Help Running the Temple of Death location from module X5

Post/Author/DateTimePost
#1

johnsemlak

Jun 17, 2004 2:22:33
My PCs are about to assult the Temple of Death, in Module X5 (converted to 3.5).

Any tips from poeple who have run this before?

What are some useful strategies for running and roleplaying the Master?
What are some useful strategies for running and roleplaying the other NPCs?
What changes would you make to the map?
What changes would you make to the NPCs and monsters?
What other tweaks would you make?


I definitely want to make a few changes to the module as written. Here are my ideas so far:
  • I want to enable the PCs to free the Storm Giant, and have that as one way for the PCs to overcome the Master. Any tips on a method for the PCs to free him?
  • I want to make the casket of Hosadus better guarded. Perhaps put it in the underground section, and place magical wards and/or powerful guards.
  • I definitely want the Master to be an NPC the characters are incapable of defeating directly. I think I can assure this by simply making sure he always is accompanied by guards, other NPCs, etc.
  • The characters are at level 9-10, and I want to adjust several of the low-CR monsters accordingly. I'll add levels in Fighter and War Hulk to the Ogres and Hill Giant for example.
  • I'd like to add one more outsider-type guard. I think the Malfera's are cool (check out my conversion in progress here). What would be another really new one?
  • I'll represent the Diviners and Holy Men with various classes. I'll use the church inquisitor for the Diviniers, and the Paladin of Tyrrany for some of the Holy Men.


Any thoughts on those or other ideas?

Thanks in advance for any help.
#2

spellweaver

Jun 17, 2004 4:00:43
Your ideas sound really cool, I'll definetly find some inspiration there when my players get to that module. I haven't read X5 yet so I don't really have that much advice.

I plan on converting X4 and X5 as well as X10 Red Arrow Black Shield into 3E D&D at app. level 12-13.

I don't want the Master to be a boring ever-returning badguy so I am using all three modules all at once. That is going to require a few changes and leaving some stuff out because the method of defeating the Master in X5 and X10 are quite different. In the later you'll have to destroy his life-force gem with an artifact but I am not going to use that. Already, in their campaign, the party has fought Xanathon in X3 who had his life-force elsewhere and the evil priest Munafik in the 1st edition AD&D module Pharao, who also had his life-force in a jar elsewhere. It is getting dull that all the major badguys employ the same old trick...

So! I am going to start with the invasion in X10 and have the characters do the diplomatic tour of most of the nations, gather allies (some of the quests are silly, so I'll change them according to the campaign so far) and then they must march their armies to fight the Masters armies, that have already seized control of most of Darokin, Glantri and the Shires by then.

The armies manage to fight the Master's hordes to a standstill but cannot defeat them. Therefore the heroes are sent behind enemy lines to defeat the Master himself. Here I will use the best stuff in X4, X5 and X10 adjusted to 13-14th level 3E characters and have them defeat the Master for good. (Or at least for 20+ years). When they return to the Known World, they find Karameikos in a civil war between Stephan and von Hendriks while two factions of the church of Karameikos are also fighting each other. More chaos for them to sort out! :D

:-) Jesper
#3

marc

Jun 17, 2004 18:03:33
I am interested in X4 and X5 as I have gone the other way around. IMC we have played out X10. Major developments, the master still rules with an iron fist and the Known world has been decimated by his armies and his allies.

Current situation.

Darokin, Autruaghin, Shires are all hulean.
The masters allies, Yluarum and Ethengar Have a stranglehold on Northern Reachers.

Rockhome is isolated with the dwarves retreating into the mountains, Alfeim has fallen to the Shadow elves leaving Glantri who stayed neutral during the war. Karameikos is an active opponent managing to hold fort with Thyatis.

Slowly I have started to bring Wendar in as the Alfeim migration towards Wendar has impacted them significantly.

So moving forward, would like to get my hands on X5 and X10 to move the pc's closer to enemy turf. Personally, X10 doesn't make much sense in how the master is defeated or should I say the way it is portraid is a little bland and simplistic.

If you manage to get your conversions done I wouldn't mind having a look.
#4

spellweaver

Jun 18, 2004 4:22:01
Originally posted by Marc
If you manage to get your conversions done I wouldn't mind having a look.

Sure thing, but it won't be anytime soon as I plan to play it out with 12-13 level characters and so far my group of players have reached 7-9. But be patient, in time it will be posted.

:-) Jesper