Eligos

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Organized Play Member. 610 posts (620 including aliases). No reviews. No lists. No wishlists. 1 Organized Play character. 3 aliases.



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I didn't get any bites from my previous thread about LotR 5e and Shannara, so here is one just about LotR 5e. Has anyone read the core book, GMed, or played it yet? I've found a couple of live plays on YouTube which I've enjoyed, but I haven't played or GMed yet. I'll post more when that changes.

My initial thought upon reading is that it will be a more serious game than D&D 5e due to the lack of a magic system. It will also be a more dangerous game considering how short and long rests are dependent upon the characters' location as well as requiring much more time.

That's all for now. I'm interested in what others think. Thanks in advance!


Has anyone picked up LotR 5e Roleplaying from Free League? I picked it up primarily after seeing the ads for the Moria Kickstarter recently. As a long-time Shannara fan, I think it may work well for a game in that setting or one like it that I've had in mind for a while.


I have a playlist of songs for Iron Gods. However, I am at a loss for songs for The Choking Tower book. Does anyone have any suggestions for non-score songs?


I ran the first three books in two years, and now after an almost 5 year hiatus and a conversion to 5e, we're back at it. However, I don't want to be playing this campaign for another two years. How can I condense the rest of the campaign to hit the major story beats, but end it before we drag it out for too long? We just resumed with Valley of the Brain Collectors.


Anyone running a DragonLance game in 5e currently? I just picked up Fizban's Treasury of Dragons, and the draconian entry has me itching to run a campaign there again.


Has anyone had any experience running Tyranny of Dragons in DragonLance? I plan to run this at some point in the future as I bought Hoard of the Dragon Queen for a good price for my birthday recently, and my cousin gifted me all of the ToD stuff on Roll20 as a birthday gift (and also hoping I would run it for him and our other cousins). I'm basically just looking for suggestions or helpful advice as I prepare the campaign. I'm going with the Ansalon conversion I found on dragonlancenexus.com, but the campaign will replace the Summer of Chaos instead of taking place after the War of Souls as I didn't really like the 5th Age books and game materials that came after.


Having never played Starfinder, but stuck playing on Roll20 for a while, I have considered converting the one AP on Roll20 to Star Wars Revised Core. My main concern is when and where to set it in Star Wars continuity. I will basically just eyeball the NPCs and opponents, and create my own versions in SWRCR accordingly. I have enough access to the SF books to make conversion relatively easy. Any advice would be helpful. Thanks!


Is anyone still playing Star Wars with the d20 Revised Core Rules? I have never ran or played in a full campaign other than a gestalt game that ran for about a year. I've been working on building the Iconic characters, and have started with the human Force adept, Valara Saar as she is the only one with her own Star Wars pre-painted miniature. I will most likely also create the Zabrak tech specialist, wookiee scout, and human soldier to run through a solo game of either the first book of Iron Gods (modified to fit in Star Wars) or four of the old adventures posted on the Wizards of the Coast site years ago. I have Pathfinderized the game, using the Pathfinder skill and feat progression and how both work in that game (except for skills and feats that only exist in Star Wars).


Does anyone have any recommendations of Pathfinder or D&D 3.5 modules that would work well converted to either of the Star Wars d20 systems? I have already considered Iron Gods, but I am currently running that as-is, so other suggestions would be more helpful. Also, I am leaning more toward self-contained modules rather than Adventure Paths so I can do more episodic adventures. Thanks in advance!


Has anyone used the Modern Magic rules along with 5e to run an Urban Arcana game?
Beyond what is in the DMG and MM rules, how would one go about reskinning the backgrounds, skills, and classes to use in a modern setting? I loved d20 Modern and all of the related supplements when I ran a campaign years ago. I would very much like to run something similar with 5e rules now.


I have always wanted to run all of the original 3.0 adventures that make up the "Ashardalon" series that began with The Sunless Citadel. I DMed The Sunless Citadel back in the early days of D&D 3.0, and used part of the second module, The Forge of Fury, in a d20 Modern adventure. Now since my group plays 5E, I want to try again. The first two adventures have been converted and reprinted in Tales from the Yawning Portal. Have any of you out there attempted to convert the rest of these old modules?


