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| #1mahaviraJul 07, 2009 21:44:24 | I have owned RttToEE since it came out, and never had the opportunity to get past the moathouse. As a potential backup campaign (one never knows when the TPK monster will show up) I've been giving some thought to how to take the module, intended for a vanilla or greyhawk setting, and Eberron it up. I am particularly looking for other options for character background, points where the concept doesn't properly 'fit' or good opportunities to add more Eberron content. Here goes (kinda long): Return to the Temple of Elemental Evil – 4E Eberron Style Background: ‘Tharizdun’(rename) is a Rakshasa Rajah, but the cult is not entirely aware of this. Due to the proximity of their prisons, Tharizdun was able to possess the Daelkir Zuggytmoy (rename?) and usurp the creature’s abberant minions, merging their mortal cults. The Daelkir wards are weaker than the Silver Flame, so Tharizdun intends to have its minions release Zuggytmoy, using the Daelkir as a vessel to work its will on the world. The Temple of Elemental Evil (initially masked as a cult of the devourer) is in the segment of Khorvaire between Breland, Thrane, Aundair, and Droaam. Isolated by geography from Breland, and across the lake from anywhere else, this was a backwater in the Last War, which gave the cult the opportunity to grow unnoticed (and access to monsters from Droaam to supplement the cultists). The cult leaders overreached, however, and drew attention they could not afford before they were ready – a charismatic knight of the flame, Thrommel (rename) managed to secure a truce between Thrane, Aundair and Breland long enough for a joint operation culminating in the Battle of the Emridy Fields, where the power of the cult was broken and new (fragile, mortal) seals placed on the temple itself. Alas, Thrommel himself was slain in the battle (or at least went missing, a lot of battle magic was flying around). A decade later, the cult tried again, with even more disastrous results – long before the cult was ready a band of adventurers raided the temple rather thoroughly and even destroyed the orb of golden death, which was critical to the cult’s plans. The temple collapsed from the backlash of the destruction, and all was well, for a while… Player Backgrounds: 1) Children of Veterans of the Battle of Emridy Fields, gone to Hommlett to attend the funeral of another veteran. There, they are perhaps curious to see the ruins of the battle and are drawn to the Moathouse. 2) Veterans of the Brelish Army, their old commanding officer was from Hommlet and they are attending his funeral 3) Inquisitors of the Flame: one of the PCs (probably a divine one) is a knight of the Flame and has been tasked with keeping an eye out for a resurgence of the cult or Droaam raids. 4) Servants of the 12: the PCs are actually en route to Droaam on a trade mission when they are pulled into something bigger than they are Adjustments to the module 1) The 3E module was intended to span 10 levels – 4-14. Based on the 4E power curve, 5-20 seems appropriate. This will require more encounters (3E and 4E used about the same number of encounters per level) so side adventures will be necessary, and to draw Eberron further into the story I will use other factions to justify the side adventures. 2) Certain monster choices are less appropriate in Eberron than in a generic setting (and also incorporating Eberron monsters is good for flavour). There are a fair number of troglodytes in RTToEE, I propose to replace them with Dolgaunts (perhaps with Dolgrim flunkies, I don’t know what levels Dolgaunts are). The module uses dragons in a manner not appropriate to Eberron, so those dragons whose position is not being modified (see Chamber entry below) will be replaced by large abberant beasts. Goblinoids are not entirely appropriate as members of an aberration cult, so the bugbears in the Temple of All Consumption will be replaced, whether by foulspawn or just crazy human cultists I don’t know. Hill and Stone Giants are also featured, and are not entirely appropriate to the setting, so they will be replaced by level appropriate bruisers (ogres, trolls, minotaurs, foulspawn hulks etc.). Several demons etc. can be replaced by Rakshasa. 3) Eberron Factions: nothing happens in a vacuum, after all: which to use and how much will depend on the party makeup a. Order of the Emerald Claw – the Order has some information about the Orb of Silver Death and the Orb of Oblivion. They covet these powerful magical artefacts and will do anything to claim them. In particular, they will be useful immediately after the Moathouse: a band of Emerald Claw is occupying Nulb and has taken Lareth the Beautiful hostage and are torturing him for information, while they raise an undead force for future use. Ideally the PCs rescue him, not realizing until later that they saved the Champion of Elemental Evil ⁚ . After this first group is destroyed, the PCs will clash with a group of specialists (basically an Emerald Claw party of adventurers) as they proceed. b. Royal Eyes of Aundair: Magic rich Aundair knows a bit more about the orbs than the Emerald Claw does (the Emerald Claw was mostly in Karrnath when the cult was active, after all) – in particular they know that the Orb of Oblivion can be turned against itself to create a globe of annihilation (WMD, Eberron Style). A friendly patron is actually using them as catspaws – a side trek into Droaam to loot a talisman of the sphere from some monster lair (an Oni’s tower, perhaps?), then trying to get the Orbs so the Orb of Silver Death can be destroyed and the Orb of Oblivion turned to the uses of the Crown. This is extra fun if one of the PCs is from Aundair, and perhaps helps the crown occasionally (just a few letters about what we