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KnightErrantJR
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Posted - 17 Jun 2006 :  03:12:45  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote  Delete Topic
I have been thinking of doing conversion notes for several of the adventures in Dungeon Magazine to make them more useful for Realms fans. Since you always have to start somewhere, I decided to start with this one, an adventure originally designed for four 4th level characters in Eberron. Still, reading through this, I came up with a few thoughts that I wanted to share.

Hopefully, I will be able to do these kind of conversion notes on several different adventures that appear in the various issues of Dungeon, though when the next adventure path swings around, I'll likely leave off on those, since Eric Boyd will actually be doing the conversion notes.

Without further ado, into the conversion . . .

KnightErrantJR
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Posted - 17 Jun 2006 :  03:25:46  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
Introductory Information



This adventure, when used in the Forgotten Realms, can be used in the Shining South region. Aerdane Tarhaskhal is a human Halruaan sky captain, who is flying his ship home toward Halruaa. During a particularly bad storm, he made a course correction, and his ship The Cloud Driver, was shot down.

The culprits were actually mercenaries, Servants of the Royal Egg from the lizardfolk nation of Kethid, who, with the help of a hired dwarven engineer, have shot down the Halruaan sky ship with the hopes of selling the item to their employers in Mulhorand.

The town of Dig's End should be replaced with the town of Hardcastle, detailed on page 173 of Shining South. Juffrey the Pale is an agent of Halruaa rather than House Lyrandar, as in the original adventure, but he acts the same. He seeks to hire adventurers to secure or rescue the sky ship before Halruaas rivals can recover it.

The ship crashed in the foothills of the Uthangol Mountains, located to the east of the town of Hardcastle.

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KnightErrantJR
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Posted - 17 Jun 2006 :  03:34:43  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
Replacement Encounters


5. The Forgotten Goblin (EL 1)


X'xeet should be replaced by a goblin rogue, 1st level, to bring its CR up to a commensurate level with the dolgrim warrior in the original adventure. The goblins are slaves that are serving the duergar monk that is stalking the lizardfolk mercenaries in the caverns (see below).


Xharheet CR1
Male Goblin Rogue 1
NE Small Humanoid (Goblin)
Init 3 (+3 Dex); Senses darkvision 60 ft.; Listen -1, Spot -1
Languages Common, Goblin, Undercommon, Draconic

AC 17, touch 14, flat-footed 14
hp 7 (1HD)
Fort +4 Ref +6 Will -2

Speed 30 ft. (6 squares)
Melee mwk dagger +0 (1d3/19-20) and mwk dagger +0 (1d3+1/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -4
Special Atk sneak attack +1d6

Abilities Str 10, Dex 17, Con 13, Int 14, Wis 8, Cha 8
SQ darkvision 60 ft. and trapfinding
Feats Two-Weapon Fighting
Skills Appraise +6 (+4 ranks, +2 int), Disable Device +6 (+4 ranks, +2 int), Gather Information +3 (+4 ranks, -1 cha), Hide +15 (+4 ranks, +3 dex, +4 racial, +4 size), Jump +4 (+4 ranks), Move Silently +11 (+4 ranks, +3 dex, +4 racial), Open Lock +7 (+4 ranks, +3 dex), Ride +9 (+2 ranks, +3 dex, +4 racial), Search +6 (+4 ranks, +2 int), Sleight of Hand +7 (+4 ranks, +3 dex).
Possessions mwk leather, mwk dagger, mwk dagger, 17 gp, 12 sp, 14 cp.

Sneak Attack (Ex): Any time Xharheet's opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 1d6 points of damage.

Trapfinding: Xharheet can use the Search skill to find traps with Search DCs higher than 20.


Beyond the different statistics, he behaves and serves the same function as the dolgrim in the original adventure.



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KnightErrantJR
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Posted - 17 Jun 2006 :  03:37:16  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
7. Remnants of Battle



Replace the dolgrim warriors in this encounter with the following, more goblin slave servants of the duergar monk.



