Historical version of Eyes of the Lich Queen [Archive] - Wizards Community

Post/Author/DateTimePost
Zadmar

02-09-08, 07:16 PM
This thread contains spoilers, so if you're planning to play a historical campaign or Eyes of the Lich Queen, you probably don't want to read any further.



I'm currently running a historical campaign, working through the timeline described in The Forge of War. The campaign started in 894, at the beginning of the Last War, and has currently reached 897. The party are on the verge of reaching level 5, and once they do I'm planning to run Eyes of the Lich Queen.

They've already had a couple of run-ins with the newly formed Order of the Emerald Claw, the most recent of which involved them sneaking into an Emerald Claw-controlled district in Westhaven, discovering and disabling an eldritch machine which was producing vast quantities of food for Karrnath, and stealing the Schema that was central to its operation. The party fled Westhaven, leaving several corpses in their wake (including one festering plague-ridden Emerald Claw guard's corpse, courtesy of the cursed sword carried by one of the players).

Thus there's already a very good reason for the Emerald Claw to be chasing the players, and when told to hand over the "Dragon's Eye", the PCs are going to assume that the Emerald Claw are referring to the Schema they stole from Westhaven. In this respect, the module leads on very well from the last few adventures I've run.

My real problem is that Eyes of the Lich Queen is designed to be run after the Last War, so I've been having to make some adjustments, and I'm sure there's a lot I've missed. So far I've come up with two major points that need to be changed:

1. The Q'Barra nation wasn't founded until 928 - so there won't be any Adderport, just a jungle peninsula. I don't know when it was first discovered by the Lhazaar pirates, but I think it would be rather hard for them to miss, so I'm going to assume the location is already named Q'Barra. The later Adderport encounter will be moved to a small coastal town in the south-east of Cyre (near Norinath or Aerie, in modern day Valenar). As the players are all from Cyre, and one is a minor noble, I think it might be rather fun if Duke Ven ir'Kesslan later learns about Q'Barra from the party (I try to tie the players into a lot of historical events).

2. The first record of an experimental House Lyrandar airship was in 989, so it doesn't make sense for the players to find one a hundred years earlier. However I'd rather not scrap the encounter entirely, so I've been wondering if perhaps some more primitive type of elemental craft might viably exist - maybe an experimental elemental-bound Zeppelin created by the gnomes of Zilargo? Once again, tying the players actions into historical events, the captain of the Lyrandar galleon that drops the party off at the island might take great interest in hearing about this unusual flying device.

Can anyone think of anything else that would need to be changed, in order to run the module in the year 897?