see when we go places, nothing too serious, the Queen needs to have broad information as well as deep) but others aren’t (and aren’t aware of the sideline). c. Dark Lanterns: they are aware that the Royal Eyes and Emerald Claw are active in the area but don’t know what they’re up to. They can be either a patron of the PCs, or if the PCs are affiliated (knowingly or not) with either organization, enemies. d. The Gatekeepers and Dhakaani: the hobgoblins occupying the upper ruins of the temple are Dhakaani, advised by an Orc Gatekeeper. They know the site is associated with an abberant cult, and omens suggest it may be an issue soon, so they got into place so the enemy will have to dig them out. They don’t believe in explaining themselves, so are mistaken for bandits or members of the cult by the PCs and there is initial conflict, but when the module comes back to the site, the hobgoblins have been enslaved by the (surprisingly powerful) cult but are willing to help in the assault if freed. e. House Cannith: the different factions of the house are in conflict over the orbs – each wants their artificers to be the ones to figure out how to make them and sell the mass produced copies to the armies of the Four Nations (sorry Ogarev, you suck and nobody likes you). f. House Jorasco: a doctor mengele/mordain fleshweaver style Jorasco healer has heard of the infernal machine and its fiendish grafts, and wants the ‘new prosthesis technology’ to swell the house’s coffers by selling a super-soldier program based on it g. The Chamber: the doings of a Rakshasa Rajah appear in the prophecy, but the use of Zuggytmoy as a proxy has muddied the waters. A group of young dragons knows SOMETHING is happening, but not what. Utreshimon (the dragon who is basically the first combat encounter) has managed to corner the cultists in the moathouse (or did until interfering PCs kill him) and the green dragon in the Crater Ridge Mines is hiding and spying on the cult, and unlike Utreshimon is not so aggressive that parlaying (and alliance) is impossible. There are other dragons in the module, but some are ‘guards of the cult’ and need to be replaced by abberant monsters. Involving other dragons in side quests (or modified main quests) would work. |
| #2OgiwanJul 08, 2009 8:51:28 | Dude, I am totally in on this project. So far, I think I have to applaud you with what you've done in terms of the backstory. I agree with a lot of it. My biggest gripe about RttToEE is that once you got into the temple itself, it was just a mondo dungeon crawl. Hell, when I ran it (I've also never gotten past the Moathouse), I had a really interesting story arc where the PCs were ferreting out the agents in Hommlet. They were tailing the spy chick and whatnot. It was cool as hell. With that said, a few things: 1.) I'm wondering if there is a possibility of any support from Wizards, either in developmental support, or just PDF copies of the mod so "we" can convert it. 2.) I also wonder if there is any interest from the more prominent members of the Eberron developer's circle. I, for one, would be a great fan of Mr. Baker occasionally poking his head in. With that said, let's see if this works: Hellcow Hellcow Hellcow! Onto the mod-related stuff: Now, one of the problems with Eberron is that, to my knowledge, governmental responses would be (maybe) quicker and (certainly) stronger than they would in Greyhawk. In the Original (ItO), the temple was closest to a city-state (Verbobonc), which means its power and authority was limited. In Eberron, though, if you put it in any of the Five Nations, well, you have a powerful nation-state that could crush it. So, I can see one of two ways to resolve this. 1.) Rather than putting it in Breland, Thrane, Aundair, or Karrnath, put it in one of the minor nations. Zilargo, for example, or in the southern part of the Gloaming, in the Eldeen Reaches. 2.) Put it in a major nation, but have an extensive operation dedicated to keeping the operational security of the Temple. If the local bureaucracy is extensivly infiltrated, they could quash reports of "wierd **** going on". This could mean, though, that the PCs can defeat the Temple by exposing this operation. With all that said, I'll go over the stuff I agree with: Thazridun as a Rajah: Yes. He's supposed to be a god, and Rajahs are about that powerful. It also makes him different from Zuggytmoy, which was reflected ItO. Zuggytmoy as a Daelkyr: Yes. ItO, he was a deamon prince; not as powerful as a god, but powerful. It is quite conceivable that Gatekeepers imprisoned him. However, i'm wondering if it would be better to cast Zuggytmoy as a high-ranking Illithid general; *shrug*. The Cult being Cult of the Dragon Below: Yes. They're all nuts anyways, so no real problem here. Considering that cults can worship Radiant Idols, Daelkyr, Rajahs, "normal" Deamons, or really whatever you want, well, I don't see much of a problem in making an elementally-based cult. Hell, Zuggytmoy could be involved for the same reason; a desire for more power. Greater power means that instead of having to talk through the equivilent of a window, he can actually do stuff. Now, other stuff: ItO, Lolth has a decently strong presence. I'm wondering if she can be replaced by disciples of one of the Dark Six; the Fury, perhaps? Nuln would have to be a town destroyed by the Last War; could/should it really be the former den of villiany it was ItO? |
