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Mournblade
Master of Realmslore

USA
1288 Posts

Posted - 22 Jul 2010 :  19:57:22  Show Profile Send Mournblade a Private Message  Reply with Quote  Delete Topic
I am currently running the LEGACY OF FIRE AP in Calimshan. If anyone is familiar with this do you have tips on fitting it in the realms?

The obvious idea is to just replace the warring geneis with Calim and Memnon. However I think I might take it down a nothc and leave it as two powerful genies.

Also any ideas on replacements for the Pact masters pf Katapesh. I was thinking of making them the Iron Throne in Calimport.

Ideas?


A wizard is Never late Frodo Baggins. Nor is he Early. A wizard arrives precisely when he means to...

Halidan
Senior Scribe

USA
470 Posts

Posted - 23 Jul 2010 :  08:18:55  Show Profile  Visit Halidan's Homepage Send Halidan a Private Message  Reply with Quote
Mournblade - I 've just bought the modules and haven;t even completed reading them through. I was going to set the adventure in Al-Quidem, simply because my players have never beeth south of Turmish and I wanted thenm to see more of the world, but Calisham should work just as well.

I'd stay away from using Calim and Memnon - too powerful and scary for any player with knowledge of the region. Mayby make the warring genies former underlings of those greater geneis. That way you can still use Calim lore and history, but your players won't be as scared as mine would be if they knew they were facing Calim and Memnon.

As for a substute for the Pact Masters, I'm at a loss. Not having completed even a first read through, I don't knopw enough about the role they play to make a suggestion. Maybe another sage who is further along than I an can chime in.

"Over the Mountains
Of the Moon
Down the Valley of the Shadow,
Ride, boldly ride,"
The shade replied,
"If you seek for Eldorado!"

Edgar Allen Poe - 1849
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Corwyn the Errant
Acolyte

USA
16 Posts

Posted - 23 Jul 2010 :  15:21:05  Show Profile  Visit Corwyn the Errant's Homepage Send Corwyn the Errant a Private Message  Reply with Quote
Since you're setting it in Calimsham, I'd make the Pact Masters the Rundeen instead. They're quite a bit on the shady side, so truly good adventurers might have qualms about working for them...but who says they have to know?

Read more here: http://forgottenrealms.wikia.com/wiki/Rundeen
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Mournblade
Master of Realmslore

USA
1288 Posts

Posted - 24 Jul 2010 :  04:43:50  Show Profile Send Mournblade a Private Message  Reply with Quote
Thank you guys!

I agree I should not use Calim and Memnon, I reread it all and they are far too epic of level. I will however take your suggetion of them being genies perhaps that fought a proxy war.

And corwyn the Rundeen work PERFECT. I completely forgot about them!

Many thanks!


A wizard is Never late Frodo Baggins. Nor is he Early. A wizard arrives precisely when he means to...
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Quale
Master of Realmslore

1757 Posts

Posted - 28 Jul 2010 :  10:06:48  Show Profile Send Quale a Private Message  Reply with Quote
I've only used the first adventure (Howl of the Carrion King), first I considered merging Katapesh and Suldophor, but Sheirtalar in Lapaliiya seemed a better fit for the Vudran and the Garundi population, and the gnolls from the Bandit Wastes. Waukeen replaced Abadar, Amphisbaena (or Dendar, or Bhaelros) Rovagug and Lathander Sarenrae. The Pactmasters or the Grand Council consist of Rundeen and yuan-ti houses agents, the Overking is a puppet.
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