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  1. #1
    Destroyer of Worlds snapshot_superhero's Avatar
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    Question So... Published Adventure Ideas?

    Hey ladies and gents! Hope all is well. I'm super excited to get my hands on the new IKRPG to start playing with my wife and other gaming buddies. Problem is, I don't have a ton of time to plan a sprawling campaign, (and frankly I'm not too skilled of writer) so I was wondering if anyone had any suggestions of other rpg adventure supplements that I could pick up that are fun and would be convertible to the IK by swapping out npcs and locations, etc?

    I'm not sure if the IKRPG first book will have a campaign in it or not, so any help you could offer would be greatly appreciated. If you have personally played them, that's even better! Thank you so much.

  2. #2
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    I'll be posting my campaign notes and outline as soon as I run it.
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  3. #3
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    Quote Originally Posted by snapshot_superhero View Post
    Hey ladies and gents! Hope all is well. I'm super excited to get my hands on the new IKRPG to start playing with my wife and other gaming buddies. Problem is, I don't have a ton of time to plan a sprawling campaign, (and frankly I'm not too skilled of writer) so I was wondering if anyone had any suggestions of other rpg adventure supplements that I could pick up that are fun and would be convertible to the IK by swapping out npcs and locations, etc?

    I'm not sure if the IKRPG first book will have a campaign in it or not, so any help you could offer would be greatly appreciated. If you have personally played them, that's even better! Thank you so much.
    If you haven't used it already - pick up the Witchfire Trilogy on eBay and convert it to the new rules. Read up on what this guy went through though so you don't run into the same issue he did. The adventure assumes your group are the good guys and WANT to help.

  4. #4
    Destroyer of Worlds snapshot_superhero's Avatar
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    Thanks for your replies! I already own the Witchfire Trilogy though, and while I personally find it enjoyable to read I really don't think it will fit my groups playstyle. I was looking for some other options if anyone had any. I may end up running the WFT if I can't find anything else, but I'd rather keep it as a backup.

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    Check out the BuccaneerBass, as far as I know the site isnt updated anymore, but they did "publish" a few adventures.
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  6. #6
    Destroyer of Worlds AJ the Ronin's Avatar
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    This may be weird but I'm really looking forward to the format of this edition adventures. The WFT and the 2 web supplements followed the standard for D&D at the time. I hope this edition choose an original format for its new adventures.
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  7. #7
    Destroyer of Worlds Sosthenes's Avatar
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    Adapting third party adventures for the Iron Kingdoms isn't an easy job. Your average D&D adventures require a lot of customization, as you can't just drop in all kinds of creatures, cultures and cities. It's a pretty compact and non-standard setting, and often quite ahead of some feudal medieval tropes. Also, no big wars with orcs and giants. I couldn't imagine a proper place for the Keep on the Borderlands…

    And on the other hand, if you're looking at steampunk-ish settings, you'll find too many Victorian tropes and historic allusions.

    Personally, I try to pilfer existing adventures, online D&D maps and Wikipedia entries for set pieces and try to combine them in a somewhat fun way. Then again, I'm a big fan of improvisation, which might not be everyone's forte or preference. During my very freefrom interpretation of the WFT right now, I've used Lindisfarne Castle (to replace the silly Fort), a weird druid from a Mesopotamian D20 supplement and some random Ziggurat map I found on the web, plus some actual material from the book itself and NQ magazine. My last long-running D&D campaign consisted of some dungeons from the initial 3E adventure path placed in a plot structure that was chosen by setting my MP3 collection on shuffle and interpreting the song titles in interesting ways…

    I do think city adventures with an emphasis on crime and/or horror would adapt pretty neatly. Can't think of any real good ones right now, though.

  8. #8
    Destroyer of Worlds StJason's Avatar
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    This was one of the reasons I loved the old WotC site. Their mini-adventures were a treasure trove, and because they were so short, were easy to pop out into more IK-worthy ones.

    For example: There was one where the adventurers come across a old mine, inhabited by Kobolds. After the first couple of encounters, the adventurers start to realize that these Kobolds are all sick. Eventually they talk with them (there is a nice bit where they can get into the living quarters of the nest, and see all sorts of sick Kobold children...). Deeper in the mine there is a Ork shamen who made a pact with demons now is spreading this disease (and is suffering it too). It's a nice little adventure for low-level adventurers.
    To IK-ify, this is what I did: Changed the Kobolds to Boggers. Change the Ork shamen to a (insane(-er)) Druid. Simple swap-out, makes for a nice adventure, and you can throw in mechankial digging tools to get even more IK-ey stuff.