Goblin Rogues (4)
Male Goblin Rogue 1
NE Small Humanoid (Goblin)
Init 3 (+3 Dex); Senses darkvision 60 ft.; Listen +3, Spot +3
Languages Common, Goblin, Gnoll, Giant

AC 17, touch 14, flat-footed 14
hp 7 (1HD)
Fort +4 Ref +6 Will -2

Speed 30 ft. (6 squares)
Melee mwk dagger +0 (1d3/19-20) and mwk dagger +0 (1d3+1/19-20)
Ranged light crossbow +4 (1d6/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +0; Grp -4
Special Atk sneak attack +1d6

Abilities Str 10, Dex 17, Con 13, Int 14, Wis 8, Cha 8
SQ darkvision 60 ft. and trapfinding
Feats Two-Weapon Fighting
Skills Balance +7 (+4 ranks, +3 dex), Forgery +6 (+4 ranks, +2 int), Hide +15 (+4 ranks, +3 dex, +4 racial, +4 size), Listen +3 (+4 ranks, -1 wis), Move Silently +11 (+4 ranks, +3 dex, +4 racial), Ride +9 (+2 ranks, +3 dex, +4 racial), Sleight of Hand +7 (+4 ranks, +3 dex), Spot +3 (+4 ranks, -1 wis), Tumble +7 (+4 ranks, +3 dex), Use Magic Device +3 (+4 ranks, -1 cha).
Possessions mwk leather, mwk dagger, mwk dagger, light crossbow with 22 bolts, 17 gp, 4 sp, 16 cp.

Sneak Attack (Ex): Any time Goblin Rogues (4)'s opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 1d6 points of damage.

Trapfinding: Goblin Rogues (4) can use the Search skill to find traps with Search DCs higher than 20.


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KnightErrantJR
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Posted - 17 Jun 2006 :  03:42:25  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
10. Archer Post (EL 5)




Lizardfolk Archers (4) CR2
Male Lizardfolk Warrior 2
NE Medium Humanoid (Reptilian)
Init 2 (+2 Dex); Senses Listen +0, Spot +0
Languages Common, Draconic

AC 23, touch 12, flat-footed 21
hp 29 (4HD)
Fort +8 Ref +5 Will +0

Speed 20 ft. (4 squares)
Melee mwk battleaxe +9 (1d8+4/x3) and bite +3 (1d6+2) or 2 claws +8 (1d4+4) and bite +3 (1d6+2) or mwk battleaxe +9 (1d8+4/x3)
Ranged mwk composite longbow +7 (1d8/x3)
Space 5 ft.; Reach 5 ft.
Base Atk +4; Grp +8

Abilities Str 19, Dex 14, Con 16, Int 10, Wis 10, Cha 8
SQ hold breath
Feats Great Fortitude, Power Attack
Skills Balance +9 (+5 ranks, +2 dex, +4 racial, -2 acp), Intimidate +2 (+3 ranks, -1 cha), Jump +9 (+3 ranks, +4 str, +4 racial, -2 acp), Swim +7 (+3 ranks, +4 str, +4 racial, -4 acp).
Possessions +1 hide, +1 light wooden shield, mwk battleaxe, mwk composite longbow with 25 arrows, 17 gp, 14 sp, 14 cp.

Personal Info: Background: 2, Ht: 6' 2", Wt: 213, Scales: Green, Eyes: Dark Brown, Age: 21.

Hold Breath (Ex): Lizardfolk Archers (4) can hold his breath for 64 rounds before he risks drowning.