| #3mahaviraJul 08, 2009 19:16:55 | Regarding my choice of location - the particular nook of Breland I chose is near Xandrar. If you look at the map, it's isolated from the rest of Breland by a mountain range (also a useful location for the Temple of All Consumption), and is blocked by the lake from anywhere else. Despite the potential importance as a 'border town' type area, it struck me as a backwater, based on geography and lightning rail lines. That said, it is a border area and troop movements of the sort necessary to wipe out the cult would have uncomfortable reprocussions. Also, my reading is that this time around, rather than raising armies and claiming territory, the sort of thing which would incite a swift and certain response, the current activities are pretty low key (unless you know about Imix and the real possibility of a Daelkir getting free) - a temple/mine in the mountains, a small task force visiting a ruin, no big deal (except to Thrane, and conveniently a thrane military presence in the area would spark a war). That said, having a cult agent in a position of importance (whether a doppleganger like Jaroo ItO or just a similarly minded cultist), perhaps in the local garrison's chain of command, or perhaps a wealthy merchant who manufactures reasons the local military has to keep busy doing something else (paying a tribe of gnolls to raid the area while feeding them intel to keep them from being caught) would also be good. If the PCs can actually solve this problem while in town on shopping runs, you could then make the return to the ruined temple start with a large scale battle which the PCs have to cut through to get into the temple to stop the doomdreamers who are feverishly trying to finish their ritual so the risen Zuggytmoy/Tharizdun can "save" them. Having a large scale battle would be especially fun for Warlords, Wizards, and other characters who are either good at inspiring one's own side or decimating the other. For that matter, an 'airborne' assault on the Outer and Inner Fanes using airships, having the air defenses already in the module kick in (getting the airship in position to drop off troops would be a good moment for any Mark of Storm character to shine). Changing the continuing dungeon crawl into a dynamic mass assault should spice things up. The cover story for the cult (worship of the destructive aspects of nature/the elements) fits well with worship of the Devourer, and I typically substitute the Fury for Lolth whenever I run across her. Having the Doomdreamers deceive existing evil cults is a major part of their MO, so having the outer facade of the cult be the worship of the Dark Six (particularly the Devourer, the Fury, The Mockery and The Shadow) covers the even more antisocial nature of worshipping Aberrations and Rajahs. Faiths of Eberron discussed a comeback of the Dark Six during the Last War, this cult could have piggybacked on this trend, saving the truth for the more obviously deranged. Another party background has occurred to me: Military Resettlement Project. Someone in the government thought that demobilizing a bunch of war veterans and letting them settle in cities where they have no obvious job opportunities is not the smartest thing one could do, so the King/Queen/whatever issued plots of land depopulated by the war to demobilizing veterans. Even if the PCs don't want to use the land, they have to go there to claim it so they can sell it. The PCs have been issued land near Hommlet, and cultists lower property values... As to Nulb, there's no reason it can't have been a den of scum and villainy AND destroyed in the war. Even after the first war with the temple, Nulb remained a den of deserters, bandits, and other ne'er do wells. They got carried away with their banditry/piracy, or they harbored the wrong deserter, and the host nation sent a regiment to wipe the town off the map. Or it was used as a test site for magical WMDs (maybe make the village like a mini Mournland?). |
| #4mahaviraJul 09, 2009 21:17:35 | Another good site for the campaign occurs to me: New Cyre. Prince Ogarev does not have the resources at his disposal to deal with the cult, but is likely to resist the idea of bringing Brelish high command into 'his' domain. In this scenario, Nulb is actually IN the mournland and the Temple fairly close by. If the Temple is close to the mournland, however, it seems likely that the Lord of Blades should somehow be involved in the campaign, but I can't see an angle for him. Unless he actually knows the true threat posed by the cult (and it doesn't seem likely he has the operational capacity to get much intel on the inner workings of a Cult of the Dragon below or much interest in acquiring it), I would think he'd just leave it alone 'let the breathers kill each other over their false religion, it gives us that much more time to prepare to sweep them away'. Regarding 'Prince Thrommel' (perhaps he is actually a prince of Thrane, an uncle to Queen Diani?) - being turned into a vampire does not strike me as the thematically correct fate for someone captured by a cult of the dragon below. Instead I propose that he be made into some kind of cyborg, either with abberant grafts/symbionts or elemental grafts (or perhaps both). I am uncertain of how to work this, however, and whether it means that redemption is more or less impossible (killing him would be the most merciful thing at that point), though in some respects the distasteful situation of euthanizing a fallen hero fits the 'no good endings' theme of Eberron. |
| #5OgiwanJul 10, 2009 15:49:25 | Turning New Cyre into Hommlet is an interesting thing, but New Cyre, to me, just doesn't feel like enough of a backwater to warrant being near the ToEE. The area between Kennrun and Vathirond looks remote enough, with the added bonus that there is a mountain range to the east. Back to the original placement idea, though, I think I like it better than near New Cyre. My one concern is that Drum Keep is too close, which is why I still advocate putting it in the southern part of the Gloaming, if not on the Orien trade road between Sylbaran and Greenblade. Xandrar would be close enough for the PCs to go to a large town if they wanted to (or if the plot took them there), but the area is remote enough that the Temple could build up. In any case, the question that springs to mind now is who in the village is compromised, and who in the surrounding area is compromised. Rufus and Bernie, being the local lords, are a place to start. I, personally, don't see them as being compromised, and even something like having them mind seeded seems a bit of a stretch. So, if Rufus and Bernie aren't compromised, then we have to construct our own arc. I don't mind it, but we'll have to decide how close to the original we want to keep. Also, do we leave Jaroo impersonated by a doppelganger/changeling? |
