Dryder
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I play it in the FR.
I placed Cauldron in the Neverwinter Wood. North of Waterdeep and East of Neverwinter!
This Forrest might seem a bit small, but I just made it bigger on my maps and there we go. Even a vulcano is positioned in the wood on the original map.
So I have a bigger city away from Cauldron, a vulcano and a lot of forrest with hills, etc... Just didn't made the forrest a jungle and used ankhegs instead of dinosaures "behind the Lucky Monkey".
Hope this helps...
Dryder
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Yep, Lazybones is right. Those are the replacements you should do. However, to get a somewhat different feel for te whole Cauldron campaign, I just used the goods as they are. My players, of course, recognized them as Greyhawk deities, but had a lot of fun. I sticked to St. Cuthbert and the others, because I felt that my players got a little tired of having Lathander again as the good one etc...
As long as there are worshippers in an area/world/sphere/plane the deity should have influence and be able to grant the spells to his worshippers.
Using the Greyhawk gods gave the AP-Series this little "something" it needed, to set it apart from my normal FR campaigns...
Archade
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I've run the first bit of the Adventure Path in FR ... I replaced Cauldron with Everlund. I'm going to have to cosmetically replace the volcano with a malfunctioning mythal, or whatnot.
- The Striders are so OBVIOUSLY the Harpers.
- I had already decided the Wee Jas/Kelemvor connection - what a cool bunch of bad guys!
- Jhazidrune I placed beneath the Silver Wood. Ghelve's shop had a tunnel leading west to the enclave
- The Baboons became wolves in the Lucky Monkey.
- I decided the Cagewrights were Cyricists (as were the Last Laugh) and they were connecting to Cyric's Realm.
| Paul Rizzo |
I too am running the adventure path in everlund. The volcano is throwing me for a loop, but I'm just going to say it was underground and put in some more earthquake type things.
Agree on the striders/harpers. I sorta combined the chisel/striders together and made some other changes to suit my campaign based on an NPC from a previous campaign.
I actually used Waukeen instead of Wee Jas. It's not perfect, Kelemvor would have been better, i just missed that.
I used boars in lieu of baboons.
Ebon Triad became Cyric, Velsharoon, and Talona.
I put the Demonskar in the evermoors.
Red Gorge was just put in as is and no one was the wiser.
And I'm using a blue dragon instead of red for hookface.
| uzagi |
Well - we placed Cauldron (slightly renamed ) smack into the Earthfast mountains between Impiltur and the Vast, creating a new pass and caravan route to the campaign's requirments. Works like a charm, though I imagine the monkeys/apes are a bit thicker furred than before.
Jungles became temperate rain-forest and swamps, everything else moved into side valleys, lots of "dormant" volcanoes and mines in the border-region.
Btw, I found Azuth (with a sub-sect of Velsharoon worshipping priests as a nasty surprise for all-too-trusting PCs) to work splendidly in the position of Wee-Jas, Helm replaces St. Cuthbert , Pelor becomes Lathander and Tempus helps out as Kord. No real problems, and "Shaundakuhl's Shepperds" are a wonderfully mystifying substitute for the "Striders" - I found the Harpers too obviously helpful and goodie-two-shoes to be athmospheric.
Of course, the Zhentarim have something to say about Cauldron, too, hehe, and some of the dragons got removed from the campaign to make the shock of encountering legendary Hookface (devastation caused by him is something the PCs have encountered a lot, to give them something to worry about that is "off-plot") later on all the more frightening...
| Borc Kinslayer |
I ran the adventure in FR as well. I put cauldron in the Thunder peaks right in between cormyr and the dale lands.
Used the same god transformation as Lazybones.
and instead of using the harpers i created a new guild called the Striders of Tymora. added some new flavor to the world...
and basically the thunderpeaks are big enough that i dont think it should be too difficult to fit the area of cauldron in it.
| Zechi |
I'm running the Adventure Path in the Forgotten Realms and placed Cauldron in the Nether Mountains near Silverymoon. I use the High Forest as the big jungle bit with a northern flair (I changed the baboons to wolves).
The Striders are in my campaign the Heralds who are little bit more neutral than the Harpers (which fits better in my opinion).
For the church of Wee Jas, I use like uzagi the god Azuth. This was a good choice I think because the PCs never suspected them to be the evil guys from the beginning. But Kelemvor is a good choice too. Secretly the Church of Azuth is in my campaign undermined by Clerics of Cyric (Embril and Ike).
For St. Cuthbert I use the god Tyr. Pelor I changed with Torm and Kord with Tempus.
For the Triad I used Malar, Bane and Velsharoon as gods.
| Gallameed |
I put Cauldron just south of the Lake of Steam, right in the chaos of the Border Kingdoms, on the northeastern edge of the Jundarwood, this way the city is on volcanic ground, near a warm southern forest and the region is full of political turmoil and social change.
The region has also had trouble in history with the old Beholder empire and its thrall armies and also a bit of strife with neighboring Calimshan.
The Border Kingdoms are made up of independant city states and change in rulership is often brought about because of meddling adventurers.
In the Forgotten Realms book it says powerful adventuers some times decide to take over and rule towns/cities in the manner they want to!
So who knows maybe if my PC's are lucky, by the end of the adventure path they could become the rulers of Cauldron, I know of one PC (a chaotic neutral fire genasi, wilder) has mentioned this already.