This encounter otherwise runs the same as the original archer encounter.
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KnightErrantJR
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Posted - 17 Jun 2006 :  03:54:51  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
11. Mercenary Camp (EL 6)




Nef'haz CR7
Male Lizardfolk Sorcerer 6
NE Medium Humanoid (Reptilian)
Init 0; Senses Listen +4, Spot +1
Languages Common, Draconic, Goblin

AC 16, touch 10, flat-footed 16
hp 55 (8HD)
Fort +5 Ref +5 Will +8

Speed 20 ft. (4 squares)
Melee +1 club +7 (1d6+2) and bite +1 (1d6) or 2 claws +6 (1d4+1) and bite +1 (1d6) or +1 club +7 (1d6+2)
Ranged +1 light crossbow with bolt +6 (1d8+1/19-20)
Space 5 ft.; Reach 5 ft.
Base Atk +5; Grp +6
Sorcerer Spells learned (CL 6, +6 melee touch, +5 ranged touch)
3rd (4/day)--fireball (DC 16)
2nd (6/day)--pyrotechnics (DC 15), scorching ray
1st (7/day)--charm person (DC 14/W), floating disk, ray of enfeeblement, magic missle
0 (6/day)--dancing lights, daze (DC 13/W), detect poison, flare (DC 13/F), light, message, prestidigitation (DC 13)

Abilities Str 12, Dex 10, Con 16, Int 12, Wis 12, Cha 16
SQ hold breath and familiar
Feats Combat Casting, Iron Will, Spell Penetration
Skills Balance +5 (+3 ranks, +4 racial, -2 acp), Concentration +8 (+5 ranks, +3 con), Jump +7 (+4 ranks, +1 str, +4 racial, -2 acp), Listen +4 (+1 wis, +3 familiar), Spellcraft +4 (+3 ranks, +1 int), Swim +7 (+6 ranks, +1 str, +4 racial, -4 acp).
Possessions +1 club, +1 light crossbow with 28 bolts, potion of gaseous form, potion of protection from arrows, ring of feather falling

Nef'haz`s lizard familiar: hp 28

Hold Breath (Ex): Nef'haz can hold his breath for 64 rounds before he risks drowning.


Nef'haz has used up all of his 3rd level spell slots for the day.


The other possessions, including the contract, which in this case is tied to a Mulhorandi wizard, are on this version of Nef'haz.



Lizardfolk Warriors (4), as per Monster Manual

Lizardfolk Archers (4)(Armed with composite longbows, otherwise as per MM)



Lizardfolk Champion CR5 (Replaces Ogre in the original encounter)
Male Lizardfolk Barbarian 4
NE Medium Humanoid (Reptilian)
Init 5 (+1 Dex, +4 Improved Initiative); Senses Listen +1, Spot +1
Languages Common, Draconic

AC 24, touch 11, flat-footed 23
hp 72 (6HD)(currently down to 16 hp due to injuries)
Fort +7 Ref +5 Will +2

Speed 30 ft. (6 squares)
Melee +1 trident +12/+7 (1d8+6) and bite +6 (1d6+2) or 2 claws +11 (1d4+5) and bite +6 (1d6+2) or +1 trident +12/+7 (1d8+6)
Space 5 ft.; Reach 5 ft.
Base Atk +6; Grp +11
Special Atk rage 2/day

Abilities Str 20, Dex 13, Con 16, Int 8, Wis 12, Cha 8
SQ hold breath, fast movement, uncanny dodge and trap sense +1
Feats Cleave, Improved Initiative, Power Attack
Skills Balance +6 (+4 ranks, +1 dex, +4 racial, -3 acp), Concentration +5 (+2 ranks, +3 con), Jump +13 (+3 ranks, +5 str, +4 racial, +4 speed, -3 acp), Swim +7 (+4 ranks, +5 str, +4 racial, -6 acp).
Possessions +1 breastplate, +1 light steel shield, +1 trident, 10 gp, 3 sp, 12 cp.

Personal Info: Background: 2, Ht: 6' 10", Wt: 323, Scales: Green, Eyes: Dark Brown, Age: 22.