| #6mahaviraJul 10, 2009 23:15:05 | Turning New Cyre into Hommlet is an interesting thing, but New Cyre, to me, just doesn't feel like enough of a backwater to warrant being near the ToEE. The area between Kennrun and Vathirond looks remote enough, with the added bonus that there is a mountain range to the east. I confess Drum Keep didn't really concern me for a couple of reasons. First, my recollection from 3E was that even quite important fortresses (like the flying one) had quite low level leadership, and the temple contains monsters that no number of line soldiers can really deal with. Second, as the module says, the Temple of All Consumption isn't doing anything blatant enough to justify much action on the part of governments, and provided witting or unwitting agents of the cult are stirring up other kinds of trouble (Swords of Liberty, for example) the local authorities will be more interested in that than some cult they've never heard of keeping to themselves up in a mountain. As to Hommlet, Jaroo pretty much has to be compromised. Particularly if the location is close to the Eldeen Reaches, he is either a Gatekeeper (very bad for the cult) or Warden of the Wood (not much better - Olian may no longer teach gatekeeper lore, but I don't expect they have much tolerance for cults of the dragon below), two organizations that would actually have the resources (in the terms of individually powerful members) and inclination to do something about them. That said, I am not convinced a conventional changeling is the best choice - I can think of 2 options. First, a Rakshasa (they're woefully underused, and means he can be a serious villain for midway through the campaign). Second, an Abberation, perhaps a Tsochari from Lords of Madness is inhabiting his body, or perhaps he's some kind of homebrew abberant shapeshifter (has to eat the body to mimick it or something) who has a stinger which implants mind control parasites into townsfolk over time, so when the PCs return to Hommlett in preparation for their renewed assault on the Temple of Elemental Evil, they find all their old acquaintances and contacts glaze eyed and attacking them, with an apparent outbreak of boils as a foreshadow. It might also be worthwhile planting a clue - the Orc gatekeeper who is advising the hobgoblins at the Temple early on in the module went to Jaroo to seek advice/help but was given the cold shoulder, and since Jaroo has been pushing Elmo, and Xaod the slayer (the drunken paladin) to kill the hobgoblins. Revealing Jaroo of course places a taint of suspicion on anyone he's close to (his apprentice and Elmo in particular). Rufus and Burne: I agree that they're unlikley to be cultists, but that doesn't mean they aren't compromised in some other way. Let's remember, these guys claim to be the local lord (and seneschal) but it specifically states that unless the town in about to be annihilated they won't move to help. These are not nice guys, and it's not normal for a lord (even a pretend one) to act like that. If, however, they're operating a safehouse for the Emerald Claw, they aren't going to want the authorities to do much (if the PCs ask them to send for help, any letters that actually are sent will downplay the situation or be completely misleading), at least until the Emerald Claw operations in the area are done with. If they serve the Royal Eyes of Aundair, they may likewise want to deflect attention until their organization's goals have been met. There's a ranger/monk in the original (a half elf or elf, I think) associated with the temple of Elhonna (probably Balinor in Eberron). She could be either a red herring (make her look suspicious but she's actually clean) or a good surprise enemy (the nature loving mystic who helps the town by killing the odd monster is actually a cult courier who makes dead drops to the various cult spies detailed in the module). Also on the subject of Hommlet and religion I propose the following substitutions: Elhonna - Balinor Pelor - Arawi (yes the sun godess is Dol Arrah, but she's more militant and not really useful to farmers) St. Cuthbert - Either the Silver Flame (most likely, especially this close to Thrane) or Dol Arrah - either fits with St. Cuthbert's crusading clergy smiting evildoers. Tune in tomorrow for my proposed 1/2 elemental templates. |
