Quinntonia wrote:Hrm. It's been a little bit since I read it, I'm trying to think about what I would have to change to run it, I'm struggling a little bit.
Well, NPC stats for starters.
There are near the beginning two awesome goblins that are in the Silken paths, a chasm 2000' wide, 500' deep covered in myriad of spider webbings that lead to countless openings all over the cliff walls. These two goblin acrobats ran around the place skiing on the webbings.
Well, every 500' you have to roll for encounter since the vibrations get attention. 1 in 1d6 is encounter about 1/3 the encounter is 2-8 giant spiders.
The goblins are... stock goblins with acrobatics+6. There is no way on earth (or under it) they would survive more than a single day in the Silken paths.
And there are countless such cases.
Enhancing already good ideas is another thing. The adventure is so good* that it pushes you to want to add your own spice to the stew.
The Lost tomb is another example of "I want to do some work". (Kinda Ravenloftish)
A powerful sorceress has been awoken by the arrival of the demon lords as a wraith and her 4 loyal servants as spectres. The sorceress is anchored on her tomb and needs to gather life-force to escape its confines. So far so good.
But: I totally need to give her an allergen. I also decided to give her a little spellcasting power, fueled by stolen life-energy. The more energy she steals, the more magic she can use and the closer she gets to release. BUT using that magic puts her back on her goal to escape.
And those were just from the top of my mind.
* originally includes an intelligent sunblade... that has abandonment issues! We get character depth from a sword! That's what I like in adventures.
The sword (feminine) should totally hung out with Ebonbane (sword too I think). "You have been trapped in this place for how long? Dude! I was forgotten, lost, abandoned for millennia! Don't you ever dare to grumble to me about your confinement!"