Converting Chimes At Midnight and Quoth the Raven


Dungeon Magazine General Discussion


I've checked for threads regarding switching this adventure specifically, but I haven't actually found any. I'm running a horror/mystery themed campaign (with a journal in the campaign journals section), with a heavy China Mieville/Lovecraft/Charles Dickens flavor. But it isn't set in Eberron. Trains are featured as a backdrop in each of them and I don't really have a problem introducing them to the setting, since it fits the material I'm drawing on for inspiration. However, it also raises a question of technology level and I'm sure that players will ultimately ask,"If there are trains, why aren't there guns?"

I'm thinking of converting warforged into half-constructs from MM2 (or Remade from the Dragon issue), the shifter Mange would be a full lycanthrope (wolf or rat, I'm thinking) and Vrinn the changeling would end up as a doppleganger. My only concern is whether or not these changes would hurt the combat encounters by making them more or less dangerous as written. The other issue is that I'll be setting it around The Styes, which is a section of a larger city, but is probably not as large or as metropolitan as Sharn. And would lack the funds for a functioning railroad, though the sister city across the bridge (compulsively clean and populated mostly by older people and the new rich) may be able to swing it.

Well, I guess what I'm asking is: would this really neuter the flavor of the adventures as written and should I sit on them until I run an Eberron campaign? It seems like Nicolas wrote them to take advantage of story opportunities somewhat unique to the setting, but I think it could conceivably work.

Contributor

I think a Mieville-esque setting could totally rock out Chimes and Quoth. Keith has been accused of borrowing heavily from Mieville, which is actually funny, cause he's never read China's stuff. But the fact remains there a lot of similarities and that is good for your purposes. I think your ideas on adapting them look good to me!

Grand Lodge

Well, it's set in Ebberon, right? So, you'll have to convert it to something else just to play it.

I just got 150 myself and am rereading "Chimes" and will then read "Quoth the Raven." I think a great choice for a legitimate setting is Ptolis, City by the Spire. In FR, Westgate might be the best choice. In GH, well, the flavor of the modules doesn't seem to fit in GH but if you really want -- how long has it been since you ran anything in The Lendore Isles? Certainly the two towns are way too small but you might be able to say they had a tremendous population burst in the last 100 or so yrs and merged to one city, um, with lots of towers. Actually, no, Not Lendore, can't think of anything else, Saltmarsh only if you're really willing to change either Sharn or Saltmarsh (blasphemy).

-W. E. Ray

Grand Lodge

BTW,

I like your new avatar but, well, it's kinda like getting a wacky new do; it'll take a while to get used to it.

Grand Lodge

Hmmm, I actually read your post this time...

If you're already in the Styes area, it'll be tough but well worth it. The thing that makes the Styes so good is that there's mostly degenerate human evil. Adding too many monsters that aren't human will depreciate the horror of the Styes. Looking at the monsters let loose in "Chimes" makes me think that it should take place in a "big brother" city to the Styes. Or, even better, change the Bugbear and the Hobgoblin to humans; certainly change the Choker. Also, Victor St. Demain wouldn't live in the Styes, he would, however, live in a larger city up the road, one more cosmopolitan and nearly as corrupt. You could take elements from FR's Westgate and from Cook's Ptolus (got the spelling right this time) and make a perfect city just north of the Styes. Of course, if you're really in to "Perdido Street Station" you can (already have, I'm sure) make a good city to use.

Incidently, a good mod to put in the Styes would be "Strike on the Rabid Dawn."

-W. E. Ray

Contributor

>) m'nnnnnnnnnnnnnnar


I think the high profile nonhuman enemies would work in the Styes; it might not be a cosmopolitan district, but I don't think it would be too much to put the odd goblinoid thug or choker cop killer. I mean, this is where the lowest of low end up. If they want the trappings of civilization, this is probably the only place where nobody cares enough to try and kill them on sight. I do get your point in regards to the prison break event, though, Molech. I'll probably change them to humans if I run it.

My campaign's base of operations is The Styes, though it's a rundown ward of a once fine city. The 'city across the bridge' is by contrast compulsively clean and inhabited completely by wasting old people and nouveau rich merchants and things. Prettier, but just as rotten. That would probably be where Victor's lodgings are located.

And if I run Shut In and then The Styes later, we end up with a very Batmanish "Arkham Asylum" thing. Still thinking about whether or not to run it or just save them for an Eberron campaign in the future and write some adventures of my own that have more to do with the overarching plot. Hmm.

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