New DM Looking for Adventures

Post/Author/DateTimePost
#1

zombiegleemax

Dec 21, 2004 11:42:17
I'm relatively new to DMing. I've only run 3 short Greyhawk adventures. I would like to run some Ravenloft adventures. Is there anywhere I can get premade 3.5 Ravenloft Adventures?

I found Shadow of the Knife, but I would like some more. I would like to start with an adventure that more resembled a dungeon crawl. I found that these seem to require less preparation.

My time is limited, so I would rather not create my own nor convert an adventure.

Thanks for any help.
#2

zombiegleemax

Dec 22, 2004 5:50:17
Hi -I think the answer you will get is no official adventures.

All 3ed material so far is source material with adventure hooks. However various websites can offer useful ready to run material.

A few examples: (others will no doubt post

http://www.kargatane.com/index.html
http://www.angelfire.com/wa/castlelament/rlmodules.html
http://www.fraternityofshadows.com/
http://www.gryphonhill.com/
http://on.to/midwayhaven

Original ravenloft adventures
http://www.wizards.com/dnd/article.asp?x=dnd/dx20020121x9

Personally for adventure inspiration all I need is the original blackbook, and a copy of feast of goblyns. (You can pick them up from ebay no problem).
#3

malus_black

Dec 22, 2004 8:48:57
The six adventures in the Grand Conjunction series - Night of the Walking Dead, Touch of Death, Ship of Horrors, Feast of Goblyns, From the Shadows and Roots of Evil - can be found here, just scroll a bit down and you'll find them. While they are 2E, most of them can be very easily converted with the monsters in the Monster Manual and Denizens of Dread. From the Shadows and Roots of Evil, in particular, suit what you want as they are mainly dungeon crawls (I don't care for them much, though, and if you have time for some preparation, I would definitely recommend Night of the Walking Dead above all the others).

As you've got Shadow of the Knife, I'll assume that you've also downloaded Children of the Night: Demons. If not, do so. Other third edition adventures can be found in the Quoth the Raven netzine, see the link in my signature and then go to the Library, at irregular intervals (shameless plug here - I made the Winter's Sorrow adventure in QtR 9), and there are also two adventures on the site that are not in the netzine - The Strange Case of the Darkangnon Estates and A Calling from Verbrek, found in, respectively, the Smoking Room and Salon sections of the site.
#4

zombiegleemax

Dec 24, 2004 1:27:56
As an aside I would recomend branching out quickly from standard dungeonesque crawls. What makes RL different from other settings is as much about villiany with complex plots & personalities and plans than the assortment of zombies and werewolves for opponents.

The much of the material provided also has advice for unning more than 2D villians.

-Eric Gorman
#5

zombiegleemax

Dec 26, 2004 21:51:51
The six adventures in the Grand Conjunction series - Night of the Walking Dead, Touch of Death, Ship of Horrors, Feast of Goblyns, From the Shadows and Roots of Evil - can be found here,

I took a quick look at these adventures. If I wanted to run these in order, what order should they be played in? I see that Night of the Walking Dead was intended for 1st level characters, but it is listed as Grand Conjunction #4.
#6

zombiegleemax

Dec 27, 2004 11:27:26
I took a quick look at these adventures. If I wanted to run these in order, what order should they be played in? I see that Night of the Walking Dead was intended for 1st level characters, but it is listed as Grand Conjunction #4.

From the FAQ at the Fraternity of Shadows website...

"... many DMs have noticed that if they run the adventures in the order written, they end up needing PCs of level 8-10 for the second hexad, yet PCs of level 3-5 for the third hexad (etc.). The solution to this continuity problem is to simply change the order of the hexad to suit the levels. This results in the adventure order being:

Night of the Walking Dead - Levels 1-3
Touch of Death - Levels 3-5
Feast of Goblyns - Levels 4-7
Ship of Horror - Levels 8-10
From the Shadows - Levels 9-12
Roots of Evil - Levels 9-12

Just change the order of the hexad verses to match this, and you'll be able to run a Grand Conjunction campaign without this problem"
#7

zombiegleemax

Dec 29, 2004 8:33:04
Thanks for everyone's help. I decided to run the Grand Conjunction adventures. At first I thought converting the adventures would be a huge amount of work. However, it seems easier than I first expected. So I'll give it a try.

