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D&D Older Editions
Adapting Scales of War to the Nentir Vale
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<blockquote data-quote="Jacob Lewis" data-source="post: 9109513" data-attributes="member: 6667921"><p>Glad to see someone picked up on this!</p><p></p><p>I propose the following changes for "Rescue at Rivenroar":</p><ol> <li data-xf-list-type="ol">Use Fallcrest for the party's home base. We know that the AP will eventually move the group away from their home base anyway. But the location is central to all points in the Vale, and it is well established in various published materials.</li> <li data-xf-list-type="ol">Use the Daggerburg goblins. They are close enough to be a threat, but having them attack Fallcrest directly is a bold and alarming move. This should indicate that something big is going on, but no one knows what exactly. It also avoids overusing the orcs which have a bigger role in the next chapter, and in a different region.</li> <li data-xf-list-type="ol">Use Kalton Manor for Rivenroar. The faction of goblins making a name for themselves decide to move into the old ruins, which is conveniently close enough to Fallcrest. It also boasts as having dungeons with secrets, which have never been expanded upon (at least, not to my knowledge).</li> </ol><p>And that is all you really need for a new foundation of the first adventure. All of these changes are mostly cosmetic, and won't interfere with any future developments. But everything fits right in with the established setting, and the conceptually with the proposed Adventure Path. Just need to tweak a few details suited for taste. The bigger obstacle (i.e. the fun part) is updating the mechanics and balance.</p></blockquote><p></p>
[QUOTE="Jacob Lewis, post: 9109513, member: 6667921"] Glad to see someone picked up on this! I propose the following changes for "Rescue at Rivenroar": [LIST=1] [*]Use Fallcrest for the party's home base. We know that the AP will eventually move the group away from their home base anyway. But the location is central to all points in the Vale, and it is well established in various published materials. [*]Use the Daggerburg goblins. They are close enough to be a threat, but having them attack Fallcrest directly is a bold and alarming move. This should indicate that something big is going on, but no one knows what exactly. It also avoids overusing the orcs which have a bigger role in the next chapter, and in a different region. [*]Use Kalton Manor for Rivenroar. The faction of goblins making a name for themselves decide to move into the old ruins, which is conveniently close enough to Fallcrest. It also boasts as having dungeons with secrets, which have never been expanded upon (at least, not to my knowledge). [/LIST] And that is all you really need for a new foundation of the first adventure. All of these changes are mostly cosmetic, and won't interfere with any future developments. But everything fits right in with the established setting, and the conceptually with the proposed Adventure Path. Just need to tweak a few details suited for taste. The bigger obstacle (i.e. the fun part) is updating the mechanics and balance. [/QUOTE]
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Adapting Scales of War to the Nentir Vale
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