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Running Return to the Temple of Elemental Evil
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<blockquote data-quote="Look_a_Unicorn" data-source="post: 2675357" data-attributes="member: 11886"><p>A group I'm in is VERY near the end of this module now- it's been well over two years of gaming time, and with 2 different DM's (one went overseas).</p><p></p><p>The Crater Ridge slog can be insanely boring- so many rooms, so much pointless hack and slash. </p><p>The best parts are those the DM's invented/modified themselves.</p><p>I kept playing mostly because the people i play with are fun- not because of the module. My character is a sneaky ditz. Another was insane. Another was a constant source of Boccob the Neutral jokes ("If I die, tell my wife I said... hello"- "I have a very neutral opinion on this" - "I have consulted my god, and he says- yeah whatever"</p><p></p><p>But yes, tips.</p><p>1- Read for yourself in advance how important the Torches of Revealing/etc are and make sure the party knows the cultists use them to hide secrets a lot...</p><p>2- Take existing NPC's from the Mines area and make them pivitol- or at least interesting. </p><p>3- Decide to either have the temples cooperate OR fight each other- don't just leave them neutral and dull. Obviously cooperation makes it a lot more of a challenge. A LOT more. Fighting each other SHOULD result in casualties to described temple forces (and less XP for the PC's).</p><p>4- If you go for a grim, dark mood to the gameplay, realise you are REALLY going to have to shuffle things along story and information-wise before it gets repetitive and dull. But again, this will reduce final PC level, so take that into account with additional allies/weaker enemies. A lot of fights are hard enough as they are! ESPECIALLY if your players aren't min/maxers.</p></blockquote><p></p>
[QUOTE="Look_a_Unicorn, post: 2675357, member: 11886"] A group I'm in is VERY near the end of this module now- it's been well over two years of gaming time, and with 2 different DM's (one went overseas). The Crater Ridge slog can be insanely boring- so many rooms, so much pointless hack and slash. The best parts are those the DM's invented/modified themselves. I kept playing mostly because the people i play with are fun- not because of the module. My character is a sneaky ditz. Another was insane. Another was a constant source of Boccob the Neutral jokes ("If I die, tell my wife I said... hello"- "I have a very neutral opinion on this" - "I have consulted my god, and he says- yeah whatever" But yes, tips. 1- Read for yourself in advance how important the Torches of Revealing/etc are and make sure the party knows the cultists use them to hide secrets a lot... 2- Take existing NPC's from the Mines area and make them pivitol- or at least interesting. 3- Decide to either have the temples cooperate OR fight each other- don't just leave them neutral and dull. Obviously cooperation makes it a lot more of a challenge. A LOT more. Fighting each other SHOULD result in casualties to described temple forces (and less XP for the PC's). 4- If you go for a grim, dark mood to the gameplay, realise you are REALLY going to have to shuffle things along story and information-wise before it gets repetitive and dull. But again, this will reduce final PC level, so take that into account with additional allies/weaker enemies. A lot of fights are hard enough as they are! ESPECIALLY if your players aren't min/maxers. [/QUOTE]
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