T O P I C R E V I E W |
DestroyYouAlot |
Posted - 21 Oct 2005 : 19:29:05 Ok, so, it seems like a re-visitation of the Haunted Halls of Eveningstar is on everybody's wish lists, and from all of Ed's answers, it doesn't seem to be in the "any time soon" column. So I'm wondering how much sense it makes for me to make the work I'm doing on the Halls available to other DMs.
The way I'm doing it, it would require the original module to use, and I wouldn't be copying any room descriptions verbatim, just detailing my changes and amendments. I've also re-worked the map, as the map that's included in the original just doesn't "feel" right to me, as far as being structurally sound - I've spaced out most of the rooms and corridors to allow more solid stone between rooms, and detailed a few areas where time, monsters and adventurers have further deteriorated the decor. ;) I've also added a few passages to other levels, both in the places suggested in the "expansion" section of FRQ1, and other places I felt were appropriate.
As far as the room contents, while what was published may have been perfectly suited for Ed's mini-campaigns, for long-term use and use with today's rules systems, there are a few problems. The main two being, a) some too-powerful creatures right off the bat, and b) too much magic, especially weapons, available. I'm guessing that these were less of a problem when the whole thing was detailed, not just the few sections that got published, but as it stands, there are over fifteen "pluses" worth of weapons and armor, alongside thousands of GPs worth of wondrous items, scrolls and potions availiable with not a lot of effort. Great if you want a group of 1st and 2nd level PCs to take on powerful foes quickly, but not so great for long-term play.
The approach that I'm taking to this breaks all the areas down into three categories (keeping in mind that I'm setting my version in 1372, some fourteen years after the published version is set) : a) "untouched" areas, b) "lightly picked over" areas, and c) "cleaned out" areas. For example, the pillar hall, and most of the easily-accessible areas are "cleaned out", so most of the treasure listed is gone unless it's unusually hard to find, and the monsters described have long since died or moved on, for the most part. The areas that are accessible only by easily-found secret doors or locked/stuck portals are "lightly picked over", in that someone or something has gained access to these areas, but they were either in a hurry (possibly due to nasty beasties) or unable to get to all the goodies (high search, move, or unlock DCs, special keys or spells required, puzzles, etc.). Whereas the areas that require digging or high-DC searches or lock opens (or particularly deadly traps) are "untouched", and exist more or less as described. The Crypt and Undercrypt, for example, are only accessible by secret door, and (given what they contain, tough undead monsters and powerful magic) probably some high-DC ones. So no-one's gotten there, yet. These are the areas where I had to make decisions about the monsters and magic - for example, I thought that the sword, bow and magic libram accessible in this area were a little much for defeating a souped-up skeleton and a CR3 mummy, not to mention over 7,500 GP worth of money and gems. So those got a downgrade. (Sorry, Ed. ;) )
For the most part, I'm trying to keep this as close to the original vision as possible, while acknowledging that the nuts and bolts aren't what make it special. If the Hooded One or Ed have anything to add to this, as far as history, layout, inhabitants, or previous adventures, it'd be more than welcome. Hopefully this is something that DMs can use for their own campaigns, at least until WoTC decides to grace us with an update.
Any thoughts? |
18 L A T E S T R E P L I E S (Newest First) |
Afetbinttuzani |
Posted - 24 Apr 2008 : 04:10:04 quote: Originally posted by DestroyYouAlot
Ok, here's a quick update - got my scanner working last night (by accident), so here's a rough scan of my working maps for the first level. Keep in mind, these are "rough cuts," and there'll be a cleaned-up version on the way eventually, but these will allow you to use my updated room descriptions and the new ones I've added (keep an eye out for those, soon).
Here's the link, get'em while they're hot: http://www.momoshare.com/file.php?file=6ef9df4416d1657fc8abdbe1cbf8b818
The link provided is now dead. Does anyone have this map? I've tried emailing DestroyYouAlot. No luck yet. If someone has it and would be willing to send it to me as an attachment, I would appreciate it. Afet |
Asgetrion |
Posted - 14 Sep 2006 : 21:14:06 quote: Originally posted by kalin agrivar
the Haunted Halls of Eveningstar module is a really good one for new players to learn with...Eveningstar makes a great base to for PCs
I'v ran it a few times..
