I spent most of last night, sitting on the deck with a glass of tea working out encounters for the campaign. As I had created that newsletter for the players there are a pile of adventure paths in which to take.
1. Find the 3 headed beast
2. find the shipwreck
Both of which will lead to Monkey Isle, which may also lead to the Slave pits module A1 I believe?
3. Find Hamona's great great grandfather's dagger - Tomb of gardag
4. Escort Arnof's trading company to Elerd's keep
this is a mixture of a bunch of things.
First off Elerd's keep is essentially morgan's fort, however I'm using the area map from the chaotic caves (sans the caves). I am also replacing some bad guys.
Secondly, the PC's may meet the elves of autumnwood, who recently suffered a defeat by a hobgoblin horde (main story line).
Of course there is a pile of little encounter on the road to Elerds keep.
including a wizard who appears out of nowhere as a giant toad, and then transforms into wizard! of course she will have a pile of rumours, and as well discuss the hobgoblin menace, and the need for the elemental stones. To which one of the players already has one.
I know pre planning encounters can be a waste of time, but it makes me comfy. It's still not technically a rail road, but an overall scope. The players have a pile of choices at this point, and I'm only writing from one session to the next, so as it stands I have a pile of ammo dependant on the players choices.