B-Path

Post/Author/DateTimePost
#1

mrfilthyike

Apr 01, 2008 9:45:21
'Lo all,

I want to run a "pathfinder" style of campaign based on B mods.

I ultimately want to end up in Nights Dark Terror, but need a few
lead up, Known World friendly mods to get the party to the 2-4
range needed for NDT.

What would YOU put in a series to lead up to that mod? Keep them
KW flavored and why. I had wanted to start with B4, but don't know
how best to link that to B10.

What path would you all use?
#2

maddog

Apr 01, 2008 10:25:31
I ultimately want to end up in Nights Dark Terror, but need a few lead up, Known World friendly mods to get the party to the 2-4
range needed for NDT.

I would run any one of B1-3, 5. Any of the four would put the PCs in the correct XP range for Night's Dark Terror. B5 might be the easiest to place near Kelvin/Threshold in Karameikos where B10 starts.

--Ray.
#3

kengar

Apr 01, 2008 10:45:14
I agree. B1 & B2 with maybe one more thrown in should get a party (if they didn't die & start over too much) into the right level range for B10.
#4

havard

Apr 01, 2008 13:17:20
Alternately, you could start with B11 and B12 and have the PCs hang out around Penhaligon. Perhaps they befriend Lord Kaerin who sends them down to explore Dymrak?

Another path would be using DDA3 an DDA4 since DDA4 has the PCs end up in the Dymrak forest. DDA4 is a little disappointing as a module though...

Havard
#5

agathokles

Apr 02, 2008 12:53:21
What would YOU put in a series to lead up to that mod? Keep them
KW flavored and why. I had wanted to start with B4, but don't know
how best to link that to B10.

I'd not recommend B4 as the very first adventure, unless the party is very large.
On the other hand, B4 and B10 have a nice connection in that both explore lost civilizations of Mystara, and both assume that the PCs are enlisted for some caravan guard duty.

I'd therefore organized a campaign based on caravan guards, maybe starting with the "Gnome Caravan" adventure hook from GAZ1. A raid by humanoids from Krakatos may trigger some exploration (maybe a gnome merchant is kidnapped) and allow the PCs to do some experience.
In Specularum, you might stage a short city adventure (The Davinos adventure would go, IMO).
From Specularum, the PCs might enlist in a caravan bound to Ylaruam (for B4), but, since they'll be passing through Penhaligon and Stallanford, you might want to add B11 in between. Thus, the PCs will be able to start B4 with a significant amount of experience (it would be good to have 2nd level clerics and thieves at the beginning of B4, IMO).
At that point, the PCs will have the opportunity to go on to Ylaruam and discover the Lost City, or go back to Penhaligon and fight the "Queen".

GP
#6

gawain_viii

Apr 02, 2008 14:46:26
In my current game, I'm essentially using the flow-chart from B1-9, starting with Castle Caldwell. At the concusion of the second part of that adventure, Clifton recommends the players to a "significant" business partner. Caldwell says that the partner is in Specularum, recieving a shipment of horses. So the players end up on a wild goose chase (completing a couple of the B-series mods along the way) to Specularum (and B6) only to learn that the business contact is already come and gone to Kelvin--where B10 will start.

It's working out so far. Another option is to start with B3--since it doesn't require the PCs to know each other, or have an excuse to cooperate from the beginning. They all have the same dream, regardless of where they are, and meet at the Palace gates. The circumstances of that mod will force cooperation or death.

If your characters already know each other (all local to the starting town, or fast friends) that could also start in Mistamere, searching for Bargle's bounty.

Hope this helps,
Roger
#7

agathokles

Apr 09, 2008 5:17:22
What would YOU put in a series to lead up to that mod? Keep them KW flavored and why.

One other adventure that can be used in a B10 path would be The Lost Seneschal from PC1 Tall Tales of the Wee Folk. It is set in a Darokin Borderlands dominion (probably south of Alfheim).
Since the PCs will be likely passing through Darokin while on the way to Ylaruam (or back from that region), this (and some of the other adventures in PC1) may also be used.

Also, after B4 the PCs will still have to come back to Karameikos, either by crossing the desert (most likely without a guide!) or by the tunnels connecting Cynidicea to the rest of the Mystaran underground cave systems.
So, the followup adventures should either cover the journey or help the PCs go back to Karameikos.
If the PCs choose to cross the desert, then you could have them reach a village, and stage the short Jade Hare module there.
If they choose the underground route, the Gnomes can probably help them reach Rockhome. I would be tempted to use the Lost Cavern adventure from the GAZ, but is too high level.

GP