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Alright, so I'm looking at my guide to Darkmoon Vale, and the first thing I thought after reaing it is "Wow, this would be a great place for an AP!" But I have a few issues with it...mainly, higher level adventures based in Darkmoon Vale.
Now I can cobble together the pre existing modules set in DMV along with some extra adventures, but whenever I come up with an idea for a highlevel adventure, I always stop and go "Wait, if this person is this powerful, then why all the mystery? Or, why don't they just kill everyone if they have something like this?"
So if you guys have any ideas to throw at me for higher level adventures set in the DMV, let me know.

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Alright, so I'm looking at my guide to Darkmoon Vale, and the first thing I thought after reaing it is "Wow, this would be a great place for an AP!" But I have a few issues with it...mainly, higher level adventures based in Darkmoon Vale.
Now I can cobble together the pre existing modules set in DMV along with some extra adventures, but whenever I come up with an idea for a highlevel adventure, I always stop and go "Wait, if this person is this powerful, then why all the mystery? Or, why don't they just kill everyone if they have something like this?"
So if you guys have any ideas to throw at me for higher level adventures set in the DMV, let me know.
okay, first and foremost i played all of the Darkmoon Vale modules with my gaming group as DM, and i loved them too, a few thing i had to rewrite, but all in allvery well thought out and planned modules.
not sure if you have your hands on module E1 or not, but it is called Carnival of Tears, and it is set around winter time in Darkmoon Vale, and introduces a new BBEG that they dont actually go into, they just add a little fluff and let the BBEG's minions be the whole adventure, which can lead up to another AP or even just Game Mastery Module. although further release of this has yet to be seen, it promises to be a good and epic fight.
the majority of this module deals with the Dark Fey, and their mistress, the Witch Queen of the North, a cold and heartless being of ice and evil, using and corrupting all creatures to her icy will, think Jadis the White Witch from The Lion, The Witch and the Wardrobe.
this may help you, and if you do write this up, please post it here, or drop me an email, i would love to read it!
Peebo :D

Mistwalker |

An idea may be to have followers of the Whispering Tyrant arrive in the area, following up on rumors of a book and/or of seal.
As the PCs take care of the lower level followers, the more powerful ones arrive on scene.
Or the more powerful ones could arrive at the same time as the lower ones, but be put up by one of the lumber barons.....

Gworeth |

There are alot of options in the area I think.
- There are a S**t load of werewolves
- There is the lumber consortium that are battling with Andoran, in a political game of hide and seek.
- As stated earlier, there is the Ice queen/witch -thingie with the whole dark fey array....
- And yes, the whole story with the Whispering Tyrant. Nasty bugger, I guess ;-)
Just a few lines from me...
Hope it helps!

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An adventure that deals with the werewolves in the area could eventually lead to a confrontation with the forces of Jezelda, the Hungry Moon, demon lord of werewolves.
Her followers might instigate a 'plague' of werewolves, inflicting a temporary curse of lycanthropy on an entire town over the nights of the full moon. The party might be forced to subdue as many as possible, not wanting to kill the rampaging townsfolk, and find an unusual means of curing them, by entering a trance-like state where they must enter the person's soul and confront the wolf-spirit (stats as a fiendish or half-fiendish dire wolf, or whatever, as appropriate to the level of the PC) and kill it, driving the possessing influence out of the possessed townsfolk. Anyone not purged in this fashion at the end of the third night of the full moon will be a werewolf forever!
A single townsfolk can only contain so many souls within their own, so each PC will have to enter alone to confront the possessing beasts. Fortunately, they don't have to repeat this over and over, as each of the villagers they have identified as the first affected contains the greater spirits, and freeing those particular villagers also frees others who were infected by the same spirit. (And what did these 'first afflicted' have in common? They all ate the meat of a wolf that had been corrupted by Jezelda's taint. Did they do so intentionally, and will the 'cured' townsfolk be revealed to be cultists of Jezelda who deliberately infected themselves to bring the curse down upon their entire town? Or were they innocent dupes, of a sinister cultist whose identity remains secret until they are cured and can name them? This secret cultist might try to stop the ritual, perhaps even by slaying the infected, hoping that their possessing wolf-spirit takes up a new home in one of the other infected, making it harder and harder to find those who must be cured by the symbolic 'Slaying of the Wolf Within' and save the town!)
Freeing the townsfolk so enrages Jezelda that she sends her Huntsman to slay the offending 'heroes,' a Hill Giant sized wolf-man with fiendish powers who leads a pack of Fiendish Dire Wolves in a Wild Hunt against the PCs. Those he strikes with his spear must resist a corruption within themselves or transform into werewolves on the spot, joining the Hunt against their former allies unless the Huntsman himself is defeated and driven from this plane and his spear (which remains behind) is broken, shattering Jezelda's hold on the PC.
And, yanno, other stuff. This is just one module worth of adventure, but I need coffee before I go further. :)

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I stabalize the thread.
I plan on working up to Goodman Games 3.5 DCC adventure #19 "The Volcano Caves." Bet you can figure out where I'll set it. :-)
Does Golarion even have volcanoes? I had written up a Red Dragon themed AP for my own amusement, and was wondering where to set it, since I couldn't find any volcanoes, and I totally wanted to set the final piece in a volcano...