| #7mahaviraJul 11, 2009 11:45:40 | 1/2 Elemental Templates (please review for balance, I haven't made many 4E monsters and was more concerned about making them interesting). All 1/2 elementals gain darkvision Earth: Elite Soldier Defenses: +2 AC +2 fortitude; +2 to saves 1 Action Point +8 hp per level + con Powers: The Mountain Does Not Move: stance, minor, encounter: the 1/2 elemental's speed is halved, but the 1/2 elemental gains resist 5 to all attacks, and subtracts 2 from the number of squares any forced movement can cause. Rooting Strike: standard Recharge 5-6 : may be either a basic melee attack or a heavy thrown weapon attack(use the preexisting attack bonus) : 2W damage+ strength and the target is immobilized (save ends) Tremor Stomp (reaction, free, encounter, immediately when bloodied): close burst 5, level+3 versus fortitude, on a hit does normal standard damage for the creature's level and the target is pushed 2 squares and must make an atheletics or acrobatics check DC 10+1/2 level+strength bonus or be knocked prone. Heavy Handed (always on) all melee or heavy thrown attacks do +2 damage. This increases to +4 at L11 and +6 at L21. Air: Elite Skirmisher Defenses +2 AC +2 Reflex; +2 to saves 1 AP +8 hp per level + con Resist Thunder and Resist Lightning 5, 10 at L11, 15 at L21 Powers Lightning blade: minor at will: until the beginning of the creature's next turn, all attacks do +1d6 lightning damage Thunder Charge(standard, recharge 5-6): the creature shifts (counts as flying) 10 squares in a straight line, and may pass through occupied squares so long as it ends in an unoccupied square. All creatures in squares adjacent to squares passed through, or in squares passed through are subjected to an attack (level+1 vs reflex, medium limited damage for the monster's level, either lightning (the creature turned into a bolt of lightning and struck throguh before recorporating) or thunder (flew through so quickly a sonic boom), decide at creation which). Whirlwind Evasion (free reaction, encounter, when bloodied): The 1/2 air elemental turns into a whilwind and shifts 6 squares in any direction, becoming insubstantial until the beginning of its next turn. The creature makes a level+1 vs fortitude attack on any creature adjacent to a square it shifts into, and if it hits the creature is pushed 3 squares. Fire: Elite Artillery Defenses +2 AC +2 Ref +2 wil; +2 saves 1 AP Resist fire 5 (10 at L11, 15 at L21) +6 hp per level + con Powers: Boiling blood - the creature catches you with its burning gaze and your blood heats up as its madness torments your mind: std at will range 10 level +5 vs will, high standard damage (fire and psychic) Fireball: range 10 burst 1 level+3 vs reflex medium normal damage (fire), miss does 1/2 damage Cloak of Embers: Aura 1 minor action to activate or deactivate: any creature that starts its turn adjacent to the 1/2 elemental or moves adjacent to the 1/2 elemental takes 3 fire damage (6 at L11, 9 at L21). Fiery Discorporation: free reaction, encounter, immediately upon being bloodied: close burst 2, level +3 vs reflex, medium limited damage for the level fire damage, the 1/2 elemental teleports 6 squares Water: Elite Controller Defenses +2 AC +2 fort +2 Wil; +2 to saves 1 AP Resist cold and poison 5, 10 at L11, 15 at L21 +8 hp per level + con Powers Ice breath: standard recharge 5-6 blast 3, level +2 vs reflex, medium limited cold damage, hit also slows (save ends), miss does 1/2 damage Choking Mist: standard at will, minor action to maintain: range 10 burst 1, level+2 versus fortitude medium standard poison damage and blocks line of sight. The area of mist can be maintained, but only one may be maintained at a time. Flow like the river: reaction, encounter: when struck by a melee or ranged attack (other than a critical): negates all damage done by the attack as the creature collapses into water, then flows (shifts) 6 squares and reforms. |
| #8OgiwanJul 13, 2009 15:24:44 | I'm never good with rules, so you might want to pitch that to the Homebrew or Monsters forum so they can hammer it out. Concerning your other post, ItO, the faux Jaroo works for Master Dunrat, who is the head of the band of Temple cultists (i think they are more paramilitary types, really) in Hommlet. If faux Jaroo is then a Raksasha, sure, that would be cool and all, but then faux Jaroo would be in charge of the cult ops in Hommlet, rather than Dunrat. Having a Raksasha actually be in charge would be an interesting dynamic, and would allow for cult infiltration at two levels; the lower level where the PCs kill Dunrat, and the higher level where faux Jaroo would do things. Conversely, keeping Dunrat in charge would reduce faux Jaroo's role to its original role as a last resort safehouse. So, I guess it depends on how much we want to take liberties with it. Of course, we could always present opportunities. I like the idea of Rufus and Bernie having something to hide, hence their desire to keep things quiet. Having them operate for the Royal Eyes or the EC makes the most sense. I just hope Monte Cook isn't going to hunt us down and kill us for "ruining" two of his favorite characters. Now, concerning the religions, yes, I think that substituting Balinor for Elhonna is good. For Pelor, why not have a full Temple of the Host, but with predominant emphasis on Arawi and Boldri? Arawi, for her farming focus, but Boldri for her focus on community. A priest of Boldri could also give then a plot hook to spur investigation into cult activities in Hommlet. On the Temple side, I agree that the front would be Dark Six, with Daelkyr and Deamon worship lying behind the facade. Hmm. So, was Jaroo (and thus, is his apprentice Yundi) a Gatekeeper druid, or one of another order? If he's a Gatekeeper, Yundi might go a little berserk and heavily aid the PCs if they figure out that a Daelkyr is involved, which then means that aberrations might have to wait for a higher level. I mean, if a Gatekeeper sees Dolgaunts or 'Grims wandering about, well, he's going to throw in on the side killing them no matter what. |