It's a pity that TSR didn't let Ed do it the way he wanted to... a HUGE campaign starter module
Just look at the sales that Ptolus is making... |
Kalin Agrivar |
Posted - 14 Sep 2006 : 20:08:48 the Haunted Halls of Eveningstar module is a really good one for new players to learn with...Eveningstar makes a great base to for PCs
I'v ran it a few times.. |
Alisttair |
Posted - 14 Sep 2006 : 19:57:16 I've really gotta go do the initial visit o I can come back here and re-visit hehe |
turox |
Posted - 14 Sep 2006 : 17:27:57 Wow this is great. I'm going to be starting a campaign this weekend at Evening Star. I found this scroll as I didn't know what to do with the Green Slime, as I can't find it in any of the Monster Manuals. I am going to include some of these things here. I'm starting the Campaign in 1369 so some will be there and as there is only going to be 3 first levels playing it not going to modify the treasure too much. Thanks for the help DestroyYouAlot. |
DestroyYouAlot |
Posted - 10 Mar 2006 : 14:19:32 Ok, here's a quick update - got my scanner working last night (by accident), so here's a rough scan of my working maps for the first level. Keep in mind, these are "rough cuts," and there'll be a cleaned-up version on the way eventually, but these will allow you to use my updated room descriptions and the new ones I've added (keep an eye out for those, soon).
Here's the link, get'em while they're hot: http://www.momoshare.com/file.php?file=6ef9df4416d1657fc8abdbe1cbf8b818 |
DestroyYouAlot |
Posted - 23 Feb 2006 : 05:32:11 Still working on my scanner problem, but here's a teaser. This is from the "updated" key for the Level 1 map. The numbers correspond to the original module - and, please note, you will need the original module to make use of this material.
Return to the Haunted Halls Level 1 Key Changes:
1) Owlbear Lair - Replace owlbear with suitable magical beast (I suggest a krenshar), and place appropriate treasure. (The owlbear has long since passed on, and the canvas sack has been removed.)
2) Entry Doors - Double doors: Hardness 5, 30 HP, Break DC 25
3) Forechamber - The tripod-mounted crossbow beyond the portcullis in this room has been replaced with a working model by the kobolds who make the upper level their home. (Heavy crossbow, 1d10 19-20/x2) It may be, at the DM's discretion, manned by a hidden (and very, very bored) kobold sentry who will fire once on intruders and flee to sound the alarm immediately afterwards. (Spot DC 13 due to sentry's inattentiveness if PCs are quiet, otherwise it gets a Hide check at +8 as normal.)
Portcullis: 1/4 cover, Hardness 10, 60 HP, Break DC 24 Secret door (North): Search 19, Hardness 8, 30 HP, Break DC 24 Secret door (South): Search 21, Hardness 8, 30 HP, Break DC 24 Monster: Kobold, CR 1/6
4) Guard Quarters - One of the strongchests has been taken, there are now only three. Also, the door to the South has swollen from moisture and is now stuck open.
5) Privy - The magical long sword formerly buried here has long since been removed, and the rocks are strewn about the floor. However, ten rounds of moving rocks and a Search check (DC 15) will reveal a skeletal arm clutching a velvet purse containing 159sp and 380cp. The privy hole leads down to a small, unpleasant hollow (Climb DC 16), and a hairy spider lurks above. (See MoF, DC 25 to Spot)
Monster: Hairy spider, CR 1/2
6) Guardquarters - The kobolds have thoroughly cleansed any trace of green slime from this room, and they keep the door in the North wall nearly closed to slow down intruders. This door has had iron nails fastened to the bottom of it, which scrape along the floor and make a piercing, fingernails-on-chalkboard noise when it is opened, alerting the sentries in area 21. (Search DC 10 to notice, Disable Device 15 to neutralize.) The door stands just wide enough for a Small-sized creature to pass without opening it further.
7) Privy - Treat the privy seat as a CR 1/2 trap (Reflex save DC 20 to avoid, 1d6 falling damage). Replace potions with a skeletal finger (freshly stripped?) wearing a worked copper ring (25gp value). The ring has the name "Rinorris" inscribed on the inside in Thorass characters. Replace lock lurker with another lock lurker.