Rage (Ex): The following changes are in effect as long as Lizardfolk Champion rages:
AC 22, touch 9, flat 21
hp 84 (6HD)
Fort +9 Will +4
Melee +1 trident +14/+9 (1d8+8) and Bite +8 (1d6+3) or 2 claws +13 (1d4+7) and Bite +8 (1d6+3) or +1 trident +14/+9 (1d8+8)
Base Atk +6 Grp +13
Abilities Str 24, Con 20
Skills Balance +6 (+4 ranks, +1 dex, +4 racial, -3 acp), Jump +15 (+3 ranks, +7 str, +4 racial, +4 speed, -3 acp), Swim +9 (+4 ranks, +7 str, +4 racial, -6 acp).
His fit of rage lasts for 8 rounds, though he may voluntarily end it prematurely. After raging, he is fatigued (-2 Strength, -2 Dexterity, can't charge or run) for the duration of that encounter. Lizardfolk Champion can fly into a rage only once per encounter and only two times per day. Entering a rage takes no time by itself, but Lizardfolk Champion can do it only during his action, not in response to someone else's action.

Uncanny Dodge (Ex): Lizardfolk Champion retains his Dexterity bonus to AC (if any) even if he is caught flat-footed or struck by an invisible attacker. However, he still loses his Dexterity bonus to AC if immobilized.

Trap Sense (Ex): Lizardfolk Champion has a +1 bonus on Reflex saves to avoid traps and a +1 dodge bonus to AC against attacks by traps.

Hold Breath (Ex): Lizardfolk Champion can hold his breath for 64 rounds before he risks drowning.



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KnightErrantJR
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Posted - 17 Jun 2006 :  04:00:27  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
Duergar Headquarters (EL 6)




Duergar Monk CR6
Male Duergar Monk 5
LE Medium Humanoid (Dwarf)
Init 1 (+1 Dex); Senses darkvision 120 ft.; Listen +8, Spot +9
Languages Common, Dwarven, Undercommon

AC 15, touch 15, flat-footed 14
hp 32 (5HD)
Immune to Paralysis, Phantasm, Poison and Non-magical disease
Fort +6 Ref +5 Will +7

Speed 30 ft. (6 squares)
Melee unarmed strike +5 (1d8+2)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +5
Spell-Like Abilities (CL 10) 1/day - enlarge (self only), invisibility (self only).
Special Atk flurry of blows and spell-like abilities

Abilities Str 14, Dex 13, Con 14, Int 10, Wis 16, Cha 4
SQ darkvision 120 ft., immunity to paralysis, phantasm, poison and non-magical disease, dwarven traits, light sensitivity, armor class bonus +1, evasion, fast movement, still mind, slow fall +20, purity of body and ki strike
Feats Alertness, Combat Reflexes, Deflect Arrows, Improved Unarmed Strike, Stunning Fist
Skills Appraise +3 (+5 weaponsmithing) (+3 ranks), Craft (Armorsmithing) +3 (+1 ranks, +2 racial), Craft (Blacksmithing) +6 (+4 ranks, +2 racial), Craft (Stonemasonry) +3 (+1 ranks, +2 racial), Craft (Weaponsmithing) +7 (+5 ranks, +2 racial), Knowledge (Architecture and Engineering) +2 (+2 ranks), Knowledge (Dungeoneering) +1 (+1 ranks), Listen +8 (+2 ranks, +3 wis, +1 racial, +2 alertness), Move Silently +9 (+4 ranks, +1 dex, +4 racial), Spot +9 (+3 ranks, +3 wis, +1 racial, +2 alertness).
Possessions ring of feather falling, 12 pp, 14 gp

Flurry of Blows (Ex): Duergar Monk can use the full attack action to make one extra attack per round with an unarmed strike or a special monk weapon at his highest base attack, but this attack and each other attack made that round suffer a -2 penalty apiece. This penalty applies for 1 round, so it affects attacks of opportunity Duergar Monk might make before his next action. When armed with his any monk special weapons, Duergar Monk makes the extra attack either with that weapon or unarmed. In any case, his damage bonus on the attack with his off hand is not reduced.

