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<blockquote data-quote="doctorhook" data-source="post: 6334715" data-attributes="member: 58401"><p>I'd say it would make more sense to say that Phandalin was at its prime sometime <em>during</em> the Last War, given that the site was used for resource production and magic item creation--these would <em>increase</em> production during wartime. The obliteration of the townsite and the collapse and loss of the mine entrance could easily be the result of an invading army rather than a horde of orcs, though the mine entrance may have been deliberately scuttled before the invaders could discover the mine.</p><p></p><p>Location-wise, I'd say the sky is the limit, although if you want to build on the Phandelver Pact, it would make sense to set the adventure somewhere near either dwarves or gnomes. Personally, I think The Howling Peaks between Breland and Zilargo are perfect for this; you're about the same distance to Wroat as you would've been to Neverwinter.</p><p></p><p>Story-wise, I'd say Phandelver is a (Khyber) dragonshard mine, and that the items created there tended to be for elemental binding, though no change is really necessary to the treasure found.</p><p></p><p>NPC-wise, Nezznar probably shouldn't be a drow anymore, though if you wanted to keep him as an elf, that could be workable; his motivations can be up to you. Hamun Kost can't be a Red Wizard anymore, but since he's a necromancer-wizard with zombie bodyguards, it's not at all a stretch to imagine him as a rogue agent from Karrnath--maybe even working for the Order of the Emerald Claw. (If you go with Breland, this fits with him being from someplace far away.) As for Gundren, he might make more sense as a half-orc member of House Tharashk or maybe a Zil gnome, but you could probably get away with keeping him as a dwarf too.</p><p></p><p>Good luck!</p></blockquote><p></p>
[QUOTE="doctorhook, post: 6334715, member: 58401"] I'd say it would make more sense to say that Phandalin was at its prime sometime [i]during[/i] the Last War, given that the site was used for resource production and magic item creation--these would [i]increase[/i] production during wartime. The obliteration of the townsite and the collapse and loss of the mine entrance could easily be the result of an invading army rather than a horde of orcs, though the mine entrance may have been deliberately scuttled before the invaders could discover the mine. Location-wise, I'd say the sky is the limit, although if you want to build on the Phandelver Pact, it would make sense to set the adventure somewhere near either dwarves or gnomes. Personally, I think The Howling Peaks between Breland and Zilargo are perfect for this; you're about the same distance to Wroat as you would've been to Neverwinter. Story-wise, I'd say Phandelver is a (Khyber) dragonshard mine, and that the items created there tended to be for elemental binding, though no change is really necessary to the treasure found. NPC-wise, Nezznar probably shouldn't be a drow anymore, though if you wanted to keep him as an elf, that could be workable; his motivations can be up to you. Hamun Kost can't be a Red Wizard anymore, but since he's a necromancer-wizard with zombie bodyguards, it's not at all a stretch to imagine him as a rogue agent from Karrnath--maybe even working for the Order of the Emerald Claw. (If you go with Breland, this fits with him being from someplace far away.) As for Gundren, he might make more sense as a half-orc member of House Tharashk or maybe a Zil gnome, but you could probably get away with keeping him as a dwarf too. Good luck! [/QUOTE]
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