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Help Running the Temple of Death location from module X5
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<blockquote data-quote="johnsemlak" data-source="post: 1605035" data-attributes="member: 7233"><p>Well, since I'm nearing the end of my campaing, I could add soem thoughts:</p><p></p><p>**SPOILERS**</p><p> <span style="color: Black">I made the wyvern-flying magic-user a regular feature, and several more were encountered in the campaign.</span></p><p><span style="color: Black"></span></p><p><span style="color: Black">I changed a lot of monsters and don't seem to be connected to the plot. A lot of Basic/Expert adventures choose monsters from the very small monster lists in the two boxed sets, and often you have monsters appearing with now particular reason of why they're there (i.e. the medusas in the Great Pass. I do use all of hte New Monsters in the adventure--they're one of the things I like best about the adventure.</span></p><p><span style="color: Black"></span></p><p><span style="color: Black">I made the selection of monsters that make up the Master's army and patrols much more uniform. It seemed ot me like it was a collection of random beasts and humanoids. IMC it included humans, orcs, giants, trolls, ogres, and a few trained beasts. Some patrols feature archers mounted on axe beaks <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" />. As mentioned before, I kept the Geonid patrols in the Great Pass.</span></p><p><span style="color: Black"></span></p><p><span style="color: Black">Remember, you'll probably have to detail one-two more towns besides Magden. Also, one of hte encounters in Magden that the players didn't experience, I simply saved for the next town.</span></p><p><span style="color: Black"></span></p><p><span style="color: Black">I had the Kingdom of Hule populated by humans, some orcs and ohter humanoids, and alos the Cat Folk from the Miniatures Handbook. I thought it would be a good idea to have one race in the kingdom not seen elsewhere in the known world.</span></p><p><span style="color: Black"></span></p><p><span style="color: Black">Well, those are most of the ideas I can remember that are not specific to 3.5. If I think of more I'll let you know.</span></p></blockquote><p></p>
[QUOTE="johnsemlak, post: 1605035, member: 7233"] Well, since I'm nearing the end of my campaing, I could add soem thoughts: **SPOILERS** [COLOR=Black]I made the wyvern-flying magic-user a regular feature, and several more were encountered in the campaign. I changed a lot of monsters and don't seem to be connected to the plot. A lot of Basic/Expert adventures choose monsters from the very small monster lists in the two boxed sets, and often you have monsters appearing with now particular reason of why they're there (i.e. the medusas in the Great Pass. I do use all of hte New Monsters in the adventure--they're one of the things I like best about the adventure. I made the selection of monsters that make up the Master's army and patrols much more uniform. It seemed ot me like it was a collection of random beasts and humanoids. IMC it included humans, orcs, giants, trolls, ogres, and a few trained beasts. Some patrols feature archers mounted on axe beaks :). As mentioned before, I kept the Geonid patrols in the Great Pass. Remember, you'll probably have to detail one-two more towns besides Magden. Also, one of hte encounters in Magden that the players didn't experience, I simply saved for the next town. I had the Kingdom of Hule populated by humans, some orcs and ohter humanoids, and alos the Cat Folk from the Miniatures Handbook. I thought it would be a good idea to have one race in the kingdom not seen elsewhere in the known world. Well, those are most of the ideas I can remember that are not specific to 3.5. If I think of more I'll let you know.[/COLOR] [/QUOTE]
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