Dwarven Traits: Dwarves have stonecunning, which grants them a +2 racial bonus on search checks to notice unusual stonework. A dwarf who merely comes within 10 feet of it can make a search check as if actively searching.
When standing on ground, dwarves are exceptionally stable and have a +4 bonus on ability checks to resist bulls rush or tripped. They have a +1 racial bonus on attacks against orcs and goblinoids. Dwarves have a +4 racial bonus to Armor Class against giants.
Conditional Adjustments: Dwarves have a +2 racial Bonus on saving throws against spells and spell-like effects, +2 racial bonus on all appraisal checks stone and metal related.


Light Sensitivity: Duergar Monk is dazzled in bright sunlight or within the radius of a daylight spell.


Armor Class Bonus (Ex): Duergar Monk receives a bonus to Armor Class equal to +1 plus his Wisdom bonus if not wearing armor.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Duergar Monk takes no damage with a successful saving throw.

Still Mind (Ex): Duergar Monk has a +2 bonus on saving throws against spells and effects from the school of enchantment.

Slow Fall (Ex): Duergar Monk can use a wall within arm's reach to slow his descent. He takes damage as if the fall were +20 feet shorter than it actually Is.

Purity of Body (Ex): Duergar Monk is immune to all diseases except for supernatural and magical diseases.

Ki Strike (Su): Duergar Monk's unarmed attacks are empowered with ki. His unarmed attacks are treated as magic for the purpose of overcoming damage reduction.



Other than these stats, the encouter remains unchanged.
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KnightErrantJR
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Posted - 17 Jun 2006 :  04:03:12  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
14. Rogue's Hideout




Nuxus the Quiet CR3
Male Lizardfolk Rogue 2
NE Medium Humanoid (Reptilian)
Init 2 (+2 Dex); Senses Listen -1, Spot -1
Languages Common, Draconic, Orc

AC 21, touch 12, flat-footed 19
hp 26 (4HD)
Fort +2 Ref +8 Will -1

Speed 20 ft. (4 squares)
Melee +1 club +7 (1d6+4) and bite +1 (1d6+1) or 2 claws +6 (1d4+3) and bite +1 (1d6+1) or +1 club +7 (1d6+4)
Space 5 ft.; Reach 5 ft.
Base Atk +3; Grp +6
Special Atk sneak attack +1d6

Abilities Str 16, Dex 15, Con 15, Int 13, Wis 8, Cha 10
SQ hold breath, trapfinding and evasion
Feats Run, Track
Skills Balance +11 (+7 ranks, +2 dex, +4 racial, -2 acp), Disguise +1 (+1 ranks), Escape Artist +7 (+7 ranks, +2 dex, -2 acp), Jump +12 (+7 ranks, +3 str, +4 racial, -2 acp), Survival +1 (+2 ranks, -1 wis), Swim +10 (+7 ranks, +3 str, +4 racial, -4 acp).
Possessions +1 hide, +1 club, 17 gp, 15 sp, 11 cp.

Sneak Attack (Ex): Any time Nuxus the Quiet's opponent is denied his Dexterity bonus to AC, or if a he flanks his opponent, he deals an extra 1d6 points of damage.

Trapfinding: Nuxus the Quiet can use the Search skill to find traps with Search DCs higher than 20.

Evasion (Ex): If exposed to any effect that normally allows a character to attempt a Reflex saving throw for half damage, Nuxus the Quiet takes no damage with a successful saving throw.

Hold Breath (Ex): Nuxus the Quiet can hold his breath for 60 rounds before he risks drowning.

