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[UPDATED AGAIN!] PRINCES OF THE APOCALYPSE - First Review!
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<blockquote data-quote="Waller" data-source="post: 7664714" data-attributes="member: 6747584"><p>It's been deleted but its on Facebook and other places.</p><p>-----</p><p></p><p>Let's get this part out of the way right up front: This is not THE Temple of Elemental Evil. It was clearly *inspired* by ToEE.</p><p></p><p>It details four elemental cults attempting to summon the Princes of Elemental Evil, but Tharzdun/Zuggtmoy/Iuz are not contained within this adventure in any way shape or form. What you find instead is a fairly sandboxy adventure set in the Sumber Hills of the Sword Coast of the Forgotten Realms.</p><p></p><p>The adventure is designed for levels 3-15, although it contains a number of initial side treks that you can use to get a party up from level one to level three. Since it is set a hop skip and a jump away from the Neverwinter area, it is really easy to direct your party there post Lost Mines of Phandelver.</p><p></p><p>The adventure details Red Larch and the surrounding environment, and has brief descriptions Beliard, West Bridge, and Womford. There are four temple areas on the surface, and each has a trail, tunnel, or path to get to a deeper dungeon under the hills. Each dungeon then leads to an Elemental Node. ( In addition to a connection to the other dungeons. ) The adventure also contains a number of other, unrelated side treks, which can be dropped here and there into the recommended order of running the adventure. There are also a number of responses to intrusion that the elemental cults will take, designed to be dropped in depending upon which temples get taken out first. The cultists will lash out at the surrounding area, causing mayhem.</p><p></p><p>Some DM work will be required to make everything fit together perfectly. There is one of each air/water/earth/fire of each set of areas. ( Surface, dungeon, node. ) Each is designed for a slightly different level. Luckily, 5e has a built in mechanism ( bounded accuracy ) to make it so that ending up at the areas of a slightly different level than your party is won't end up being a complete TPK tragedy. Some DM work may be required, however, in some cases. I suspect that shortly after release, some enterprising people will go about making some guides to help newer DMs realize the biggest areas to watch out for if done out of level range. This is my one criticism of the module, but it's not bad enough to drop an entire star from my rating. And unlike 5e, I don't automatically round down.</p><p></p><p>p.s. The adventure also includes an eight page appendix with ideas for setting the adventure in worlds besides the Forgotten Realms.</p></blockquote><p></p>
[QUOTE="Waller, post: 7664714, member: 6747584"] It's been deleted but its on Facebook and other places. ----- Let's get this part out of the way right up front: This is not THE Temple of Elemental Evil. It was clearly *inspired* by ToEE. It details four elemental cults attempting to summon the Princes of Elemental Evil, but Tharzdun/Zuggtmoy/Iuz are not contained within this adventure in any way shape or form. What you find instead is a fairly sandboxy adventure set in the Sumber Hills of the Sword Coast of the Forgotten Realms. The adventure is designed for levels 3-15, although it contains a number of initial side treks that you can use to get a party up from level one to level three. Since it is set a hop skip and a jump away from the Neverwinter area, it is really easy to direct your party there post Lost Mines of Phandelver. The adventure details Red Larch and the surrounding environment, and has brief descriptions Beliard, West Bridge, and Womford. There are four temple areas on the surface, and each has a trail, tunnel, or path to get to a deeper dungeon under the hills. Each dungeon then leads to an Elemental Node. ( In addition to a connection to the other dungeons. ) The adventure also contains a number of other, unrelated side treks, which can be dropped here and there into the recommended order of running the adventure. There are also a number of responses to intrusion that the elemental cults will take, designed to be dropped in depending upon which temples get taken out first. The cultists will lash out at the surrounding area, causing mayhem. Some DM work will be required to make everything fit together perfectly. There is one of each air/water/earth/fire of each set of areas. ( Surface, dungeon, node. ) Each is designed for a slightly different level. Luckily, 5e has a built in mechanism ( bounded accuracy ) to make it so that ending up at the areas of a slightly different level than your party is won't end up being a complete TPK tragedy. Some DM work may be required, however, in some cases. I suspect that shortly after release, some enterprising people will go about making some guides to help newer DMs realize the biggest areas to watch out for if done out of level range. This is my one criticism of the module, but it's not bad enough to drop an entire star from my rating. And unlike 5e, I don't automatically round down. p.s. The adventure also includes an eight page appendix with ideas for setting the adventure in worlds besides the Forgotten Realms. [/QUOTE]
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[UPDATED AGAIN!] PRINCES OF THE APOCALYPSE - First Review!
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