amethal
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Just interested in hearing from anyone who's worked with this adventure path:
Is this AP suitable for conversion to Dark Sun? is it a heavy conversion or a light one? What would the biggest problems be?
There may well be spoilers below ....
How familiar are you with the plot of Legacy of Fire? It could be done in Dark Sun, but I wouldn't want to run it there since the emphasis is very much on non-Dark Sun themes - warring genies, mass use of wish spells, and much of the action taking place on other planes such as the City of Brass.
If I signed up for a Dark Sun game and it turned out to be Legacy of Fire I would be disappointed, because I would have wanted to deal with Dark Sun themes not find myself engaged in Arabian Nights style adventures.
Having said that, I think it could work as a Dark Sun adventure with a LOT of re-writing; in fact you've got me interested in seeing if I could do it.
The first two adventures include defeating a tribe of gnolls and re-establishing a trading post in the desert. That works well as the plot for a Dark Sun campaign. (I can't remember if Dark Sun has gnolls or not, but you could always change them to something else.)
The third adventure takes place in a seedy city, fighting against criminals. That shouldn't be too hard to do in Dark Sun.
The ultimate big bad guy is looking to transform himself into a powerful mythical creature in order to achieve his heart's desire. That is a perfect fit for Dark Sun, if you change the heart's desire from love to power. The last adventure sees the PCs returning to the location of the first two in order to foil him.
However, the extra-planar stuff in adventures 4 and 5 would have to be completely re-done. I can see using two other Dark Sun cities to stand in for the two planes, but pretty much every encounter would have to be re-written and the maps and stat blocks which came with the adventure wouldn't be any use. Basically you'd be writing parts 4 and 5 yourself.
| Laric |
The first two adventures would work extremely well in Dark Sun with minimal conversion (change the gnolls to gith and take out the genie stuff). You could set it near the mountains of the Black Spine. These adventures would take your party from level 1-7.
The first two adventures are by far the best in the AP and although Amethal's suggestion are good, I would recommend ditching the rest of the AP as the modules are either not very good (#3 Jackal's Price) or really too much work to convert (#4 and #5). As mentioned by Amethal, Part 6 might be workable as a campaign finale with some conversion (tone down the wish stuff and switch the BBEG to a wizard transforming into a Dragon). The nice thing about the part 6 is that it revisits the locales of part 1 and 2.
For level 7 onwards, I'd actually recommend checking out the Slumbering Tsar Series as most of it (but especially the first three installments which takes the PCs from level 7 to 11) would work very well in Dark Sun with some minimal conversion. These adventures could be set in and around Giustenal. By the time you were done with these, Part 6 of Legacy of Fire might fit in well.