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KnightErrantJR
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Posted - 17 Jun 2006 :  04:04:33  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
16. Dying Goblins



Same as original encounter, but instead there are dying goblin rogues, and a stable, but badly wounded, goblin.
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KnightErrantJR
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Posted - 17 Jun 2006 :  04:06:11  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
Crossbow Perch (EL 3)



Replace the dolgrims with the goblin rogues as detailed above.
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KnightErrantJR
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Posted - 17 Jun 2006 :  04:11:49  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
Chasm Floor (EL Varies)



Replace Aerdane D'Lyrandar with Captain Aerdane Tarhaskhal, with the following statistics:




Aerdane Tarhaskhal CR5
Male Human Wizard 5/Aristocrat 1
LG Medium Humanoid
Init 1 (+1 Dex); Senses Listen +6, Spot +1
Languages Common, Undercommon, Orc, Celestial

AC 19, touch 11, flat-footed 18
hp 34 (6HD)
Fort +3 Ref +2 Will +7

Speed 30 ft. (6 squares)
Melee +1 rapier +3 (1d6+1/18-20)
Space 5 ft.; Reach 5 ft.
Base Atk +2; Grp +2
Wizard Spells Memorized (CL 5, +2 melee touch, +3 ranged touch)
3rd--lightning bolt (DC 15/R)
2nd--spider climb, false life
1st--chill touch (2) (DC 14), jump, sleep
0--acid splash, arcane mark, detect magic, read magic

Abilities Str 10, Dex 13, Con 14, Int 16, Wis 12, Cha 8
SQ familiar
Feats Combat Expertise, Enlarge Spell, Maximize Spell, Spell Focus (Abjuration), Widen Spell
Skills Concentration +10 (+8 ranks, +2 con), Jump +2 (+4 ranks, -2 acp), Knowledge (Arcana) +12 (+9 ranks, +3 int), Knowledge (Local) +12 (+9 ranks, +3 int), Listen +6 (+5 ranks, +1 wis), Move Silently +4 (+2 ranks, +1 dex, +3 familiar, -2 acp), Ride +7 (+6 ranks, +1 dex), Search +7 (+4 ranks, +3 int), Spellcraft +12 (+7 ranks, +3 int, +2 synergy).
Possessions +1 chain shirt, +1 heavy steel shield, +1 rapier, 13 gp, 13 sp, 7 cp.
Spellbook Wizard: spells prepared plus: 0--dancing lights, daze, detect poison, disrupt undead, flare, ghost sound, light, mage hand, mending, message, open/close, prestidigitation, ray of frost, resistance, touch of fatigue
1st--disguise self, endure elements, erase, jump, magic aura, sleep, unseen servant
2nd--continual flame, locate object, spider climb
Spell Book value: 2100 gp.

Aerdane Tarhaskhal`s cat familiar: hp 17

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KnightErrantJR
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Posted - 17 Jun 2006 :  04:12:35  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
Concluding the Adventure


The rest of the adventure should run about the same once the above changes have been made to the adventure.
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KnightErrantJR
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Posted - 17 Jun 2006 :  04:13:44  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
If anyone uses this conversion, please let me know how it works for you. I will be interested to see how it works, and unfortunately my current party is too high level and in completely the wrong region of the Realms to use this, though you never know what the future may hold.
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Alaundo
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Posted - 17 Jun 2006 :  10:01:07  Show Profile  Visit Alaundo's Homepage Send Alaundo a Private Message  Reply with Quote


::hastily makes room on a bookshelf to make way for KnightErrantJR's new scrolls::

Alaundo
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Sanishiver
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Posted - 18 Jun 2006 :  18:52:45  Show Profile  Visit Sanishiver's Homepage Send Sanishiver a Private Message  Reply with Quote
KnightErrantJR: I have numerous notes from Dungeon Mag adventures I've converted over the years to fit my Realms Campaign. If your conversions catch on with folks around here, I'd be happy to share what I've done.

Am also working on a conversion for Gates of Oblivion from Dungeon #136 (18th level). This is a perfect adventure to adapt to the ruins of Tilverton.

J. Grenemyer

09/20/2008: Tiger Army at the Catalyst in Santa Cruz. You wouldn’t believe how many females rode it out in the pit. Santa Cruz women are all of them beautiful. Now I know to add tough to that description.
6/27/2008: WALL-E is about the best damn movie Pixar has ever made. It had my heart racing and had me rooting for the good guy.
9/9/2006: Dave Mathews Band was off the hook at the Shoreline Amphitheater.