Thanks again!!
#8

davidslay

Jan 04, 2005 10:49:31
SlayerMac:
i'm about to launch a new campaign and I definitely want to integrate some Ravenloft elements. I'd be thankful if you can tell me how the conversion goes and what you like about the setting.
#9

zombiegleemax

Jan 05, 2005 22:28:34
Thanks for everyone's help. I decided to run the Grand Conjunction adventures. At first I thought converting the adventures would be a huge amount of work. However, it seems easier than I first expected. So I'll give it a try.

Thanks again!!

Good luck and keep us posted on how you make out.

On a side note I would recomend the first Ravenloft adventure (also printed under the name House of Strahd) before the GC to introduce Strahd and castle Ravenloft but that's just my oppinion.
#10

zombiegleemax

Jan 07, 2005 11:52:25
I have converted most of Night of the Walking Dead. I think I kept it fairly balanced for a party of four level 1 characters. I'll find out when we play.

The conversion process was fairly easy. Plus in the process I had to stop and think about exactly what the NPC's were like. This is the most prepared I've been for an adventure. I'm really looking forward to running it.

We are finishing a Freeport adventure in the next couple of weeks, then we'll start this one. I'll post back on how the adventure plays out.
#11

sabbattack

Jan 07, 2005 18:59:24
Good, really good! NotWD is a module I must've ran about... err... 5-6 times, so I consider myself quite an expert in it. It's my favorite introduction for RLOFT, and it has so many plot hooks/loose ends that you can make a miny campaign out of it, right there in Souragne. I have compiled a short list of suggestions, both from personal experience and from some other dwellers here. They include:

* Switch Brucian with Chickenbone. A goody-little-two-shoes seems a bit out of the picture. If you don't have the 2nd edition books on Chickenbone, imagine a stereotype voodoo priest, old and scary. He seems a weakling pushover, but noone dares oppose his word lest they find themselves as sweet zombies...The old bastard has every priestly ability the party will ever need, and only in exchange of one useless personal belonging...Oh! His favorite expression is "I'm just a harmless old herbalist"...

* Brucian is a fraud. He's not a priest, he's just a mid level rogue with maxed-out Use Magic Device bluffing his way to priesthood (great explanation for the failure of his raise dead on Marcel too). This raises a whole lot of questions if the pcs find out. Who is he really, why's he there, where does he get the scrolls from etc. One really good idea I heard here is that he's a weak conman from Darkon running from kargat, who took shelter in Souragne and tries to make it up by helping the local folks (of course, in RLOFT no good deed goes unpunished... :D )

* Eliminate the magic items present in the original module. The short swords from the frog encounter and the long sword the dwarf has can be replaced with normal masterwork ones or, alternatively, with ones made of cold iron.

* Speaking of frogs, the frog encounter is not going to scare anyone (unless of course you have halflings or gnomes in your party :smirk. You can skip it completely (the same goes with the alligator) or change it. One of my parties ran into a Will o' wisp only to discover that it was actually a good will o' wisp, and it got really mixed up...

*Tone down the "flower-power" gypsie caravan. Vistani are darker than the dark pits of hell. If you've seen/read "Thinner" by Stephen King, you'll get a picture. Also, one alternative (I included it with great success in my last campaign) is to swap them with Chickenbone. Imagine : ...a small island rises out of the oozing waters. The island is nothing more than a dry patch of land coming out of nowhere, while atop it sits in meditation an old shriveled man of ancient age, dressed only in a dirty loincloth and with a macabre arrangement of twisted roots and small bones in countless charms around his neck. Without ever raising his head, he motions you to sit next to him, while he stirs a pot of some ill-looking soup (etc etc)... Have him cast the bones for the pcs rather than reading the tarokka, for flavour.

* I don't know if you're getting tired, 'cause I'm not!!! One other great (for me at least) innovation is to have Jean actually make a public appearence, just to throw them off his trail.

* One misused character is the merchant Duncan. You can do many nasty things with him as well ;) .