I posted this in a necroed thread, so I wanted to repost the basic points of it here for further discussion. My group is working on converting to 5e for the rest of Iron Gods from Valley of the Brain Collectors forward. Its a bit of a challenge trying to match the theme of each character as the classes and archetypes they picked are so tied into Pathfinder, but they are having fun in the attempt. My biggest concern is how to modify the NPCs and monsters as little as possible to decrease my workload. I experienced a bit of that challenge last week when I ran Crypt of the Everflame, and had to change the AC of the final boss based on how armor works in 5e. He was still two-shotted due to bludgeoning vulnerability, but he had the PCs worried after the tabaxi monk almost went down in one swipe of a longsword. Any tips on how to use what is written, and modify on the fly?


Has anyone created any 5e conversions of the non-core Pathfinder (1e) classes? I am specifically looking for Bloodrager and the archaeologist bard archetype. For bloodrager, I recommended my player just multiclass Barbarian and draconic Sorcerer. For the bard, I recommended the player choose the archaeologist background and go lore bard. I found a decent Alchemist conversion, which that player seems OK with as of right now. Thanks!


I posted this in another subforum, but I think it should go here instead.

Has anyone had any experience running Pathfinder adventures in D&D 5e? I will attempt to do so this weekend when I run the first dungeon level of Thornkeep, the Accursed Halls, for my college friends. Its a larger group (9 of 10 players will be attending), and this will be the first time playing 5e for about half the group.

My prep has included increasing the number of monsters and altering the class of the boss goblin, Murgmo. I am basically just switching out the monster stats for their 5e versions, and altering magic items. My biggest concern is what to do with monsters that do not have a 5e version, such as the fungal crawlers in this adventure. At this point I will just run them as-is.

Does anyone have any tips for converting adventures to 5e? Thanks in advance!


Has anyone had any experience running Pathfinder adventures in D&D 5e? I will attempt to do so this weekend when I run the first dungeon level of Thornkeep, the Accursed Halls, for my college friends. Its a larger group (9 of 10 players will be attending), and this will be the first time playing 5e for about half the group.

My prep has included increasing the number of monsters and altering the class of the boss goblin, Murgmo. I am basically just switching out the monster stats for their 5e versions, and altering magic items. My biggest concern is what to do with monsters that do not have a 5e version, such as the fungal crawlers in this adventure. At this point I will just run them as-is.

Does anyone have any tips for converting adventures to 5e? Thanks in advance!


What adventures are the 5e players and GMs around here participating in? My weekly group is alternating between Curse of Strahd and a home brew campaign. My character in Curse of Strahd is a female tiefling rogue named Sineya Fray modeled after Melaka Fray from the Fray comic series. My other character is Zodac, a goliath storm giant soul sorcerer.

I am currently debating converting my new Pathfinder Thornkeep campaign to 5e as the characters just hit 2nd, so this is a good time to switch. This game is monthly with my friends from high school plus a few others.


Has anyone attempted a Pathfinder/D&D 5E hybrid for their Iron Gods campaign? We have played half the campaign using Pathfinder. However, our group is leaning toward switching to 5E for our d20 games going forward. We're jumping back into Iron Gods after a two year hiatus, and I want to revitalize interest in the game. I want to preserve the feel of tech and the classes that the players have chosen (Numerian Scavenger Rogue, Spellslinger Wizard, Brawler, and Hedge Witch), but I would like to use the 5E rules to speed up combat and to keep magic gear in check. Does anyone see any problem with the PC classes staying the same, but implementing some 5E changes? Thanks in advance!


Do stat blocks exist for the D&D 3.X iconic characters that appear in the hardcover guides? There are some stats for them on the D&D Miniatures cards, but they range in level from character to character. I also wondered if there was a descriptive write-up of them anywhere like there are for the Pathfinder iconics. Thanks!


I just started running Thornkeep recently. Though I stressed that this was a fill-in adventure for when our regular GM can't make it to our monthly sessions, the players still want to dig into the setting for more than just its dungeon. I placed Thornkeep in a territory in my homebrew world that is contested by a Celtic/Fey country and a Greco-Roman flavored country (sort of a blend of Taldor in Golarion and Thrane from Eberron). Those of you who are running or have run this mini-campaign, what other encounters and adventures have you added?