    I really hope that with the relaunch that PP does the same thing with their website. Little character portraits, mini-adventures (even if just locations or PCs), previews... archiving it online also makes it easier for people who don't get every NQ to have access (look all over the forums for people unhappy for missing X tier list because they didn't get that particular NQ.)

    ...alternately (and less cooly), they could take the route that The Company That Shall Not Be Named did for a while, and put out yearly compilations of the new rules, neatstuff, and things they put in NQ.

  9. #9
    Conqueror HellVenom's Avatar
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    If you have some time to work on a list pick up a history book or some of the old TSR materials that are still floating around. My buddy ran a small campaign based on the assault on Pegasus Bridge which while combat centric gave him the templates, maps, and force brake down to run the campaign without too much effort.

    There is an old TSR rpg, Top Secret, set in the Cold War that with a little work could be converted easily for a adventure run along the Khador Cgynar border.

    Alternately you could just pick up a strategy guide for some of the older computer RPGs like Might and Magic the will give you the format for a storyline side quests and maps for dungeons and towns.


    Quote Originally Posted by StJason View Post
    I really hope that with the relaunch that PP does the same thing with their website. Little character portraits, mini-adventures (even if just locations or PCs), previews... archiving it online also makes it easier for people who don't get every NQ to have access (look all over the forums for people unhappy for missing X tier list because they didn't get that particular NQ.)
    They released NQ 40 with just the new tier lists in it minus the fluff, so we could expect to see the same for IKRPG of just a new rule shotgun blast in one of the NQ.
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  10. #10
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    I used to run a Warhammer Fantasy game, and had found some small adventures online. I think WHF is closer to the IK than a D&D setting and could be easily converted, using the overall premise of the adventure as a guideline. I would have a few of these small modules prepped and drop plot hooks and then use whichever one the PCs bit on (perhaps recycling the unused ones for later with different hooks (I'm not a great GM)), and I'd make up recurring antagonists and NPCs as I went.

    For example, there was a module that had a town having their annual sausage-Fest, but some chaos folks were making the sausage out of people and the party had to investigate. That could be turned into a small town anywhere in Cygnar or Ord, with the antagonists being crazed Thamarites or from the Sharde Isles or something.
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  11. #11
    Destroyer of Worlds snapshot_superhero's Avatar
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    I really appreciate everyone's feedback here. I think you guys are following what I'm looking for. I would really like to emulate an existing adventure, but fit it to the IK. I jumped on Paizo's site and downloaded their two free PDF adventures, and I think I can get them to both easily fit. They are both very episodic in nature though (ie - they will only last one or two sessions a piece). I also checked out Buccaneer Bass for some interesting adventure seeds, but I would like something that is a bit more over-arching as a campaign that I can drop these set pieces into.

    Do the Wotc adventures exist online anywhere anymore?

    Again, I know we really have no idea if there is going to be a starter adventure, or adventure seeds in the new book (which I hope there is). Does anyone know of a resource site to check out? Or some books to pick up? Again, thank you for your help. I'm continuing to search online, but anything you can throw my direction is greatly appreciated.

  12. #12
    Destroyer of Worlds Sosthenes's Avatar
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    Wizards archives their old stuff pretty well. The old adventures can be found here. If you're dropping by there, also visit the Map Archive. The Old Editions Downloads, which contain a lot more resources for adventures would've been pretty useful, too, but apparently it's missing from the current edition of the site. The less said about WotC webmasters and -designers, the better (sorry, Sean K. Reynolds).

    The AD&D 2E Lankhmar modules and the Green Ronin Thieves' World stuff for D20 offer some interesting city stuff.

    But before I forget it: Warhammer FRPG 1E, Enemy Within campaign.

    Widely acclaimed to be one of the best adventures ever, and not that hard to get into. Also, the Warhammer Old World setting is somewhat translateable to the Iron Kingdoms. They've got guns, generally don't feature too many all-out fantasy elements and have a society that's pretty compatible. The chaos cults require some translation, but between the Infernals, Thamar and some Wurm sects, you can approximate things. And you don't necessarily have to play them all the way through.