* Placing Marcel's lair in the old cemetary is a bad, baaad, BAD idea. One of my parties (the most ill-fated one ) jumped straight ahead in, before even going in town, "just for kicks"...Got mercilessly slaughtered by the ju-ju. What I learned to do is pick up the lair, place it somewhere else (maybe under the plantation house, in a secret "dungeon") and use the old cemetary for providing the pcs with some info on the lair's location.

* Mordu is a great red herring. Have them suspect him as the killer, then arrange to find him mercilessly slaughtered (well, look at this, i got addicted to this expression :P ).

That's some things for starters... I'm really sorry for the length of it, I just had them in my mind for quite a long time now. And my campaign, my really planned and good campaign...my precious...MY PRECIOUSSSSS..got scrambled because of two players who didn't want to play any more (had urgent wanking business to take care of )... Sorry, i got carried away.

Hope these (more than) two cents helped!

Cheers!!
#12

ivid

Jan 10, 2005 2:59:56
*After sabbatack's zombie ate my brain*

The Mill Witch Adventure from http://www.geocities.com/Area51/Dungeon/6102/index.html
was really amazing. I am gonna insert it into my current campaign.
#13

sabbattack

Jan 10, 2005 7:17:37
Oh thank you dear Ivid :buuurps: I needed the refreshment!!!

Seriously though, lonesome road is one of my favorite Rloft sites. Not only does it have great material, the guy actually took time to convert some monsters from Symphony of the Night, one of my fav games!!!

Btw, great adventure, although a bit more appropriate for domains like Tepest (witch hunting anyone?) or anything more dark and medieval than Souragne.

Cheers!!
#14

zombiegleemax

Feb 16, 2005 13:41:48
A couple of you asked for update on how the conversion went.

Everything went great. Night of the Walking Dead was relatively easy to convert. My players seemed to really enjoy it. I had them on their toes the entire time. They kept expecting everything in the swamp to attack them. They played characters with fear, so I cut out a couple of the fear checks. This adventure allowed for a lot of opportunity for role playing. The players seem to really get into their characters.

I've always been a big fan of zombies and other undead creatures. So this was a great adventure for me to run. Plus I loved making my players nervous about every shadow and noise.

I also used some music to help set the tone. I used a lot of stuff from Midnight Syndicate. Mostly, I just took a CD and let it play in the background while we played. A couple times I played particular tracks.

Thanks for recomending this adventure!!
#15

sabbattack

Feb 19, 2005 13:15:58
Oh please please spoil us some more!!!! More details. Did you change anything from the original? Did the players suspect Jean? Did Luc die (my parties made him die 50% of the time)?

I want more!!!
#16

Mortepierre

Feb 20, 2005 13:43:47
Another high quality (and totally for free) downloadable adventure is:

http://www.rpgnow.com/product_info.php?cPath=268&products_id=3647&
#17

zombiegleemax

Feb 20, 2005 19:04:46
Another high quality (and totally for free) downloadable adventure is:

http://www.rpgnow.com/product_info.php?cPath=268&products_id=3647&

Odd, when I use your link, it comes up "product not found". If I look on their Free Stuff page, product #3647 comes up just fine as "Where Madness Dwells 3.5". Is that the one you are recommending, MP? 8 MB will take a long time on my sad home dial-up, I'll download it on my work computer if you say it's good.
#18

zombiegleemax

Feb 21, 2005 9:53:41
Oh please please spoil us some more!!!! More details. Did you change anything from the original? Did the players suspect Jean? Did Luc die (my parties made him die 50% of the time)?

I want more!!!

The biggest change I made was to have Duncan the trader be the one who brought the licorice to town. I knew my players would be very suspicious of him, because he wasn't from Marais de Tarascon. As soon as they found out that he supplied the licorice, they headed for the inn. The party cleric confronted Duncan in a very threatening manner. Of course, Duncan was very confused. The party rogue tried to sneak into Duncan's room, but by this point Duncan was very suspicious of the group and he went the his room. The rogue wasn't caught, but he didn't get a chance to check Duncan's room.

I also sped up the events. I shortened the adventure by day. I mainly did this, because of the excellent role playing done by the players. They forced Jean to come out hiding and attack them a day early.

Luc died when they first entered the old cemetary on the night of the storm. Two zombies attacked and killed Luc, before the party could stop the zombies.

I have a Yahoo group started, where I post a summary of the events that occur during each session: RavenloftDwellers