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If H1 = Keep on the Borderlands, H2 & H3 = ?
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<blockquote data-quote="mearls" data-source="post: 4414029" data-attributes="member: 697"><p>My PH 2 deadline has been chasing me like a pack of angry ninjas for the past six weeks, but here's some of the influences on my bits of those adventures:</p><p></p><p>The Well of Demons from H2 is a crude attempt at a tribute to White Plume Mountain. The idea of several branching paths you have to follow along with the sort of weirdness for weirdnesses' sake for the rooms is straight from WPM. I nicknamed the big, central chamber Keraptis' Pinball Machine in my notes.</p><p></p><p>The idea behind the Seven Pillared Hall, the trading post that serves as homebase, is inspired by Skullport and elements of the original SSI gold box game Pool of Radiance. The structure for the random encounters, with story elements behind each of them, was also inspired by the Pool of Radiance adventure published by TSR.</p><p></p><p>H1 draws from Keep on the Borderlands, as others have noted.</p><p></p><p>H3 is an odd duck. It has some thematic elements of KotB and Temple of Elemental Evil, but those are more in terms of structure than specific content. It's the sort of adventure that will seem really hack n' slashy for groups that attack everything in sight, and very RP oriented for groups that try talking to everything.</p></blockquote><p></p>
[QUOTE="mearls, post: 4414029, member: 697"] My PH 2 deadline has been chasing me like a pack of angry ninjas for the past six weeks, but here's some of the influences on my bits of those adventures: The Well of Demons from H2 is a crude attempt at a tribute to White Plume Mountain. The idea of several branching paths you have to follow along with the sort of weirdness for weirdnesses' sake for the rooms is straight from WPM. I nicknamed the big, central chamber Keraptis' Pinball Machine in my notes. The idea behind the Seven Pillared Hall, the trading post that serves as homebase, is inspired by Skullport and elements of the original SSI gold box game Pool of Radiance. The structure for the random encounters, with story elements behind each of them, was also inspired by the Pool of Radiance adventure published by TSR. H1 draws from Keep on the Borderlands, as others have noted. H3 is an odd duck. It has some thematic elements of KotB and Temple of Elemental Evil, but those are more in terms of structure than specific content. It's the sort of adventure that will seem really hack n' slashy for groups that attack everything in sight, and very RP oriented for groups that try talking to everything. [/QUOTE]
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If H1 = Keep on the Borderlands, H2 & H3 = ?
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