| Post/Author/DateTime | Post |
|---|---|
| #1elder_basiliskJun 13, 2009 18:33:51 | Here are a few ideas for combining MYRE adventures with existing LFR adventures to form longer adventures with more continuity. Note that I am deliberately avoiding giving more than a cursory outline of the ideas presented. MYRE adventures are supposed to be unique to the individual judge and play experience and I do not want to undermine that in any way. MYRE + East 1-1. This time, the journey was not uneventful. On their way to completing the task in East 1-1, something happens. East 1-1 has a long lacuna where a journey through the East Rift happens rather uneventfully until you end up in the skill and combat encounters of the mod. It would be easy to insert an entire MYRE adventure between the hook of East 1-1 and the first encounter. MYRE + Akan 1-1. This time, it's personal. Akanul 1-1 has the players invading the goblin-infested ruins of Galain in order to recover a genasi noble--or to recover his body. Rather than having an NPC beg the PCs to help her brother, you could run a MYRE adventure where the PCs fend off or escape a large goblin raiding party. Then, either for vengeance or to recover a kidnapped comrade, they invaede the goblin-infested rotting ruins of Galain. DM challenge. Running two mods back to back with the same general class of opponent could easily become monotonous. Try not to use the same combo twice. As Barrow of the Ogre King demonstrates, fighting one goblin hexer is more than enough for two mods. Fighting the same encounter twice is not very interesting. So, use a different kind of goblin leader for one encounter. Goblins on wolves led by an backblade make for a very different encounter than a group of goblin skullcleavers led by an underboss. Also, the MYRE portion of this could break the pattern with the use of a "random" encounter. Perhaps fleeing goblins could intentionally lead their pursuers past a cave bear's den (maybe the bear got one of them as they ran past) or across a spirit haunted battlefield (it was of course not dangerous during the day when the goblins crossed). Spec 1-1 +MYRE Getting out of the city was the easy part. Getting home, now that's a challenge. Spec 1-1 ends with the PCs escaping from the gates of Zhentil Keep (or doing something like that). But it doesn't have to end there. If you have always wanted to write the adventure where the PCs sail away from a wretched hive of scum and villainy on a ship with a semi-trustworthy captain and with the bloody scalp pirates in hot pursuit or where the PCs use their cunnng and survival skills to escape zhentarim pursuers on land, adding a MYRE adventure after the PCs finish Spec 1-1 could work well. MYRE + Luru 1-1 or Luru 1-1 + MYRE All we have to do is cross miles of monster infested trackless woods. Luru 1-1 handwaves a long trip both before and after the main encounters with a skill challenge. Properly speaking, the adventures should be separate, but there is plenty of room for another adventure before the skill challenge occurs or after your PCs have completed the final encounter. Getting to and from an ancient tomb in the middle of the forest could easily be a module in itself, even without a horde of orcs in hot pursuit. |
| #2telvin3dJun 13, 2009 19:04:57 | Using the MYRE modules to turn a regular adventure into a supersize event is clever. Not a bad idea at all. One other good use would be with the Spellguard ADAP. In the original module you are supposed to have a number of random encounters and flavour encounters to set up the area. The ADAP says not to run these because there is no XP budget for them. You could use the MYRE to do Encounters Around Spellguard and tack it onto the ADAP for groups running through. |
| #3sithobi1Jun 13, 2009 19:15:11 | Using the MYRE modules to turn a regular adventure into a supersize event is clever. Not a bad idea at all. You can't actually do that, since you can't play any other adventures between parts of ADAP 1-2/3/4. |
| #4josephkellJun 13, 2009 23:23:17 | How are extended rests and daily magic item uses being factored in? Will it be a WitR08 "you are recharged" hand wave? |
| #5warfteinerJun 14, 2009 0:23:13 | I have actually taken one of my LFR groups into home campaign territory because they liked the hooks and locations in EAST1-1. If only we had the My Realms stuff about 5 months ago, they'd still be legal LFR characters (and never have had to go through the Elemental Chaos)... ;) |
| #6elder_basiliskJun 14, 2009 0:54:39 | How are extended rests and daily magic item uses being factored in? Technically, that would be the way it should be. In a lot of the examples, however, there is no handwaving required. If you have fought a group of goblins and decided to track them back to their home and exterminate the vermin, odds are pretty good that there will be a place for an extended rest before you run into the first patrol at the edge of goblin territory. So you end MYRE at that extended rest, assign xp, level up if applicable, and move on to Akan 1-1 with a little DME to smooth the transition. If you choose the right story to tell, there is no need for extended rests, etc to be handled as unnaturally as they were in WitR 08. Now, there may be some mods that could add a few more encounters in the same day without becoming impossible, but that is not a level of merging that seems to be supported by the rules and would probably have to be done on the sly with the acceptance of the players and DM at the table. |
| #7ughmanJun 19, 2009 23:11:56 | I like the adventure combo ideas. I was thinking of having the MYRE I write first to be a lead-in to the Zhent Infiltration Quest. (I always wished there was more backstory/info that PCs got other than the card and the 3 prior tasks.) I <3 MYRE. |