Does anyone with experience with this hack of Fate Core know how character advancement works? Since there aren't really skills beyond the 6 D&D attributes, I am not sure how this would work. Thanks in advance!


This will be a private campaign set in my homebrew setting using the Pathfinder rules. Feel free to read along if you wish!


I am using the Shackled City AP from Secrets of the Soul Pillars through Asylum, excluding Foundation of Flame, in my home brew campaign. My demon-lord-to-be-released is not Adimarchus, but one I created with inspiration pulled from Planescape and Buffy the Vampire Slayer. His name is D'Hophren, and he is the demon lord of entropy. The Cagewrights in my game are instead the Doomguard, and they have much the same philosophy as the faction of the same name from Planescape: to promote entropy in all of its forms. I wish to use as much of the demon form stat block of the BBEG from SCAP as I can, but switch out some of his abilities for some with entropic flavor. So far I have given him the entropic shield spell at will, and his sword will cast disintegrate on the first hit of each round instead of fire damage, but will do the same amount of damage. I want to also give him the ability to summon a miniature sphere of annihilation much like the entropomancer prestige class from Complete Devine. Are there any other entropy-themed abilities I could grant him in place of some of his spell-like abilities? Thanks in advance for any advice!


My homebrew campaign is nearing it's end, and I will incorporate Mythic rules during the last encounter of the next adventure through the end of the campaign. For reference, I am playing a modified Shackled City Adventure Path from Secrets of the Soul Pillars onward, skipping Foundations of Flame. The PCs will gain a mythic tier at the end of Strike on Shatterhorn. If they rescue the father of one PC who is a Champion of Poseidon with mythic tiers, he will basically sacrifice his mythic power to each of the PCs in order to keep my homebrewed villain from taking it in order to release the BBEG. My questions are:

1) Should I choose the mythic path and 1st tier powers for the PCs ahead of time, or take time to let them update the characters during the final encounter, as if they paused the game to level up?

2) The characters are a goliath two-handed weapon archetype fighter, elf polearm master archetype fighter, minotaur (DragonLance race) undead bloodline sorcerer, gnome oracle of the heavens, and a human warlock from D&D 3.5 with the Abyssal bloodline sorcerer powers tacked on due to his (inherited) Abyssal pact. Each of them have a connection to a different deity due to an earlier storyline. The goliath is connected to Thor, the minotaur to Hecate, the elf to Poseidon, and the human to Hades. The oracle does not have a connection due to coming in late to the campaign. Which paths should I choose or recommend for the PCs based on their divine connection?

3) Which path would work best for the Warlock? I was thinking Archmage or Guardian (he has a ridiculous AC and can fly).

If more information is needed, ask away. Thanks in advance for the assistance!


For quite a while I have wanted an AP that would fit into DragonLance. Specifically I have wanted to run an Ergoth-based campaign as there hasn't been any focus on that area in the past setting materials. I haven't read any of this campaign, but by the description it feels like it may be a good fit since Ergoth is an empire in decline waiting for another chance at glory. Those who are up on DragonLance lore, do you think this would make a good campaign to convert to that setting?


I play a mindblade magus, and the question came up last night of whether or not the weapon could be sundered, or if it even has a hardness since it is made of psychic energy. Could someone point me in the direction of the rules regarding this? Thanks!


I am adapting the adventures from Secrets of the Soul Pillars onward to my home brew campaign setting and have modified them to fit my storyline. Instead of Cauldron, the action is going down in the dwarven necropolis trade city of Hammerfast. The characters have taken down Vhalantru, and are looking for clues about the Fiery Sanctum. However, the players are completionists and have decided to check out Jzadirune to find a way down to the mysterious blank spot on Vhalantru's map rather than divine the way. I have three ideas of how to proceed. First, I could just say that other adventurers cleared it already, and let them travel-by-dot on a narrative journey through. Second, I could leave it as-is and let the 13th level characters mow through the encounters, which could also be a boring time sink. Third, I could try to repopulate the dungeon with level-appropriate encounters. I only included the lower level dungeons to fill out the setting so there was something to find on the map, assuming they'd use their considerable talents to find the Sanctum. If I were to repopulate Jzadirune, what would you fine folks recommend?


