Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
[PotA] What's up with the Halls of the Hunting Axe? (spoilers)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="hawaiianbrian" data-source="post: 6753128" data-attributes="member: 6667615"><p><strong><If you play in a monthly game that meets at Guardian Games in Portland, you're probably one of my players, and you should get out <em>now</em>></strong></p><p><strong></strong></p><p><span style="color: #333333">I goofed up during our last session and told the players the lost delegation took a detour to the Halls of the Hunting Axe, not Summit Hall, which I completely forgot about. Of course they wanted to head there to search for clues. Problem is, they're 3rd level and that area is slated for 11th level. Now, I have no problem downscaling on the fly and can make the place suitable if need be, but this error has complicated things a lot. They made it as far as the central ruin with the dwarven machinery beneath it and figure out how to turn it all on, opening the sealed tomb. I then had them bump into the trio of elves sent by the Harpers to guard the place after hearing some dwarves were headed this way to plunder the tomb and take Orcsplitter. Yeesh. </span></p><p></p><p><span style="color: #333333">Anyway, down in the basement of that ruin where the machinery is, the four elemental symbols are carved in the ceiling, one by each exit. The adventure says nothing about how this weird coincidence came to pass, nor does the writer consider it out of the ordinary that four symbols of the evil elemental princes were carved into a machinery room in a dwarf city that did not worship said princes. I've been racking my brain between sessions for an explanation. Anyone have any insights?</span></p><p></p><p><span style="color: #333333">This misunderstanding has also led me to make some pretty significant changes to the adventure. DeVir is present in the adventure and is the leader of the cult. There is only one cult, not four -- the different elements have their own sect of the greater organization and work together, not against each other. The delegation took a detour because it was being led by Grumink the Renegade, a plant at the great Archive in Mirabar, who was smuggling important old tomes to the elemental cults. The books contain the forgotten instructions for the Fourfold Rite which will bring forth the princes and the Elder Elemental Eye (the rest of the books were unimportant so were sold off after the expedition was killed). He convinced the expedition leader to head toward the Halls of the Hunting Axe so he could lure them into an ambush and deliver the tome to DeVir. The four keeps are being moved so they perfectly align with one another in a diamond pattern, and each is built over an elemental "rift," where ages ago the drow were preparing a massive ritual to open the rifts and free the princes who, in turn, would free their lord the Elder Elemental Eye (who would appear in the exact center right over the underground temple -- I'm going to put a thermal hotsprings there, like a miniature Yellowstone, mixing fire, air, earth, and water). The city near the Halls of the Hunting Axe will be there, as well, because the book mentions the Besilmer dwarven empire was an above-ground experiment, with an underground backup in case things went bad (which they did, naturally). Also, in part to prevent the characters from stumbling into the dungeon before they're ready, and in part to make more sense, I'm moving the entrances to the main elemental dungeons to that central location under the hot springs.</span></p><p></p><p><strong>tl;dr </strong><strong>The four elemental symbols appear in the dwarven ruins under the Halls of the Hunting Axe, but I have no idea why (and the adventure is mum about it). My own error has sent low-level characters there and has caused me to make some significant rewrites to the adventure. Advice needed.</strong></p></blockquote><p></p>
[QUOTE="hawaiianbrian, post: 6753128, member: 6667615"] [B]<If you play in a monthly game that meets at Guardian Games in Portland, you're probably one of my players, and you should get out [I]now[/I]> [/B] [COLOR=#333333]I goofed up during our last session and told the players the lost delegation took a detour to the Halls of the Hunting Axe, not Summit Hall, which I completely forgot about. Of course they wanted to head there to search for clues. Problem is, they're 3rd level and that area is slated for 11th level. Now, I have no problem downscaling on the fly and can make the place suitable if need be, but this error has complicated things a lot. They made it as far as the central ruin with the dwarven machinery beneath it and figure out how to turn it all on, opening the sealed tomb. I then had them bump into the trio of elves sent by the Harpers to guard the place after hearing some dwarves were headed this way to plunder the tomb and take Orcsplitter. Yeesh. [/COLOR] [COLOR=#333333]Anyway, down in the basement of that ruin where the machinery is, the four elemental symbols are carved in the ceiling, one by each exit. The adventure says nothing about how this weird coincidence came to pass, nor does the writer consider it out of the ordinary that four symbols of the evil elemental princes were carved into a machinery room in a dwarf city that did not worship said princes. I've been racking my brain between sessions for an explanation. Anyone have any insights?[/COLOR] [COLOR=#333333]This misunderstanding has also led me to make some pretty significant changes to the adventure. DeVir is present in the adventure and is the leader of the cult. There is only one cult, not four -- the different elements have their own sect of the greater organization and work together, not against each other. The delegation took a detour because it was being led by Grumink the Renegade, a plant at the great Archive in Mirabar, who was smuggling important old tomes to the elemental cults. The books contain the forgotten instructions for the Fourfold Rite which will bring forth the princes and the Elder Elemental Eye (the rest of the books were unimportant so were sold off after the expedition was killed). He convinced the expedition leader to head toward the Halls of the Hunting Axe so he could lure them into an ambush and deliver the tome to DeVir. The four keeps are being moved so they perfectly align with one another in a diamond pattern, and each is built over an elemental "rift," where ages ago the drow were preparing a massive ritual to open the rifts and free the princes who, in turn, would free their lord the Elder Elemental Eye (who would appear in the exact center right over the underground temple -- I'm going to put a thermal hotsprings there, like a miniature Yellowstone, mixing fire, air, earth, and water). The city near the Halls of the Hunting Axe will be there, as well, because the book mentions the Besilmer dwarven empire was an above-ground experiment, with an underground backup in case things went bad (which they did, naturally). Also, in part to prevent the characters from stumbling into the dungeon before they're ready, and in part to make more sense, I'm moving the entrances to the main elemental dungeons to that central location under the hot springs.[/COLOR] [B]tl;dr [/B][B]The four elemental symbols appear in the dwarven ruins under the Halls of the Hunting Axe, but I have no idea why (and the adventure is mum about it). My own error has sent low-level characters there and has caused me to make some significant rewrites to the adventure. Advice needed.[/B] [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
[PotA] What's up with the Halls of the Hunting Axe? (spoilers)
Top