| #9mahaviraJul 13, 2009 18:29:27 | I had originally intended on a couple of cells who don't know each other, run by Jaroo (a central location and a person whom nearly anyone might have a plausible reason for talking to). Dunrat's just here for a short period, a false Jaroo will pay dividends for some time. I might have Dunrat and co try to retreat to the grove, only to be killed by Jaroo (no prisoners to blab). As to his druidic order, I thought either Gatekeeper or Warden of the Wood, and am leaning to gatekeeper (replacing the top gatekeeper in the area is one way of keeping those meddling treehuggers out of your abberrant operation). The gatekeeper 'berserk' is actually a plus. Conversation: PC: Dude, we totally fought a Dolgaunt in that moathouse. It was gnarly! Jaroo: A Dolgaunt! Dreadful. They can't have been up to any good. I'll pay you a reward for those evil relics - I'll seal them away! (read use a ritual to send them to the Temple of All Consumption where the PCs later find them, equipping them to expose Jaroo later on). Now, if they were digging around in the moathouse, they may be involved in the Temple of Elemental Evil! You should go there, and kill any monsters you find. My apprentice, Yundi (aka the guy who's always hanging around and is most likely to walk in on something he shouldn't and understand what he sees) would be overjoyed to help you! Yundi: Wow, a chance to fight the powers of madness! Thank you master, I will honor the trust you have shown me! Later: Jaroo: no abberations, only hobgoblins. Hmm, perhaps I was reading too much into this. Well, you'd better follow up on that 'Rastor' lead. Yundi - you're doing a bang up job! When you get back I'll expect to hear how you cracked some skulls up there. I'll keep an eye on the temple of elemental evil, do some divinations, and liase with the gatekeeper council. (later that evening through the scrying pool: yes, Hedrak, there's a group of adventurers headed your way. No, they probably aren't strong enough to be a problem, but just for safety's sake, arrange an ambush. On the plus side, my 'apprentice' is with them, so my cover is secure for the time being.) I agree with your suggestion re: Pelor being replaced by a Sovereign Host omnitemple. Hooks to get the PCs involved: 1) Missing Spugnoir: I don't know about you, but we've used that twice - it's old. 2) If you're using the military resettlement option: one lucky (heh) PC was given the moathouse as his land grant. 3) False treasure map 4) Rumors of the dragon. No red blooded adventurer skips the opportunity to at least spy on a dragon. |
| #10mahaviraJul 19, 2009 12:00:05 | It has also occurred to me that Hommlett is thus far untouched by the Last War - no acceptable. Elmo is supposedly hostile to the Church of St. Cuthbert (aka the Silver Flame in this adaptation) because Canoness Y'Dey was unable to raise his brother Otis from the dead. In Eberron the expectation that she would be able to is a bit off-key, so I propose this background: After destroying the Second Temple, Elmo and his brother were transferred to the Thrane front, where the entire regiment was wiped out (except Elmo) by mass divine warmagic manifesting itself as a tidal wave of silver flame. A combination of survivor's guilt and seeing his brother, a devout flamer, destroyed by 'the Silver Flame' turned him against the church of the silver flame. Canoness Y'Dey, though a devout flamer, fought in Breland's army and views the Thranish Theocracy as an abomination that will inevitably corrupt the church. As a result, she is cool to coreligionists from Thrane. Ostler Gundigoot, owner of the Inn, lost a leg during the war and has a warforged graft in its place. He has nightmares about the leg being removed from a live warforged and attached (he doesn't remember if it actually happened) and has a nervous tick when dealing with warforged (he always wonders if it's the donor wanting it back), but is generally solicitous of them. The family of racists in Hommlett aren't against elves, they're against warforged, preaching that they're soulless. |
| #11OgiwanJul 19, 2009 16:59:13 | Oooooo, I think you have a lot (read: all) good ideas here. The only quibble is if Forges of War sustains that Breland and Thrane were fighting 20 years ago, but that's minor. What about Rufus and Bernie in the Last War, then? I think you suggested that they run an EC safehouse, but the problem then is how would they serve Breland enough to be awarded a fief, but not **** off the EC. Hmm. Perhaps work something in with the destruction of Nuln? I'd write more, but I'm growing faint with hunger. |
| #12mahaviraJul 19, 2009 18:27:29 | I actually don't own Forge of War, so I was under the impression that the Thrane/Breland border was always pretty hot. Regarding Burne and Rufus, I hadn't decided between having it be an Emerald Claw safehouse or Royal Eyes safehouse. It's reasonably easy to justify the Emerald Claw not minding their service to Breland - the interests of the Emerald Claw are not those of Karrnath, even when they did openly serve the Karrn crown, and possibly the very actions that netted them a Brelish fief were undertaken under Emerald Claw orders. Aundair and Breland aren't really hostile (they'd have trouble getting to each other, after all), so as long as they're passing on information and operating a safehouse, valor in service to the Brelish Crown is no impediment to advancement in the Eyes. Rastor should probably be a House Tharrask "Company Town", everyone there works for the House whether they're a member or not. The Orc encampment is an open pit mine digging for Eberron shards or some such. When the Temple of All Consumption starts using the drug addicts in Rastor and the camp against the party, the House is naturally unhappy at the PCs killing their workers, particularly if overzealous PCs assume all the orcs are in on the plan and raid the mining camp to pre-empt further attacks. House Thuranni assassins anyone? Or just half-orc bounty hunters, take your pick. On the other hand, the Crater Ridge Mines were originally for diamonds (Khyber shares, I think for Eberron) and PCs who successfully clear the Temple of All Consumption could net a tidy reward for making such a lucrative resource available again. |