    The beginning is simple enough, with the adventurers traveling along a road, and ending up with one of them being mistaken for someone important, thus starting it all. Probably won't work in an all-gobber campaign – but then again, nothing will work in an all-gobber campaign. It's also meant as an introductory adventure, so the pace is okay. You'll find lots of information about the campaign world in there, which isn't that useful, but makes it easier to find the proper Iron Kingdoms equivalents without needing the core WFRP book. You end up in "Altdorf", which could be replaced with Corvis.

    You don't spend a long time there anyway, as the second installment (and first big adventure after this prologue) is in "Bögenhafen", a small town of 5000. This size makes it easy to import it straight-away. Just place it somewhere on the Black River, give it a less faux-German name and you're good to go. Sewers, demons, conspiracies…

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    Destroyer of Worlds snapshot_superhero's Avatar
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    Awesome! Thank you so much Sosthenes! This is exactly the type of stuff I am looking for. It's hard to track down these older campaigns though because I'm fairly new to roleplaying, and my group has next to zero experience as well so we don't know where and what to look for.

    I'll need to read over the Warhammer stuff, but from what you've described, it seems easy enough to adapt. Not to mention it leaves room to intersperse one-off adventures as well. I'll definitely check them out.

  14. #14
    Destroyer of Worlds Sosthenes's Avatar
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    I've just picked up my books and gave the first two volumes a quick once-over, I wouldn't see any big problems adapting them. And by gosh, the Games Workshop guys knew how to draw some good maps… (But oh the German. It hurts.)

    Religion itself doesn't seem to be a big issue. Warhammer's cults of chaos are quite cool, but eeevil cults are hardly unique, and being smaller in size, there's little reason why a particular cult of Thamar or the Wurm (or just some Infernalists) wouldn't be a good fit (for some parts, even Cyriss becomes an option). The biggest worry I'd have are the mutants. They're a mix of standard opponents (where other games would use kobolds and goblins), and sad society rejects. The third adventure "Death on the Reik" does feature them (and warpstone, the prime mutagen) a bit, so one has to figure out what to use in their stead. It doesn't necessarily have to be a direct equivalent. A bit of insanity helps, but that's easy to come by on multiple routes. Like I wrote above, Cyrissists might be an option, or just some weird wizards. Or maybe even some Cryxian involvement, which would make a more literal translation possible.

    There are multiple editions out there, some collecting individual adventures in one volume. I'd recommend getting the first three: Enemy Within/Mistaken Identity, Shadows over Bögenhafen and Death on the Reik. The first is the introductory road trip, the second features sewer-crawling and some crime solving in a mid-size city, the latter involves riverboat trading, crazy noble scientists and the aforementioned mutants. It's a very good fit for the Iron Kingdoms, the next best thing I could find is weirdly enough some Shadowrun material. Traditional D&D adventures aren't exactly the best fit (Slavelords, Drow, Against the Giants -- all a bit out of place, although deep in Khador there might be a place for Castle Ravenloft).

  15. #15
    Destroyer of Worlds StJason's Avatar
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    Quote Originally Posted by Sosthenes View Post
    Wizards archives their old stuff pretty well. The old adventures can be found here. If you're dropping by there, also visit the Map Archive. The Old Editions Downloads, which contain a lot more resources for adventures would've been pretty useful, too, but apparently it's missing from the current edition of the site. The less said about WotC webmasters and -designers, the better (sorry, Sean K. Reynolds).
    Yes! That's it!
    The adventure I was talking about was The Burning Plague. Page is properly bookmarked and yoinked.

  16. #16
    Destroyer of Worlds stormwell's Avatar
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    Might be worth trawling LGS and seeing if they have any back issues of the old Dungeon magazine, there were some adventures that could be ported over to the Iron Kingdoms.

    Now I think of it, is Buccaneer Bass still up? They had some IK adventures on there.
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  17. #17
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    I am currently Running WOTC's Red Hand of Doom with D&D 3.5. I definitely feel better running canned adventures rather than making up my own, as like many, too many hobbies, too little time. I did some internet searching looking for "best 3.5 D&D adventure," and Red Hand of Doom came up on multiple lists. I must say it's excellent. It's pretty epic in scope, with a mix of outdoor encounters, town, and small dungeons. Minor spoiler:


    The adventurers are trying to slow down a horde of evil humanoids and monsters who are set on taking over settled lands. I could easily see dropping in Cryx or Protectorate against Khador or Cygnar, or Khador against Cygnar in this module. It's too bad I'm already running it in D&D Greyhawk, or I'd be tempted to do it for IKRPG if my group makes the switch over after this adventure.