I like this area because its not to far away form different cultures, so it give players lots of different options for class/races etc. Also the regional climate fits. :)
I made a few chages to fit in with the realms etc:
St Cuthbert = Red Knight
Kord = Tempus
Pelor =Lathander
Weejas = Kelemvor
Fharlanghn = Shaundakul
"The Striders of Fharlanghn", became "Shuandakul's Wayfarers" in my version of Cauldron.
I felt as though the Harpers are everywhere, and in my realms the church of Shaundakul has it's own league of adventuring do-gooders already, although they tend to be a bit more neutral than the Harpers and think of "the greater good" when it comes to making their choices.
I've made the church of Weejas into a church of Kelemvor and included an npc who is an ancient old head priest that is secretly an ex-Myrkul follower who is trying to steer the church to the former god of deaths ways and philosophies... Old habits die hard and all that! :)
I read somewhere that Kelemvor's churches and temples are made up of those that at one time belonged to Myrkul (former god of the dead), so you could expect something like the above to happen in some far-flung areas, (nearly lawless places) like the Border Kingdoms.
I have added a nearby monastry of monks of the Red Kight, known as "The Vermillion Judges", a creation of my own, they act as a wing of the church in Cauldron, founded only 25 years ago their numbers are few (only 32) they train with the longsword and use the feat from the Ebberon book that allows flurry of blows with a longsword.
The Monastry has been theirs for the past 23 years after they took it from its fomer owner an Air genasi warlord who owned it at the time and used it as a base from which to raid carravans etc. The fortress it carved from black and red volcanic glass and lies northeast to Cauldron a day's hard ride.
Once a year a Vermillion Judge comes to the Lantern Street orphange to take a couple of children back to the monestry where they are indoctrinated into the faith of the Red Knight and become a Vermillion adept, this is a great honour and only the most thoughtful, strong and able children are picked, not all of the trainees make it either.
I've made Shar one of the forces behind those Dark ones and I plan on dropping a bit of Bane into the game at some point.
Havent thought about the triad much yet, would like to include Cyric but will have to check which gods will actually work together...
Like Paul Rizzo, Im using a blue dragon for Hookface. :D
My players are pretty excited about the adventure path and the poster map of Cauldron has really capture their imaginations, here's what they are playing as:
One of my players is playing a fire genasi wilder, who grew up in the lantern street orphanage, angsty, angry, hot-headed, failed monk of the Red Knight.
Next is a wildelf druid of Rillifane Rallathil who has dedicated himself to stopping the Chult dinosaur trade and has a velosoraptor dinosaur companion.
Third, is a lightfoot halfling rogue with a big mouth and a lust for gold!
Forth is a female human fighter with a elven bastard sword thats been passed down through her family line for generations and lives for battle, she also has an elven grandparent that lives with her family in Caudron. (a newbie players first time at roleplaying!)
Fifth, we have a simple-minded (dropped on his head as a baby), human fighter who is the adopted brother of the halfling players character, the halflings "big" little brother.
Lastly, we have another former orphan from Lantern street, a moonelf rogue who intends to be the Indiana jones of the Realms!
| evilash |
Just starting an Adventure Path campaign, and I've decided to put Cauldron in Alamir Mountains on the border of Calimshan and Lake of Steam.
St. Cuthbert = Tyr
Kord = Tempus
Wee Jas = Kelemvor
Pelor = Lathander
Fharlanghn = Shaundakul
Striders of Fharlanghn will probably become Striders of Shaundakul. While Harpers could seem like a good choice they are too good aligned for my taste.
I've been checking out Wizards boards as well, and the most popular locations for Cauldron in FR seems to be either Lake of Steam or Chult. In my case Lake of Steam seemed like the best choice since it's right in the middle of Faerûn bordering to lots of different regions, giving my players lots of options when creating their characters.
| valeren |
I did notice something though. If one was to place Cauldron in the area of Calimport, the Lake of Steam or Chult, wouldn't that make the natives of Cauldron of Cala$hite decent? However, based on the artwork and equipment found in the adventure, I would assume they would be of Chondathan majority. So wouldn't it be logical to place them in a region where the Chondathans are the primary population; like somewhere in the North Central area?
| Berandor |
I placed Cauldron on the eastern border of Tethyr, in the Orm... Mountains. Nearest city is Saradush. I changed Cuthbert to Helm, Kord to Gond and Wee Jas to Azuth. Pelor is Lathander, and Fharlagn is Shaundakul.
ETA: With Tethyr, I have Chondathan population with Calishite influences.
The Ebon Triad is Shar and either Gargauth or Bane and Vlsharoon or Cyric
| Arnwyn |
I did notice something though. If one was to place Cauldron in the area of Calimport, the Lake of Steam or Chult, wouldn't that make the natives of Cauldron of Cala$hite decent? However, based on the artwork and equipment found in the adventure, I would assume they would be of Chondathan majority. So wouldn't it be logical to place them in a region where the Chondathans are the primary population; like somewhere in the North Central area?
Nope, not if you want to change the entire geography and climate of the adventure (which is a rather large undertaking).
Changing the descent of the people in the artwork (irrelevant to my game) is far *far* easier than changing, uh... everything else.
The equipment is irrelevant, because regions like Thindol, The Tashalar, Lapaliiya, and the Lake of Steam use all kinds of equipment.