Need help changing to FR game

Post/Author/DateTimePost
#1

acm1300

Mar 08, 2009 21:46:06
Hello, I need some help.

I just started to DM, with a group of newer players, and have decided to go with the forgotten realms. I am playing 4e and we have had 1 session so far.

This is what has happened so far, The PC's woke up on a slave ship. They had been captured by Pirates. When they got off of the boat, in cuffs, they were lined up and captains came around and picked 3 groups each. The PC's were taken and forced to fight one of the other groups to the death, they attacked the captain but other pirates came in and broke it up (since they are in a slave town run by pirates). The captain said that this was their one chance, if they acted up again they would be killed.

I am planning for the captain to take the group to the forest next and show them how to cut wood. If it goes to plan then the PC's will escape or kill the captain and then run into the forest.

I have decided that I would like this senario to go into and fit into the FR. I would really like to get it to go into the "scepter tower of felgaurd" FR adventure. I do not have any idea how to go about this or if I have gotten in to deep being a newer DM and not being prepared enough.


If anyone has any ideas please let me know. Thank you
#2

matthewswift

Mar 09, 2009 19:05:14
I am planning for the captain to take the group to the forest next and show them how to cut wood. If it goes to plan then the PC's will escape or kill the captain and then run into the forest.

I have decided that I would like this senario to go into and fit into the FR. I would really like to get it to go into the "scepter tower of felgaurd" FR adventure. I do not have any idea how to go about this or if I have gotten in to deep being a newer DM and not being prepared enough.


If anyone has any ideas please let me know. Thank you

Have the captain take them to the tower and force them to go in and raid it. They're slaves and therefore expendable to the crew. After they escape they can deal with the captain and his crew.

I don't know anything about the adventure, but you could use the captain as a hook... pun not intended.
#3

acm1300

Mar 09, 2009 19:49:55
That actually sounds like a very good idea, thank you.
#4

lord_karsus

Mar 09, 2009 22:12:35
-Spellgard.

-Is the scenario that you have something that you already played, and happened NOT in the Forgotten Realms, or is it something that hasn't been played yet, and can be set in the Forgotten Realms?
#5

acm1300

Mar 09, 2009 23:03:23
-Spellgard.

-Is the scenario that you have something that you already played, and happened NOT in the Forgotten Realms, or is it something that hasn't been played yet, and can be set in the Forgotten Realms?

This scenario is something that has been played but the only clue that they got to where they were was that they were on an island. I feel that this could be implemented as being pirate island the more and more that I look at FR.
#6

lord_karsus

Mar 10, 2009 10:45:22
-Gotcha. So, the game was already played, but locations weren't specifically mentioned. Another thing that is going to throw a curveball is character biographies. Presumably, the characters already have histories. If their histories are in, say, Grayhawk, being in the Forgotten Realms without an explanation is going to be problematic.
#7

krownhunter07

Mar 11, 2009 14:00:36
If you had them at sea, Lusken is a sound place to have the slave ring set up. It's on the Sword Coast, is ran by gangs and thugs, and is close to the area of the adventure you want to run.

You could have them escape into the High Forest, make their way to Loudwater and go from there.

It it's a lake or River they were on... hmm... you could somehow tie the slave trade in with the snake folk of Najara, pg 32 FRCG, and still tie it into Loudwater and the adventure you like.
#8

markustay63

Mar 13, 2009 15:59:35
This idea -
Have the captain take them to the tower and force them to go in and raid it. They're slaves and therefore expendable to the crew. After they escape they can deal with the captain and his crew.

I don't know anything about the adventure, but you could use the captain as a hook... pun not intended.

Doesn't work, as you can see -

IMAGE(http://i5.photobucket.com/albums/y178/MarkusTay/Map%20Snippets/Spellgaurd.jpg)

That adventure is one of the furthest locales in Faerûn from ANY body of water.

They will need to escape and 'accidently' fall through a portal, which drops them into the Fallen Lands.

I would suggest the pirates be from the Sea of Fallen Stars, and they go to sell their captives in Westgate (a VERY seedy town), and the PCs flee into the Gulthmere Forest (where they will find the portal).

IMAGE(http://i5.photobucket.com/albums/y178/MarkusTay/Map%20Snippets/Gulthmere.jpg)

The city is just off the map - sorry about that; its an old snippet.

Edit: Actually, the forest has been renamed (Gulthandor), and I was going to recommend the new 4e city where Manshoon resides, which is probably better for what your doing then westgate.. but of course I can't find the lore and the INCREDIBLY INADEQUATE 4e FR map doesn't even bother to show it.

4e is SO Godamn frustrating....
#9

CCS

Mar 16, 2009 18:38:18
This idea -
Doesn't work, as you can see -

IMAGE(http://i5.photobucket.com/albums/y178/MarkusTay/Map%20Snippets/Spellgaurd.jpg)

That adventure is one of the furthest locales in Faerûn from ANY body of water.

Ok, not having read the actual module, what specifically would make it impossible for a DM to simply relocate the adventure to an area of his own choosing.
And it's not like the players have to have access to a complete map of the FR when they play. So they needn't know the tower started out in a certain spot....
#10

krownhunter07

Mar 16, 2009 19:43:20
Again, they can come from Lusken, go via the Sea of Swords and up the river. From there, they might escape or overthrow the slavers and end up in Loudwater or they could be taken to Llorkh area where slavers plan to sell them to the snake people (a mini adventure in the FRCG)

Edit; It looks like the ship would have to go just south of Waterdeep and head up the Grayflow river... plenty of time to get in some sea going action, some RP and a chance to have them take over the ship, or find out more info on the slavers or what-have-you.
#11

lord_karsus

Mar 16, 2009 20:23:28
Ok, not having read the actual module, what specifically would make it impossible for a DM to simply relocate the adventure to an area of his own choosing.
And it's not like the players have to have access to a complete map of the FR when they play. So they needn't know the tower started out in a certain spot....

-Spellgard is in a specific spot. It isn't like one of those "theoretical places" that don't have a location, that are up to the DM to put where ever they want.
#12

markustay63

Mar 16, 2009 21:06:24
Correct.

If you just want to make stuff up, then asking for help her doesn't make a whole lotta sense - just do whatever you feel comfortable with.

At the very least, have the pirate sell the captives to the Shades in Anauroch, and then have them escape from there (at least you'll be nearby). Since you don't mind a little fudging, you can just say the Shades telported to whatever port the pirates are in, or even took an airship.