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<blockquote data-quote="Evilhalfling" data-source="post: 2689306" data-attributes="member: 16991"><p>I used the ministry of winds and the tower of deception, in a single campaign.</p><p>I selected them based on the fact that they were both by Monte, and the right levels. They also fit into my homebrews climate and culture better than some of the others. </p><p></p><p>The ministry of winds was being used as an orcale by several tribes of skulk in an abandonded city. It was actually a red herring quest, the players were looking for the elemental air bane sword owned by a PCs father which had been stolen, and a rumor of the ministry of winds was enough to send them off. It was modified by the creatures common to my homebrew world. </p><p>One PC was killed there, he was the son of a NE high priestess. In response she hired some mercenaries and leveled the building & much of the city, after the PCs returned to civilization. </p><p></p><p>The Tower of Deception was used to side track players, as they were about to face the BBEG (and get killed). The level they gained in the tower, plus a slight rethink in tactics allowed them to triumph. There were changes to the purpose and orgin of the tower, but little to the adventure itself. The party priest of the elven goddess of travel and gates, made the place over into a shrine, while the party wizard moved in permenantly as well. </p><p></p><p>Neither quest had much to do with the main campaign storyline - which was a far realm incursion. </p><p>I was less happy with the Tower of Deception, esp the scantilely clad women in an upper chamber, if I were to do it again, they would be revised. Also one enemy that could not leave a room and had no cover from doorway attacks. - tough as he was, he didn't lay a hand on the party.</p><p>The ministry off winds went better, some good RP and tough fights, one villian actually turned out to be a PCs brother, but that PC just went ahead and killed him anyway (sigh.)</p></blockquote><p></p>
[QUOTE="Evilhalfling, post: 2689306, member: 16991"] I used the ministry of winds and the tower of deception, in a single campaign. I selected them based on the fact that they were both by Monte, and the right levels. They also fit into my homebrews climate and culture better than some of the others. The ministry of winds was being used as an orcale by several tribes of skulk in an abandonded city. It was actually a red herring quest, the players were looking for the elemental air bane sword owned by a PCs father which had been stolen, and a rumor of the ministry of winds was enough to send them off. It was modified by the creatures common to my homebrew world. One PC was killed there, he was the son of a NE high priestess. In response she hired some mercenaries and leveled the building & much of the city, after the PCs returned to civilization. The Tower of Deception was used to side track players, as they were about to face the BBEG (and get killed). The level they gained in the tower, plus a slight rethink in tactics allowed them to triumph. There were changes to the purpose and orgin of the tower, but little to the adventure itself. The party priest of the elven goddess of travel and gates, made the place over into a shrine, while the party wizard moved in permenantly as well. Neither quest had much to do with the main campaign storyline - which was a far realm incursion. I was less happy with the Tower of Deception, esp the scantilely clad women in an upper chamber, if I were to do it again, they would be revised. Also one enemy that could not leave a room and had no cover from doorway attacks. - tough as he was, he didn't lay a hand on the party. The ministry off winds went better, some good RP and tough fights, one villian actually turned out to be a PCs brother, but that PC just went ahead and killed him anyway (sigh.) [/QUOTE]
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