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This is the gameplay thread for the Savage Tide adventure path set in my homebrew campaign setting.


Has anyone run the connected adventures at the back of the d20 Modern Urban Arcana Campaign Setting book? I will use them to introduce my group to d20 Modern sometime in the next couple of months. I have experience running my version of the setting, but haven't run the setting exactly as written.


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Here is the discussion thread for my new homebrew Pathfinder campaign. This is a private game with no recruitment thread. Those of you who are playing know who you are. Please create a character alias after you have finalized your character and begin posting with that alias. Until then, you may post with your regular message board user name.

Here are some things to keep in mind as you create characters.
1) The setting is a pretty standard fantasy world flavored with Celtic, Norse, and Hellenic (Greek) culture and mythology.
2) Your character traits should influence how you design your background, or vice-versa.
3) I will not be posting much in the way of maps or combat grids. I will do my best to describe combat encounters in such a way that we shouldn't need them. How attacks of opportunity will play out will be at my discretion. Don't choose feats that are based on position on a grid mat.
4) Please review the campaign handout I emailed you all a few weeks ago. If you have questions about particular setting information, please ask.

Please email a copy of your character sheet to me after completion.


I am having a fit of nostalgia lately and want to try my hand at possibly running the DragonLance Chronicles modules in Golarion someday. I know it may be a stretch, but I figured it might be worth attempting. The first thing I had to do was to address some setting-related issues, such as the disappearance of the gods. Instead discovering that the gods withdrew from the world until mortals got their acts together and learned some humility, I thought maybe the campaign could be about the return/rebirth/resurrection of Aroden. I figure some big, bad, godlike enemy of Aroden's from before his death could be on the move gathering armies of dragons and savage species and basically making a play for world dominance. I don't know a whole lot about Big A, so I thought I would ask those of you out there with more ranks in Knowledge (Golarion Lore) than I to suggest some big bads that could fit the bill, as well as other stuff I would need to change to give this a go. Where could I place Solace? Should I transplant the whole town or exchange it for one that has already been established? Any other bits of advice are welcome.


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I posted this previously in another part of the boards, but thought it might fit better over here. Iron Gods is the first campaign I've GMed in Golarion, and I am really starting to dig the setting. However, I don't really like what the Androffan tech and robots look like, and have been describing things in Star Wars terms. I have even toyed around with the idea of changing the backstory for the Androffans. As I am a huge Star Wars fan, and will probably not get to run a Star Wars campaign anytime soon, I thought about changing Androffa to a planet in the Star Wars universe. Divinity then would have been an expedition that occurred a few thousand years before Outbound Flight (google it if you haven't heard of it), and was the inspiration for that failed project. I love the thought of my players' characters encountering droids instead of robots. They could find lightsabers and holocrons and learn that the Androffans had access to a mysterious mystical energy known only as the Force, but no connection to magic. This way I can scratch my Star Wars itch and still run this amazing campaign. Is anyone else out there adding more Star Wars flavor to their Iron Gods campaign?


Do these work well for representing the dungeons in the AP?


I will be gearing up to run Iron Gods soon, and one of my players has expressed interest in playing an alien race. I will not allow kasathas, but would there be a reason not to allow other aliens? What experiences have other GMs had with aliens in their games?


Back in the day there were Eberron conversion notes posted here under resources or downloads or something. I only recall notes for "There is No Honor" to "Here There Be Monsters." Were there any other notes for the rest of the campaign? If I run the AP, I will end the campaign with Serpents of Scuttlecove. If no further conversion notes exist, then I would like some recommendations from others who have run the STAP in Eberron. First off, what did you do with the Crimson Fleet? Are there suitable Lazhaar pirates that can stand in? Thanks in advance for all suggestions!


If I wanted to run only half the campaign ending with Test of the Smoking Eye, how would I have to adjust the storyline to do so? I am using most of the second half, from Secrets of the Soul Pillars to Asylum, as the second half of my homebrew campaign (with many flavor changes to match my world). I don't want to waste perfectly good, connected adventures that may work well as a short campaign. Thanks in advance for any suggestions!


Has anyone used any Dungeon and/or Pathfinder modules and created an adventure path for DragonLance?


