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Return of Elemental Evil
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<blockquote data-quote="Derulbaskul" data-source="post: 5229903" data-attributes="member: 1581"><p><em>My declared bias: I think T1-4 was one of the most disappointing products of all time. If it's going to take more than five years to publish an adventure, at least have the decency to finish it first. But I digress.... </em></p><p></p><p>One of the great disappointments with the original is that there is very little in the way of <em>elemental evil</em> in the adventure. One of the introductions talks about flash floods, typhoons etc... in the region but such things are not part of the adventure-proper.</p><p></p><p>What about redoing the original as four separate competing temples, one of each element, with a fifth temple, akin to <em>The Temple of All-Consumption</em> in the <em>Return to...</em> adventure that can only be accessed by gathering keys or similar items from the four elemental temples?</p><p></p><p>The four elemental temples can be found by the party simply by getting to the centre of the elemental evil that each unleashes: tidal waves and waterspouts emanate from the water temple, bushfires and drought surround the fire temple, hurricanes and locust-filled winds proceed forth from the air temple and the earth temple is the epicentre of earthquakes and tremors.</p><p></p><p>Not only does this make the campaign feel like it is related to elemental evil, it also provides a sense that the temples pose a threat to the area (especially if the party begins in a place where the influence of the four temples overlaps [and thus is the location of the fifth temple, as they discover later also]).</p><p></p><p>The other advantage of this sort of layout is that there is no single mega-dungeon to tackle (which many players and DMs find boring) and there are opportunities for wilderness and similar encounters between the temples which provides a lot more variety. (If you're running a 4E campaign and like skill challenges, these journeys between temples provide opportunities to run skill challenges to overcome the effects of the manifestations of elemental evil.)</p><p></p><p>If you want to expand this further, I also thought using Tharizdun's symbol as an overlay on the regional map could be fun. Basically place a small dungeon or other site at enough places on the map that you could draw lines between them and then have Tharizdun's symbol drawn dot-to-dot fashion.</p><p></p><p>Anyway, there's still a lot of potential in the original T1-4 that I think the authors of the original failed to take advantage of.</p></blockquote><p></p>
[QUOTE="Derulbaskul, post: 5229903, member: 1581"] [I]My declared bias: I think T1-4 was one of the most disappointing products of all time. If it's going to take more than five years to publish an adventure, at least have the decency to finish it first. But I digress.... [/I] One of the great disappointments with the original is that there is very little in the way of [I]elemental evil[/I] in the adventure. One of the introductions talks about flash floods, typhoons etc... in the region but such things are not part of the adventure-proper. What about redoing the original as four separate competing temples, one of each element, with a fifth temple, akin to [I]The Temple of All-Consumption[/I] in the [I]Return to...[/I] adventure that can only be accessed by gathering keys or similar items from the four elemental temples? The four elemental temples can be found by the party simply by getting to the centre of the elemental evil that each unleashes: tidal waves and waterspouts emanate from the water temple, bushfires and drought surround the fire temple, hurricanes and locust-filled winds proceed forth from the air temple and the earth temple is the epicentre of earthquakes and tremors. Not only does this make the campaign feel like it is related to elemental evil, it also provides a sense that the temples pose a threat to the area (especially if the party begins in a place where the influence of the four temples overlaps [and thus is the location of the fifth temple, as they discover later also]). The other advantage of this sort of layout is that there is no single mega-dungeon to tackle (which many players and DMs find boring) and there are opportunities for wilderness and similar encounters between the temples which provides a lot more variety. (If you're running a 4E campaign and like skill challenges, these journeys between temples provide opportunities to run skill challenges to overcome the effects of the manifestations of elemental evil.) If you want to expand this further, I also thought using Tharizdun's symbol as an overlay on the regional map could be fun. Basically place a small dungeon or other site at enough places on the map that you could draw lines between them and then have Tharizdun's symbol drawn dot-to-dot fashion. Anyway, there's still a lot of potential in the original T1-4 that I think the authors of the original failed to take advantage of. [/QUOTE]
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