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[CAMPAIGN] Out of the Abyss [SPOILERS]
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<blockquote data-quote="Celtavian" data-source="post: 6752081" data-attributes="member: 5834"><p><strong>DM Modifications and Preparation</strong></p><p></p><p><strong>1. NPC Modifications:</strong> I've advanced the surviving NPCs. </p><ul> <li data-xf-list-type="ul">Jimjar: Increased hit die +1d8. +1 to Dex boosting to 16.</li> <li data-xf-list-type="ul">Buppido: Increased hit die +1d6.+1 to Dex. Added Sneak Attack ability.</li> <li data-xf-list-type="ul">Stool: Increased hit die +1d6. Increased Con to 12 boosting hit points by 3.</li> </ul><p></p><p><strong>2. The Ooozing Temple</strong>: I've changed this to an ancient temple to Seveltarm. I'm planning to use the scenario to deliver a powerful magic item to the PCs, specifically to Tytus who serves an unknown patron. I plan to make this a scenario where the magic item is calling to Tytus, keeping him in The Oozing Temple to the brink of death. They must locate the magic item before death takes them. This will be a time trial as originally designed with a very potent magic item acting as a lure to keep them from leaving the area before it becomes a danger.</p><p></p><p><strong>3. Lost Tomb of Khaem</strong>: The tomb of an ancient Netherese sorcerer is a perfect place to introduce some powerful magic items that will last for the length of the campaign. Magic items were handled fairly well in 5E. You are able to introduce fairly powerful magic items at low level in 5E and still modify the game easily to account for them. I changed the four specters in room 3 of the tomb to mummies that were favored servants of the sorceress Brysis. Her executioner, her favorite performer, her favorite apprentice, and her torturer. Each mummy has been rebuilt to employ the magic item the PCs will gain should they achieve victory.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 6752081, member: 5834"] [b]DM Modifications and Preparation[/b] [b]1. NPC Modifications:[/b] I've advanced the surviving NPCs. [LIST=A] [*]Jimjar: Increased hit die +1d8. +1 to Dex boosting to 16. [*]Buppido: Increased hit die +1d6.+1 to Dex. Added Sneak Attack ability. [*]Stool: Increased hit die +1d6. Increased Con to 12 boosting hit points by 3. [/LIST] [b]2. The Ooozing Temple[/b]: I've changed this to an ancient temple to Seveltarm. I'm planning to use the scenario to deliver a powerful magic item to the PCs, specifically to Tytus who serves an unknown patron. I plan to make this a scenario where the magic item is calling to Tytus, keeping him in The Oozing Temple to the brink of death. They must locate the magic item before death takes them. This will be a time trial as originally designed with a very potent magic item acting as a lure to keep them from leaving the area before it becomes a danger. [b]3. Lost Tomb of Khaem[/b]: The tomb of an ancient Netherese sorcerer is a perfect place to introduce some powerful magic items that will last for the length of the campaign. Magic items were handled fairly well in 5E. You are able to introduce fairly powerful magic items at low level in 5E and still modify the game easily to account for them. I changed the four specters in room 3 of the tomb to mummies that were favored servants of the sorceress Brysis. Her executioner, her favorite performer, her favorite apprentice, and her torturer. Each mummy has been rebuilt to employ the magic item the PCs will gain should they achieve victory. [/QUOTE]
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[CAMPAIGN] Out of the Abyss [SPOILERS]
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