| #13mahaviraJul 28, 2009 22:25:56 | And now for some of the Eberron faction members Celestine d'Cannith (Cannith South): a young and very talented artificer, she is not really seasoned enoguh for a mission like this. Her little branch of the family is seriously in debt to Merrix d'Cannith, and her parents have failed one too many times (her father is dead in a lab explosion, her mother contracted a wasting disease in Xendrik), so she jumped at the chance to try and revive the family fortunes (and pay for medicine for her mother). Unfortunately, while she has some idea of the level of ruthlessness required of a Cannith covert agent, she simply can't bring herself to follow through very well (good aligned, thinks she has to act evil). She understands and accepts the concept of self defense, but theft and ambushing/assassinating rivals makes her queasy. Her preconceptions about 'how things are done' could get her in over her head (taking hostages she can't actually bring herself to harm; an insightful PC could call her bluff and have her collapse in tears). Alternately, if the PCs meet her early on (and need an extra) she could serve as a 'kid sister' type. She makes extensive use of homonculi (which she treats as pets). Grimal d'Cannith (Cannith North): a psychopath who kills for pleasure as much for business, he surrounds himself with the worst kind of warforged: the kind who have decided that being soulless killing machines is their true calling. He can seem friendly, but brooks no rival and will certainly try to dispose of the PCs through deception first (false tips leading to terrible danger), then through open conflict. Ivan ir'Kasparov (Emerald Claw): a warlord/vampire who fought through decades of the Last War. He typically uses minions at first, showing up only for 'the kill'. He attaches no value to the lives of 'cattle', including his own followers, and is not above turning refugees, pilgims, or any other group of innocents into another wave of zombies to drain an enemy's resources. Both his vampirism and his social status lead him to disdain for his inferiors, though he can be goaded by others of noble birth into acting according to the code of chivalry he followed in life (particularly useful if the party contains a paladin or other character able to deal out a lot of radiant damage in a 'duel'). |
| #14OgiwanJul 29, 2009 7:35:36 | Ok, but where do these fit into the metaplot? I can kinda see having a Cannith heir in Hommlet, but certainly not two. Are they in the big city or something? |
| #15mahaviraJul 29, 2009 19:08:27 | None of the above are -from- Hommlet. My first post referred somewhat to different branches of Cannith wanting to sieze one or more of the orbs to work out how to mass produce them for sale. Celestine and Grimal are essentially rival adventurers the PCs can encounter in towns or in the dungeon, or as part of side quests. A PC visiting the church of the silver flame in Hommlet perhaps runs into Celestine, who has been (unsuccessfully) tryign to pry information out of Canoness Y'dey. Later on, they perhaps bump into her in a recently cleared room in the temple of all consumption. Grimal uses the PCs as a stalking horse, giving them tips that direct them to parts of the dungeon he'd rather not visit, keeps them under surveilance, and then when temple assassins come after the Party he 'coincidentally' arrives in time to help out. Once he thinks he has enough information that he doesn't need them anymore, he comes up with a false tip to lead the PCs into a dangerous situation (perhaps he knows where the emerald claw are holed up and decides to have the two rival groups weaken each other). An emerald claw sub-base is in Nulb, where they have captured Lareth (under torture he let slip enough to lead the EC to Rastor) - PCs who have been sent haring off to Nulb and the ruined temple by Faux Jaroo kill the EC, rescue the crazy hermit and think they've done a good deed for the day. When the PCs are off shopping or on route to Rastor, EC hit squads try and fail to erase them. In the Temple of All Consumption, they might run into areas that have been overrun by an undead assault: the EC has enslaved or undead workers dig into the dungeon and the 4 lesser temples are mobilized and united...but facing the wrong direction (from the PCs standpoint). This potentially gives them a side-dungeon to explore (I need more encounters to get the level range right) and a sense that things are actually going on and this isn't just a static world. |
| #16OgiwanJul 29, 2009 22:38:49 | Oh, I got ya, they're all a sort of Rogue's Gallery of villains lurking at the edge. Oh! Concerning the EC trying to kill the PCs, I made quite a few EC troop types, but let's wait until the Monster Creator thing comes out to actually brew them up. I always wanted to throw an EC "Kill Team" full of assassins at the party.... Now, something I thought of is that 4e is a lot easier to scale up and down than prior editions; monsters can be adjusted up or down 5 levels, which means that with a bit of simple addition or subtraction, the DM can get a 10 level range. So, how can we incorporate this flexibility into our remake? Also, other people are welcome to join in...... |