  18. #18
    Destroyer of Worlds fildrigar's Avatar
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    Quote Originally Posted by Sosthenes View Post
    The biggest worry I'd have are the mutants. They're a mix of standard opponents (where other games would use kobolds and goblins), and sad society rejects. The third adventure "Death on the Reik" does feature them (and warpstone, the prime mutagen) a bit, so one has to figure out what to use in their stead. It doesn't necessarily have to be a direct equivalent. A bit of insanity helps, but that's easy to come by on multiple routes. Like I wrote above, Cyrissists might be an option, or just some weird wizards. Or maybe even some Cryxian involvement, which would make a more literal translation possible.
    Sounds like Dragonblight to me. Toruk has many progeny. Perhaps one of the smaller ones is pulling some strings somewhere.

  19. #19
    Destroyer of Worlds Sosthenes's Avatar
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    Quote Originally Posted by fildrigar View Post
    Sounds like Dragonblight to me. Toruk has many progeny. Perhaps one of the smaller ones is pulling some strings somewhere.
    If I recall correctly, in the adventure it's from miners coming into contact with WarpStone. And most of the adventure takes place along a river. Moving it closer to Cryx to account for the dragonblight would get you away from using the Black River, which is probably *the* trading route of choice. The Steeltongue River would work, but it's a bit of a backwater.

    Hmm, the progeny idea might be a good inspiration. Maybe Toruk destroyed one of his get, but his remains are still there and "radioactive", and the miners stumbled upon parts of those dangerous fossilized remains. Would get you very close to the original adventure, not sure if this is in line with the mechanics of Dragonblight, though.

  20. #20
    Destroyer of Worlds fildrigar's Avatar
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    Quote Originally Posted by Sosthenes View Post
    not sure if this is in line with the mechanics of Dragonblight, though.
    The miners could very easily be mining near some tunnels where one of Toruk's smaller progeny is slumbering away. Dragonblight "...affects and warps all living things; be it fauna or flora makes no matter." ( Monsternomicon, p 52; Legends & Lore, "Uncommon:" )

  21. #21
    Destroyer of Worlds fildrigar's Avatar
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    I have very fond memories of The Enemy Within, alas I sold all my 1e WFRP stuff a while back for a pretty penny.

  22. #22
    Destroyer of Worlds StJason's Avatar
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    There are plenty of other dragons that aren't Pappy Toruk...

  23. #23
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    Blighterghast or Everblight would be better fits for it than Toruk imo.

    Especially since I think the Omnipotnent that tried to stop Krueger going to see Blighterghast has a blighted hand from dealing with him in the past - I got the impression the druids had some deals with the greatest of Toruk's spawn going on.

    Also it's a shame about Warhammer Mk2 - I hope PP don't drop the ball like FF did.
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  24. #24
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    Quote Originally Posted by Rapier View Post
    Blighterghast or Everblight would be better fits for it than Toruk imo.

    Especially since I think the Omnipotnent that tried to stop Krueger going to see Blighterghast has a blighted hand from dealing with him in the past - I got the impression the druids had some deals with the greatest of Toruk's spawn going on.

    Also it's a shame about Warhammer Mk2 - I hope PP don't drop the ball like FF did.
    I actually love the new Warhammer system. The only thing I would love better is if they came out with a Warhammer 4th edition that played off of everything they learned with Dark Heresy/Rogue Trader/Deathwatch/Black Crusade. The old percentile system, in my mind, was horrible... it was too prone to characters failing to do stuff unless they were min-maxed, and if I had a $100 for every time our wizard critted something to death with a magic dart, I'd be able to buy a whole new Deathwing army! I think the sensible bonuses/limitations they put in place with the 40k products (especially Black Crusade, which we've gone to using as our base ruleset in all the 40k games) would be better. That said, the new Warhammer system, with its funky dice and all, works pretty well. Unfortunately, it's not getting supported very well because it didn't sell too well... and that's the main sucky thing about it. So... to put it in other words, Warhammer sucks because players decided it sucked. Had they all tried it, FF would've made enough money to give it the support it needed to make it awesome rather than just "pretty good for short campaigns".
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    Quote Originally Posted by Sosthenes View Post
    Wizards archives their old stuff pretty well. The old adventures can be found here. If you're dropping by there, also visit the Map Archive. The Old Editions Downloads, which contain a lot more resources for adventures would've been pretty useful, too, but apparently it's missing from the current edition of the site.
    Thank you so much. I've been looking for that stuff for a very very long time.

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