Metus said:
Kershek, would you mind telling me where you set the previous adventures from the WotC line? I ask because I just started running them, and I put Sunless Citadel near Unther. I know that there probably is a better place, but that's all I came up with. Where'd you put yours?
If there is anyone in my game reading this, do not continue unless you want the fun ruined for you over the next several months.
Ok, here is the overall vision of my Adventure Path series in Faerun.
I set the Sunless Citadel in Amn. Look for the dashed line between Brost and the road to Esmeltaran. I set the town of Oakhurst halfway up that line. There's lots of open area there to the east that I named scorched by Ashardalon. To the west are foothills to mountains which I felt were depicted by the picture in Sunless Citadel on page 5.
For Forge of Fury, I set Blasingdell on the east side of the southern tributary of Lake Esmel near the small patch of mountains. The Stone Tooth mountain is in that patch.
For Speaker in Dreams, I set Brindinford a few hours south of the intersection with the Trade Way and Tethir Road (in between Murann and Brost). I gave them a book about the Cult of Ashardalon (found in the Reality Wrinkle) that talks about Gulthias and hints at the death of the great wyrm, pulled from later modules. I wanted to give them an information plant earlier in the campaign.
For the Standing Stone, which my players have yet to start, I plan on setting it in or near the Wealdath forest (a good tie into the wild elves). If they go south, I can set it along the Trade Way to the west, which is my preferred setting since it's a bit away from the Wealdath which makes a human settlement a little more plausible. If they go back towards Esmeltaran (which they have decided has a home base), I will probably set it south of Tethir road and the Small Teeth mountains where it touches the Wealdath.
The location of the Heart of Nightfang Spire is open at this point. I'm using the areas of Amn and Tethyr as the original playground of Ashardalon
Deep Horizon may be set underneath Durgeddin's forge. I hinted at underdark passages (for the Duergar) but they couldn't find them. I also mentioned mountain rumblings as per small earthquakes (the small shifts before a big earthquake) as they left the area. At a strategic point I'll have the earthquake happen and they will find out about it and investigate. This is convenient for my game since there is a Dwarven Cleric in the party that has made friends with the ancestors of Durgeddin that have now reclaimed the forge and Durgeddin's body thanks to the party's efforts in Forge of Fury. He has stated that he wants to check back with them to see how they're doing.
At some point during Deep Horizon when they meet with the Durgeddin ancestors, they will find out that the ancestors found a cleric to cast True Ressurrection on Durgeddin, but the spell failed (perhaps the party can be present for this). This is a perfect lead-in to Lords of the Iron Fortress (and is even listed as a hook in the module).
Bastion of Broken Souls is rather site-independent and won't be difficult to fit in anywhere.
There are lots of side quests intermixed in the game. I'm finding it difficult keeping their experience levels on par with the module suggestions, but I've read that the WotC modules are rather bloody and require higher levels than suggested anyway.
Hope this helps.