| #17mahaviraAug 01, 2009 0:39:56 | The flexibility of 4E monsters is a big plus in extending the shelf life of certain key monsters (Dolgaunts and similar foulspawn, for example would otherwise eventually become obsolete, and I need them for a major portion of temple of all consumption (Earth Temple: I'm substituting Dolgaunts (and now other foulspawn, since Wizards was kind enoguh to place Dolgaunts and Dolgrims in this category) for troglodytes). It also makes dragons easier to use: my party is unlikely to be more than 3 strong, so having Utreshimon as a young blue dragon (LEvel 7 solo) is a bit rough when otherwise L5 is an appropriate starting point for the moathouse (gnolls and ghouls are about L5-6, the grell is a L7 elite (a good boss) - I can replace the trog cleric with a Dolgaunt Monk (L8 but not elite or anything)). I can shift Utreshimon down 2 levels (so he's a tough, but not unbeatable encounter) and the module should work from there. Back to more general module material, it occurs to me that the turncoat priest in the outer fain would perhaps be better replaced by a changeling agent of the Dark Lanterns who;s got in over his head and has lost contact with his boss (the magical protectiosn of the fane prevent his means of reporting). The whole 'I'm a high level cleric of THarizdun but I recently came to have second thoughts and want to help any group of heroes entering my temple' was hard to swallow. The Half Dragon T-Rexes guarding the Inner Fane are not at all appropriate to Eberron: I think a Beholder Eye of Frost and a Beholder Eye of Flame makes a more thematically suitable replacement. |
| #18dwarven-godfatherSep 01, 2009 0:48:41 | I like this idea and will follow what is done to it. I myself was thinking about combining the old and the new Temples together and making a major campaign from 1-30 like it suppose to be and since I am getting myself drawn into Eberron, I could also see this as the cause of the Mournlands myself. You could also have the Houses getting involed with this since they are always looking to expand the Lightning Rail into unknown regions, the players could be a scouting party exploring in the region as well. I will give this some thought and give you feedback since I'm now reading campaign guide and coming up with things my players can do. I am trying to start writing my own modules, I am thinking of a prison break and the characters are special agents of the Houses or kingdoms that are investigating the locations of prisoners from the Last War and could be working in the area. With this you could come up with your own NPCs operating to free said Demons to rule the world. I understand staying with the original theme of the Temple but also look into the Themes in the Campaign guide as well to help iron out the Theme for the Temple in Eberron. |
| #19mahaviraSep 01, 2009 23:44:50 | An interesting point regarding greater attention to Eberron themes. The module is just the stage and props, the more interesting actors would be homebrew. I had intended to involve Eberron more through the metaplot - the shifting alliances, cold war, and non obvious moral issues (allowing the Emerald Claw or House Cannith to mass produce Orbs of Silver death is not necessarily a worse scenario than Aundair destroying the orb of silver death so they can turn the Orb of Oblivion into a Sphere of Annihilation, a less versatile but more destructive force that would shift the balance of power). For that matter, side adventures dealing with how the Temple is preventing news from getting out (false friends like Jaroo the Rakshasa, venal authorities susceptible to bribes and self serving flattery). Running RttToEE as a sequel to ToEE in the same campaign is an interesting idea that I would not have thought of. It has both major ups and major downs. On the upside, the PCs have met Hedrak, Felrinth and the rest of the gang, making it more personal when they show up again (as opposed to mere nostalgia), and changes to things like the Moathouse "this huge evil obelisk wasn't here the last time we were here). On the down side, RttToEE makes very specific presumptions about what happened (the orb of golden death destroyed, certain enemies surviving, others dying) that could require substantial reworking if the PCs try somethign different. Also you need an explanation for 'what have you guys been doing for X years?" |
| #20dwarven-godfatherSep 02, 2009 0:37:40 | For the X amount of Years, as I was saying combining both editions of the Temple would be that when the characters get done with the Original Temple, they find out that the old temple is not where they are suppose to be and so they have to seek out the newer temple in the area or even leave clues of the new temple like if you have a Dwarf in the group, you could always have clues about old god that perished and his temple was around the new temple area (I'm speaking about Moradin's Temple in the new Temple area). new Stuff that is placed in Discovered temple in the new Edition, you could also have in the Original Temple as well. You would not be missing much from the new Temple that involves investigating the old Temple in the newer edition. You could also use the updated Hommlet and Nulb just throw which ever feel you would want more from either edition. These are just ideas, I was thinking a couple of months ago and a couple years ago of combining the modules for my group(s) I am thinking of doing this myself in a couple of months for my Daughter's group that I'm running seperately from another group and placing the Temple(s) in Nentir Vale in the Future after all three of my daughters and their friends get the hang of 4th Edition. Since my oldest daughter is playing with my friends and i on Friday nights right now. For Friday night group, I'm planning on the group working with the Dragonmarked houses as a special unit of investigators who are hunting down criminals and I just might have the Temple as a hide-out for a couple of Criminals. I am still looking into this and could change idea wise anyway. |
| #21OgiwanSep 11, 2009 9:55:47 | Actually....having them track the criminals to Hommlet would be a great way to get them into the area, and then drop that they're hiding out in the Moathouse....
Then you'd have to reconcile this with the cultist cell in Hommlet, though. |
| #22mahaviraSep 14, 2009 20:55:33 | The module does say that Master Dunrat and his cell are from a separate temple. Inquisitors, bounty hunters, general heroes, any of them could have a reason to trace cultists who committed other crimes in another area to their hideout in the Hommlett area. |