Never, ever read the game books too literally, or make such assumptions that what is omitted cannot be. Bad DM form, that.

And no matter how compelling a picture string theory paints, if it does not accurately describe our universe, it will be no more relevant than an elaborate game of Dungeons and Dragons. --paragraph 1, chapter 9, The Elegant Universe by Brian Greene
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KnightErrantJR
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Posted - 19 Jun 2006 :  03:05:47  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
I was thinking about Tilverton as well, though I have some thoughts that move away from there as well. I'll share them when I get a bit more time.
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Alaundo
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Posted - 24 Jun 2006 :  10:40:16  Show Profile  Visit Alaundo's Homepage Send Alaundo a Private Message  Reply with Quote
Well met

KnightErrantJR's Tensions Rising article can now also be found on the site proper in the Adventures in Faerûn section as part of the recent site update.

Alaundo
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Eremite
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Posted - 24 Jun 2006 :  17:49:06  Show Profile  Visit Eremite's Homepage Send Eremite a Private Message  Reply with Quote
Thanks for posting, KnightErrantJr. I've been skimming over the Eberron stuff in Dungeon thinking that there was little use for it (*) but you have proven me wrong in the nicest possible way! ;)

*: That's not to say that I'm anti-Eberron but that I'm rather FR-focussed.

Best
E
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Wooly Rupert
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Posted - 24 Jun 2006 :  18:15:22  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Eremite


*: That's not to say that I'm anti-Eberron but that I'm rather FR-focussed.



Anti-Eberron is fine with us.

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Kajehase
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Posted - 24 Jun 2006 :  19:42:19  Show Profile Send Kajehase a Private Message  Reply with Quote
That's why you never spill the beans on your "Warforged in the Realms"-idea, Oh Wooly One?

There is a rumour going around that I have found god. I think is unlikely because I have enough difficulty finding my keys, and there is empirical evidence that they exist.
Terry Pratchett
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KnightErrantJR
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Posted - 24 Jun 2006 :  20:15:21  Show Profile  Visit KnightErrantJR's Homepage Send KnightErrantJR a Private Message  Reply with Quote
quote:
Originally posted by Eremite

Thanks for posting, KnightErrantJr. I've been skimming over the Eberron stuff in Dungeon thinking that there was little use for it (*) but you have proven me wrong in the nicest possible way! ;)

*: That's not to say that I'm anti-Eberron but that I'm rather FR-focussed.



I don't know, as soon as I read it I thought . . . you could do this in the Shining South. Its not that setting specific that it would be difficult to adapt.

As soon as I thought about the Shining South and a mercenary company though, I really wanted to use the lizard folk. I know with the goblins the bad guys seem a bit less exotic that two brained multi mouthed things or monks with tentacles, but the lizard folk mercenaries kinda make up for it, at least in my mind.

As I said earlier, I would be thrilled to hear how this works for anyone's personal campaigns if you use this adaption.
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Wooly Rupert
Master of Mischief
Moderator

USA
36805 Posts

Posted - 24 Jun 2006 :  20:21:48  Show Profile Send Wooly Rupert a Private Message  Reply with Quote
quote:
Originally posted by Kajehase

That's why you never spill the beans on your "Warforged in the Realms"-idea, Oh Wooly One?



Heh... No, I've just not taken the time to do anything with the idea. I will, at some point in the future.

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Chyron
Learned Scribe

Hong Kong
279 Posts

Posted - 26 Jun 2006 :  15:43:53  Show Profile  Visit Chyron's Homepage Send Chyron a Private Message  Reply with Quote
As someone who follows Eberron (but loves the Realms far more), just want to say you have done a very nice job KEJ.

I am not sure if I would ever (as a DM) see my way to making Warforged a viable race in the realms. But I could see a few of them exisitng perhaps as a highly advanced form of Gondsman (FaP) or even as some form of divine messagners of Gond.

Just My Thoughts
Chyron :)

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