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I'm looking (distantly) to run a modified Reign of Winter for my Neverwinter Nights server community one day, using a Spelljammer crew who have made semi-regular guest appearances and been part of small-scale "let's go travel to this other planet and do a one-shot quest for funsies!" stuff. I'd like some advice/suggestions for adapting the AP accordingly.
I know the plot's going to start on Faerun - since that's where the server's set - and Rasputin Must Die! and possibly Witch Queen's Revenge are going to be relatively unchanged as far as locale (plot modifications remain to be seen - I imagine there's at least a decent chance that the party/parties will decide "@#%$ it, we're helping Elvanna" rather than aid the multiversally-infamous Baba Yaga). Rather than just bouncing around Golarion's solar system otherwise, though, I want to go more Spelljammery and have the Dancing Hut lead the party/parties on a merry chance throughout the crystal spheres.
The Shackled Hut is possibly best to stay on Golarion - meaning the portals that appear in Snows of Summer will need to take people from Toril to Golarion, simple enough - to explain all the backstory stuff. What's still undecided is what to do with the other two chapters. My knee-jerk reaction is to revamp the one that's all about dragons to be set on Krynn somehow, and to plonk down the remaining one on Oerth somewhere there can be a guest appearance by Tashonna/Tasha/Iggwilv. I'm not quite familiar enough with Dragonlance (outside the barebones of the first few books) or Greyhawk to know right off the top of my head where those should go.
The alternative is to put The Shackled Hut instead on a different world somewhere, then revamp Witch Queen's Revenge to go to Golarion to tangle with either Elvanna or Baba Yaga - depending on which side in the conflict the PCs choose - rather than solely into the depths of the Hut, probably by going through Elvanna's backdoor portal there and into Irrisen proper, and having the final showdown there instead of in the depths of the Hut's demiplanes. This adds a third adventure that needs a location, if Shackled Hut isn't set on Golarion; could bring Eberron into the mix somewhere there, as either that adventure or one of the other two (though probably not the dragon one, given the near-complete absence of dragon interaction with humanoids in Eberron).
Advice, suggestions, and recommendations welcome! I saw how much this forum was good at providing alternative options for Rasputin Must Die! for players who don't want to have Earth show up in their fantasy game, so I'm quite eager and curious what you might all recommend in this case.
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If you have the players go to Earth be sure to read "On the Siberian Line".
As written, their time on Earth is mostly spent fighting supernatural threats. This wonderful module has them dealing with the white and red armies, fighting impressively designed NPCs, espionage, invading a town as one-man-armies... so much good stuff in here!
As far as Krynn goes I'd look around the environs of Icewall Castle (or around the southern pole of Krynn). I believe they might have fleshed out a bit of that maybe in the beginning or middle of Dragons of Winter Night or the corresponding modules (and maybe in the 3.5 campaign setting, if you have it).
Spelljammer and Krynn don't go together very well as Krynnspace is very sparsely/oddly populated and the civilizations on Krynn itself doesn't mesh with Spelljamming mindset well. If you want your players to be stuck on Krynn for a little while and your game is on3 of lighthearted exploration, let them encounter some gnomes at just about any point in Krynn history who take an unhealthy interest in their vessel and disassemble/reassemble it. This takes agency away from the players, but might encourage them to explore/make friends with famous Ansalonians of interest.
Slightly more serious/high adventure game? Have them touch down during one of the various Takhisis-is-trying-to-take-over-the-world events and lend Spelljamming ability to one side or the other and permanently alter the power dynamic of the setting.
Have an extremely serious game or players who want to make a very personal mark on the setting? Have the party land during the Godless Night and have Spelljamming associated with sorcery and (maybe literally...hmm...)alien dragons as opposed to standard moon god based wizardry. Or have them land in Taladas, which could do worse in the time after the near-fall of the Imperial League/near return of the Faceless Emperor than to have spelljammers set up shop.
Want to go way out into left field? Have the ship land in Adlatum if you want them to become a part of the setting far away from known power centers or hell, set up Adlatum as the "civilized" (read: spelljamming) part of the world.
In Oerth (or Mystara), Blackmoor is a good choice for a winter-y/arctic-themed campaign, especially if you want to chuck in some science fantasy elements. Details on the realm of Iuz (Iggwilv's son) can be found here.
You could also possibly work in the god Vatun, an imprisoned barbarian god of cold who Iuz once impersonated
You could visit the three moons of Kyrnn via spelljamming, and they are odd and interesting places to visit. One could easily setup any number of adventures on them, or weave visiting the three of them into one larger piece.
I'm familiar with the moons in their roles as deities and their effects on magic on Krynn, is there any info on them as celestial bodies and what it'd be like to land/travel on them?
the Dragonlance novel Darkness and Light presents the Red Moon Lunitari very interestingly, and could be a great source of inspiration. There is additional setting info available both via wikis and many of the older world suppliments about the moons. Though their use will vary, some of the wiki material is, not good.
GM_Beernorg wrote:You could visit the three moons of Kyrnn via spelljamming, and they are odd and interesting places to visit. One could easily setup any number of adventures on them, or weave visiting the three of them into one larger piece.I'm familiar with the moons in their roles as deities and their effects on magic on Krynn, is there any info on them as celestial bodies and what it'd be like to land/travel on them?
lemme check krynnspace.
Breathable atmosphere, lots of wrecked ships on the surface. No settlements, but DelNoric plasmoids, lensmen beholders, and argos all live on the moon. They will probably view your visit as a cause for celebration as they will have something to eat other than the addictive moss that grows on the planet.
Nuitari himself does not live here, although his avatar visits often and hangs out, sometimes casting spells and checking on his Wizards.
Breathable atmosphere, many small lakes and no small amount of greenery, this is an inviting world. But a handful of spelljammers marooned here(a pair of hadozee, some DeGleash plasmoids, and a rastipede), do not want visitors and make the one spelljamming vessel crashed here(the one they came in, and can serve as a mini dungeon) seem haunted. There are also a quartet of observer beholders living here, but they don't bother anyone really. And oh yeah, Lunitari herself lives here.
Thin, but Breathable atmosphere(I think you have to make saves in order to survive at certain points?), very chilly if not cold. Tidally locked to Krynn, the side facing the world has thick forests growing on it, the opposite side is like our own moon. Grommam and DeGleash plasmoids live here under Solinari's care, he usually pretends to be a grommam and judges spelljamming visitors by how they treat the "primitive" apes.