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<blockquote data-quote="vuanendientu" data-source="post: 7847614" data-attributes="member: 7017186"><p>If I were to condense it, I would remove the teleportation pad in the temple of Athena, and the entire levels below and reduce it strictly to the ruins of the first two-ish lvls. This might require changing why the beast men are even in the place, but that is pretty easy. Ditch the entrys to the Astral and Ethereal Planes. Drop the sphynx and maybe seal the area off.</p><p></p><p>You then will need new reasons for the slave needing to be rescued off the cave on the lower level, and the entire complex just south of the Temple Of Athena (I think its Athena,,,). It just seems to me like the teleportation chamber leads to a place the party does not need to go and still have an entertaining bunch of sessions.</p><p></p><p>I don't recommend running this in anything other than OD&D or 1e. You will need to figure out how to convert the guardian of the statues in a way as to make the entire thing completely unfair and almost a certain TPK. This is for parties 2nd to 3rd lvl, and this was written before the days of characters who flew, unlimited cantrips and various super powers. You don't want the party winning that one so easy. Also, that giant spider is supposed to be deadly, not cause you to roll at disadvantage until you take a rest.</p><p></p><p>That said, there are some of the best set pieces ever to be found. The statuary, the guardian and the guardian's room is a classic, the separate area with the super-minotaur beneath the pit trap (where you can build your own Machine Gun for arrows) is very cool, and the long forgotten chapel was one my players described as "creepy".</p></blockquote><p></p>
[QUOTE="vuanendientu, post: 7847614, member: 7017186"] If I were to condense it, I would remove the teleportation pad in the temple of Athena, and the entire levels below and reduce it strictly to the ruins of the first two-ish lvls. This might require changing why the beast men are even in the place, but that is pretty easy. Ditch the entrys to the Astral and Ethereal Planes. Drop the sphynx and maybe seal the area off. You then will need new reasons for the slave needing to be rescued off the cave on the lower level, and the entire complex just south of the Temple Of Athena (I think its Athena,,,). It just seems to me like the teleportation chamber leads to a place the party does not need to go and still have an entertaining bunch of sessions. I don't recommend running this in anything other than OD&D or 1e. You will need to figure out how to convert the guardian of the statues in a way as to make the entire thing completely unfair and almost a certain TPK. This is for parties 2nd to 3rd lvl, and this was written before the days of characters who flew, unlimited cantrips and various super powers. You don't want the party winning that one so easy. Also, that giant spider is supposed to be deadly, not cause you to roll at disadvantage until you take a rest. That said, there are some of the best set pieces ever to be found. The statuary, the guardian and the guardian's room is a classic, the separate area with the super-minotaur beneath the pit trap (where you can build your own Machine Gun for arrows) is very cool, and the long forgotten chapel was one my players described as "creepy". [/QUOTE]
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