| Utgardloki |
I have committed to running the Halls of Tizun Thane in Platteville or Dubuque for this Halloween Weekend. I would like to hear opinions and advice from people who have run it, gone through it, and/or studied it.
I'm changing a lot of things to fit my own campaign, of course. I am also putting the event killed Tizun Thane about 200 years in the past.
I am running 3.5 Edition. The PCs will start out at 3rd level.
Someone said that he had a conversion, but the link he posted was broken. But I am mainly interested in opinions. What did you like, what did you not like, and what did you change/wish you could have changed?
I am changing the start somewhat. If I can find my copy of "Freya's Crucible", I'll use that community. My idea is that the PCs are in town just as the attacks by the "shadow dancers" start. Maybe they've struck twice before, and this is the third night they've struck.
Other changes I am considering at this time:
* Changing the iron golem to animated caryatids
* Changing troglodytes to goblins.
* Changing the harem girls to stone instead of having them all escape. Maybe one elf is left, I'm not sure about that.
* Diker and his men are, of course, dead. I'll have to replace them, perhaps with descendants.
* The Berbalang are replaced by harpies, at least one of which is a druid.
* And there has to be an evil tree in the courtyard.
| Werecorpse |
I ran this about 15 years ago, so my recollection is a bit fuzzy. I guess you have a good reason for setting the event that killed Tizun Thane 200 years in the past but to mine that changes the whole nature of the adventure. I recall it was a situation where the two low level brothers had offed their clever brother expecting to replace him/find his treasure etc and many months later had failed and fallen out with each other and now were seeking to set up dominace. the adventure had a great internal rivalry and the gu'een deeko (great monster name) was lurking insanely in the tower. This was a great dynamic situation for the players to be lured into by the night dancers and the message on the dead body.
I enjoyed the fact that they had wiped out their smart brother and now couldnt figure out how to control the night dancers so just tried to keep them locked in at night, when this failed they locked their doors and the night dancers went to terrorise the countryside. I think we played this as the night dancers needing to feed on a full moon or 1/week or whatever. Beware the night dancers- they are hard to hit and numerous- they can be deadly.
My players were about 3rd level (1st edition) and the golem is purely there as show (wow this guy must be high level) and allows the players to think there way past it- which is fun. It should in no way be a combat threat situation.
We played the village as having some vague knowledge of the hidden area before Tizun passed away (he kept it secret, did his shopping miles away via teleport etc) but now knew about a local bandit issue.
I used the troglodytes as a threat both brothers wanted dealt with (goblins would be fine) and added an underground cavern area beneath the island in the Caldera. I had the lizardmen be the same.
Edit: I ditched the berbalang and replaced it with something else as well- harpies sounds good.
the greatest part of the adventure that ended up being used for our whole campaign was those mirrors- awesome adventures await beyond
Some other ideas:
-The Gu'een Deeko attempts to rebuild his master creating some freakish creation in the tower.
- dealing with the night dancers requires a non combat solution (banishment or whatever)
Good luck, my group thoroughly enjoyed the scenario, set up their own base in the castle, befriended the town, kept trying to deal with the golem (and did after it pulverised one of them when they were about 7th level)-- and never found the lizardmans treasure.