So as my other thread on this board says, I have run the first adventure of the Age of Worms in a Dresden Files/Supernatural mash-up world using the d20 Modern rules. However, it didn't have quite the feel that I wanted. I have been studying the DFRPG rules for a few weeks now, and want to take a stab at converting the second module, The Three Faces of Evil. I am looking for advice on how to do so. I don't intend to keep every aspect of the adventure, just the bits that fit DF and Supernatural. For example, I left out the dungeon crawl in The Whispering Cairn, and kept the interaction with the ghost, the confrontation with the local thugs, the exploration of the abandoned observatory and final showdown with the necromancer. I am aiming for an on-the-road type game, so building the "city" is a bit daunting, and I don't know where to start. If any of you fine folks have had any experience with running a DFRPG game, especially one that doesn't stay in one city, I would appreciate any advice you might have to offer. Thanks in advance!


While watching season 3 of Game of Thrones, I got to thinking that I want to experiment with a lower-magic sort of setting. Now before anyone starts recommending I just play the Game of Thrones RPG, or some other grittier game, I am not interested in learning or buying a new game. I enjoy making use of gaming materials I already own, so I thought about using appropriate material from d20 Modern, Urban Arcana, and d20 Past in a fantasy setting. Has anyone tried this before? What I am shooting for is a feeling much like Game of Thrones where magic was much more prevalent in the past, but for some reason has dwindled over hundreds or thousands of years to be the equivalent of what you would find in d20 Modern. Characters must start out more ordinary to make jumping into the life of an adventurer more harrowing than you would find in a typical D&D/Pathfinder game. The power level of magic will top out at 5th level spells. I will use Vitality and Wound Points, class defense bonuses, and armor as damage reduction. I will slim down the skill list to be similar to that of Pathfinder, and skills will be treated as they are in PF. There will be more to come as I do more thinking and possibly play-testing to see if this will be feasible and also fun to play.


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So I am considering running Rise of the Runelords in DragonLance for my next campaign. My first concern is how to make the Runelords fit with DL history. Using the timeline presented in the 3.5 E DragonLance Campaign Setting, I was considering making them great magelords from the time before the Towers of High Sorcery were built. They ruled various parts of Ansalon for many years and were slowly destroyed by Tower mages around 2,500 years ago instead of 10,000 years in the past. They were deemed the "First Renegades," and were defeated by the combined might of the three newly founded Orders. The campaign will be set 20 years or so after the events of the Legends trilogy. After I get the background set, I will move forward with other conversion stuff. This will mostly be location-related, as I want to leave as much of the campaign as written in tact. Any advice is welcome!


Does anyone out there have plans to run The Dragon's Demand in DragonLance? Has anyone already done so? What were your experiences in the planning phase? What would you do differently if you ran it again? I am currently running a homebrew campaign, but sometime in the future I want to take a stab at DragonLance again, and this module seems like a perfect fit.


I started my second run of AoW two weekends ago. This time I've put a different spin on it by setting it in a d20 Modern Supernatural/Dresden Files world. I'm trying to boil down each adventure to some key scenes that would fit into an amalgam of the two settings. I'm only allowing humans to start, though other templates such as vampire and werewolf may be available later on depending on the course of the game. I'm using the Pathfinder skill system and feat progression. To spice up some of the classes, I'm also allowing the incorporation of certain class abilities. For example, the Mage will get the Wizard's class abilities as well as the ability to specialize which replaces the Mage's class abilities. I'm using hp/wound points to allow for quicker healing. Divine classes with healing spells will not be allowed as I am trying to keep to the grittier feel of Supernatural as much as possible.

The characters (all human) are: Daniel Riverbend - Dedicated 3/Shadow Hunter 1; Leon Cooper - Fast 3/Gunslinger 1; and my GMPC Nicodemus - Smart 3/Mage 1 (Evoker). After some background discussion and much hilarity during the car ride, the trio of hunters made their way to Diamond Lake, New Jersey with plans to investigate reports of a haunted iron mine. I've decided to cut the entire "Whispering Cairn" dungeon crawl and focus on the characters dealing with a ghost, the old farmhouse, a possible bar fight, and the creepy, early 1900s observatory on the hill.


