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Advise wanted for running 3.5 TOEE
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<blockquote data-quote="jodyjohnson" data-source="post: 3295694" data-attributes="member: 5590"><p>The ToEE was the centerpiece of our last campaign.</p><p></p><p>1. Redo the maps with the same feel. There are a lot of large creatures in the temple. 10' hallways will not give you dramatic combats. I'd switch all the hallways to 20'. Some of the rooms do fine at actual size but some should be doubled in size.</p><p></p><p>2. ToEE is a campaign set-piece. Don't try to run it as a continuous scenario. Make it something the party explores and comes back to later and then maybe leaves and comes back to. If you introduce the major plot to them don't put it on a time-table.</p><p>A. The moathouse, Nulb, and an initial foray into Level 1 might be the first stage. Then they can do something else, or maybe they need a McGuffin from another adventure or information.</p><p>B. Several levels later make a run at level 1 and 2 maybe stop at 3. </p><p>C. In the teens take a shot at the 4th level and likely the elemental nodes. The nodes are almost a mini level to themselves. The nodes should end up with the party in the prison.</p><p></p><p>3. Introduce the agents of the ToEE in other adventures hopefully in situations where the party won't try to kill them (if they die replace them). Establish the political nature of the factions - they won't see it if they just hack-n-slash from room to room. At the very least establish some of the history of Veluna/Furyondy as it applies to the temple.</p><p></p><p>4. Retool the encounters based on the party and which way they go. While the names might not change the levels can slide up or down. I'd raise the levels on the temple heads right off. Try to keep the flavor of the encounters.</p><p></p><p>5. Make it so the seals on the Temple prevent access in/out via planar travel (Ethereal and Astral). Allow Teleportation within the temple. I'd say that any demons or extraplanar creatures can't leave the temple unless the wards are broken.</p><p></p><p></p><p></p><p></p><p>Our campaign had a couple intro adventures (<strong>Keep on the Borderlands</strong>) during which the party met Prince Thrommel and then went off to do other things. </p><p></p><p>Second adventure was <strong>Baltron's Beacon</strong> where the group met the wizard of level three (I also went back and made this an access point to the Tomb of Horrors). </p><p></p><p>The group finds out the Thrommel disappeared and went after the <strong>Slavers</strong> to find him (A1-A4). That took a while and then the group did it's own thing a bit. </p><p></p><p>We skipped the Moathouse because I've used it before. However later I had the group find out that Lareth (one of the Princes campanions) was seen at the Moathouse. This set them off to investigate ToEE. </p><p></p><p>After the initial foray they retrieved information on the orb. It was in the <strong>Tomb of Horrors</strong> so they went to the Tomb via Baltron's Beacon. They recovered the Orb but stopped rather than face Acerarak.</p><p></p><p>They recovered the Orb and returned to the ToEE finding out more information and discovering the nature of who was imprisoned. They needed an Epic weapon or two so Tenser sent them off to the <strong>Isle of the Ape</strong>.</p><p></p><p>They recovered some Epic wepons from the Isle and returned to the ToEE to explore the nodes and find their way into the Prison and the final confrontation.</p></blockquote><p></p>
[QUOTE="jodyjohnson, post: 3295694, member: 5590"] The ToEE was the centerpiece of our last campaign. 1. Redo the maps with the same feel. There are a lot of large creatures in the temple. 10' hallways will not give you dramatic combats. I'd switch all the hallways to 20'. Some of the rooms do fine at actual size but some should be doubled in size. 2. ToEE is a campaign set-piece. Don't try to run it as a continuous scenario. Make it something the party explores and comes back to later and then maybe leaves and comes back to. If you introduce the major plot to them don't put it on a time-table. A. The moathouse, Nulb, and an initial foray into Level 1 might be the first stage. Then they can do something else, or maybe they need a McGuffin from another adventure or information. B. Several levels later make a run at level 1 and 2 maybe stop at 3. C. In the teens take a shot at the 4th level and likely the elemental nodes. The nodes are almost a mini level to themselves. The nodes should end up with the party in the prison. 3. Introduce the agents of the ToEE in other adventures hopefully in situations where the party won't try to kill them (if they die replace them). Establish the political nature of the factions - they won't see it if they just hack-n-slash from room to room. At the very least establish some of the history of Veluna/Furyondy as it applies to the temple. 4. Retool the encounters based on the party and which way they go. While the names might not change the levels can slide up or down. I'd raise the levels on the temple heads right off. Try to keep the flavor of the encounters. 5. Make it so the seals on the Temple prevent access in/out via planar travel (Ethereal and Astral). Allow Teleportation within the temple. I'd say that any demons or extraplanar creatures can't leave the temple unless the wards are broken. Our campaign had a couple intro adventures ([b]Keep on the Borderlands[/b]) during which the party met Prince Thrommel and then went off to do other things. Second adventure was [b]Baltron's Beacon[/b] where the group met the wizard of level three (I also went back and made this an access point to the Tomb of Horrors). The group finds out the Thrommel disappeared and went after the [b]Slavers[/b] to find him (A1-A4). That took a while and then the group did it's own thing a bit. We skipped the Moathouse because I've used it before. However later I had the group find out that Lareth (one of the Princes campanions) was seen at the Moathouse. This set them off to investigate ToEE. After the initial foray they retrieved information on the orb. It was in the [b]Tomb of Horrors[/b] so they went to the Tomb via Baltron's Beacon. They recovered the Orb but stopped rather than face Acerarak. They recovered the Orb and returned to the ToEE finding out more information and discovering the nature of who was imprisoned. They needed an Epic weapon or two so Tenser sent them off to the [b]Isle of the Ape[/b]. They recovered some Epic wepons from the Isle and returned to the ToEE to explore the nodes and find their way into the Prison and the final confrontation. [/QUOTE]
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