltla the Party ended up in Castle Spulzeer
After Castle Spulzeer was sucked into Ravenloft a moonbeam (Selune) has rescued the party. The Dark Powers have struck them and marked the Party on the forhead. Every sage and priest, they consulted about that stranke mark had no clue, except that somesthing very dark has touched them and seeks to take them... and only a deity itself could severe that connection

.... they were very motivated in rescuing Waukeen from the Abyss *hehe*

in the end Waukeen destroyed and recreated the PCs without the link and the PC were free of the Dark Powers
Mace Hammerhand Posted - 08 Aug 2006 : 12:48:01
That's what happened the first time:

they ran away from a phaerimm :)

second time (Adam's Wrath) they were onboard a ship bound for Amn and came into a bigass storm and ...mist ....
Iliphar1 Posted - 08 Aug 2006 : 12:38:50
I think, entering Ravenloft should always include some very dark sarcastic thing and include some sort of evil act (not necessary from the party, but somebody or something should atract the attention of the dark powers before entering Ravenloft!)

Another idea would be, that the party is in greatest peril (like beeing hunted by demons and suddenly the find a way out.... only to find themselfes in deeper and much much more serious problems (like standing outside of Castle Ravenloft or Avernus
Mace Hammerhand Posted - 08 Aug 2006 : 12:23:23
Well, I just let them enter some fog...now the poor suckers are VERY hesitant to enter any sort of mist :-D

You can, of course, also run Castle Spulzeer, which is also a good adventure, but Ravenloft can be accessed through any mist ;)
Iliphar1 Posted - 08 Aug 2006 : 12:11:23
@ mace:

In order to play the ravenloft modules (which are great indeed!) you'd have to send the Party via "Castle Spulzeer" module into the demiplane of dread (- ravenloft)
Iliphar1 Posted - 08 Aug 2006 : 12:09:13
try "Four of Cormyr"
Really great adventures, you only need to modify the slightely
you can download it at the www.wizards.com
Mace Hammerhand Posted - 08 Aug 2006 : 12:08:46
Fun adventures I GMed:

Dark Clouds Gather (a AD&D 1st edition module UK something)
Ravager of Time (AD&D 1st I8, I think)
For Duty and Deity (a little higher in level, FR 2nd edition module)
The old (1st edition) Adlerweg Series

If you wanna do something that is a little more daunting, try Tomb of Horrors or Return to the Tomb of Horrors. I never GMed Return... I did parts of the original, and I can tell you, it is FUN.

Adam's Wrath is interesting and When Black Roses Bloom is just strange, both are fun tho

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