So I've tinkered with the idea of doing a Savage Tide d20 Past conversion, but I'm already doing a d20 Modern/Urban Arcana campaign, and want to do something different when that wraps up. So, I've gone back to trying to convert the campaign to the Star Wars Revised Core Rules. What I would like ideas for are locations (Sasserine, Farshore, Scuttlecove, etc.), classes for NPCs (Lavinia, Vanthus, Harliss Javell, etc.), and what to do when the campaign goes to the Abyss. I've already tossed around the idea that "Demogorgon" is an evil organization instead of an entity in itself (kind of like Cobra). They primarily work with biological engineering and cybernetics. The Savage Tide itself will be a bio-engineered version of the rakghoul plague. I'm thinking of setting the campaign during the beginning of the Dark Times just to add a bit of tension from the presence of the Empire, and also to have some stormtroopers to waste. Any ideas you all may have are welcome. Its very early in my redesign phase at this point. Thanks in advance!


So, one of my first concerns is where to place Sasserine. I read a suggestion that Singapore could easily replace it, but I think that may be too exotic. I need a place that is both cosmopolitan and on the fringes of civilization. I'm perfectly willing to just place Sasserine on the coast of a particular country where it would fit in, but I would like suggestions of possible locales. As far as converting characters, I've taken the suggestion from Urban Arcana and run with it. I'll tac on 3 or 4 levels of an appropriate base class or classes to the recommended "modern" version of the class listed in the module (Barbarian=Tough/Thrasher, Fighter=Strong/Archaic Weaponsmaster or Strong/Soldier, Cleric=Dedicated/Acolyte, Druid=Dedicated/Shaman, etc). I'll be using the Renaissance firearms from the DMG in place of those listed in d20 Past.


Hello, all. I am currently developing a homebrew world and I want to tweak a few classes for flavor and variety. I'd like to develop a druidic version of the Favored Soul. I WAS going to keep it simple and tweak the flavor by including druidic weapons for "Deity's Weapon Focus" at 3rd level and allow for faerie/dragonfly wings for "Wings" at 17th. However, after some thought, I decided it would be more fun to change the Special Abilities and try to incorporate some of the druid's traditional abilities, or perhaps some variations on them. I like the Aspect of Nature wildshape variant on page 67-69 of Unearthed Arcana, but am unsure as to how/when to incorporate it and keep the class balanced. I also don't want to reduce five Special Abilities to one. I also would like to stick to the same levels at which the Favored Soul gains Special Abilities. I would appreciate any feedback any of you fine folks may have. Thanks in advance!


Has anyone out there encountered any material on the game mechanics for a Shannara-style airship? These ships use sails to absorb sunlight and transfer the energy into crystals built into the hull to provide lift/propulsion. If anyone has created their own home-brew rules, that would be very helpful as well. I'm still in the process of designing my hybrid Star Wars/D&D world, and want to use airships that aren't elemental powered nor zepplins (sp?) Thanks in advance!


OK, so on order #771938 I tried to use my remaining Dungeon subscription issues for two back issues, and I entered them as my choices, however, it charged me for both issues and shipping. I goofed and accepted charges. Can I have my order cancelled and re-entered with the transition issues and not be charged anything? Thanks in advance!


So I've been working for some time on a Star Wars/D&D hybrid and have been stuck on how to handle the Jedi class and Force powers. In my notes so far, the Light Side and Dark Side of the Force take the place of a pantheon of gods. After a trial run using Jedi and Force Powers as-is, I've decided to switch them out for a class and power system that is fully compatible with D&D: the Favored Soul class and divine spells. I know its not a direct analog, but for the purposes of what I want to do, it seems like it will work. However, I wanted to switch out the Favored Soul's class abilities for some that are more in line with Jedi class abilities. Any suggestions anyone has are most welcome. Thanks in advance!


Has anyone had much trouble running the encounter with Darl Quethos' band? Has anyone changed out any of the group? I decided that I didn't want to muck things up with an efreet riding a huge nightmare so I replaced it with an 18th level warforged fighter/juggernaut. Hopefully my characters will gain some levels in the next couple of adventures. They're currently 13th (6 PCs) and will finish up SoLS next week. I'll probably find some way to grace them with another level before the start of Prince of Redhand.

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