Monster: Lock lurker, CR 1 Trap: Privy, CR 1/2
8) Welcoming Trap - Wisdom check (DC 10) to notice the metallic smell in this room, active detect magic effects will notice strong Evocation and Transmutation auras from both statues. Touching the statues deals 2d12 electrical damage, no saving throw. Walking between the statues activates a pressure plate (Search DC 26, Disable Device 25) which triggers twin electrical arcs dealing 2d4 damage (Reflex save DC 13 to avoid). This effect will arc to hit any creature in an adjacent square, unless they make a similar Reflex save to avoid it. (Note that while this should require a save for each adjacent character that gets hit, a character can only be hit once in a round by this effect.) Spontaneous discharges will occur randomly (1 on 1d3) every round after the plate is triggered, for one minute (10 rounds).
The bronze double doors swing into the room, any character touching them when the plate is triggered is dealt 2d4 electrical damage (Reflex DC 13 for half), and the effect arcs 1d6+10' into the room in a random direction (roll scatter, Reflex save DC 13 to avoid).
Trap: "Welcoming trap," CR 3
9) Red Chamber - All that remains of the maiden killed in this room fourteen years ago is a dessicated, dismembered corpse in a crumbling gown. Her hands and feet have been removed along with the golden manacles that once bound them, and a rusty, wooden-hilted dagger (-1 to hit and damage) protrudes from her mouth.
10) Treasury - There is the remains of a cooking fire in the middle of this room. A pair of manacles were hastily mortared into the wall, and subsequently pulled loose and left here. (These are plain iron manacles, not the gold ones missing from area 9.) Grafitti written in what appears to be (relatively) fresh blood on the North wall reads: "IT FIGURES." Observant characters will notice a trail of blood drops leading from the door to this spot. The West wall has been pushed through from the next room in one place, and there is a rotten tapestry covering up the hole on the other side.
Trap: Spear trap, CR 2, +12 melee, 1d8 x3, Search DC 20, Disable Device DC 20
11) Guest Bedchamber - A casual search (DC 10) of the recess behind the bed here will reveal three (almost disintegrated) diaries, a careful sift through the dust and rot (DC 19) will reveal a potion of spider climb and a vial of holy water. A successful Search check (DC 22) in the NW corner will reveal the hidden recess containing the crawling claw (see MoF) and the obsidian necklace (160gp value).
Monster: Crawling claw, CR 1/2
12) Throne Room - The mimic that haunts this room will cower and attempt to bargain if reduced to 1/2hp, and flee if reduced to 1/4hp. It will not attempt to pursue characters that run from it, however - the kobolds bribe it with food to leave them be, and it is not currently hungry. The mimic has amassed a modest treasure with which to bargain with; it hides a flat wooden box containing 1840cp, 113sp and an arcane scroll (reduce @ 1st lvl, minor image @ 2nd lvl, and scent (see Magic of Faerun) @ 3rd lvl) under its body.
Monster: Mimic, CR 4 Secret door: Search DC 16
13) Audience Chamber - A Search check (DC 10) will reveal tracks in the ash piled here, leading from the NW corner to the East door. (The ring of shocking grasp has been, needless to say, removed.)
Secret door (West): Search DC 21 Secret door (South): Search DC 24
Note that most of the magical treasure from the original module has been removed. Under 3rd edition rules, even half of the magic gear described in FRQ1 would be severely unbalancing in the hands of a low-level party, and - let's face it - someone would've already gotten to most of it first, anyway. I've also tried to tone down some of the more deadly (and arbitrary) dangers, to get away from the "1st edition AD&D," "roll up and kill off eight characters in a session" style that we all knew and loved (to varying degrees). Feel free to put things back the way they were if that's your particular kink. Rest assured I've also placed plenty of new hazards and treasure in the later descriptions.
As always, any suggestions or feedback are more than appreciated. |
DestroyYouAlot |
Posted - 22 Feb 2006 : 13:13:02 quote:
Please do, and if you've got those maps of the Haunted Halls still floating around (Tethtoril said you hadn't finished them yet ) post them as well!
They're finished, I'll just need to get them to a scanner (stupid HP makes their all-in-one scanner software #$%@@^ impossible to get...). My players gave me a strong indication that they're Hall-bound last night, so keep an eye out. |
Asgetrion |
Posted - 22 Feb 2006 : 00:43:14 quote: Originally posted by DestroyYouAlot
Well, the party finished up the "Orc raiders" plot thread in the King's Forest, and they're anxious to go back and rack up that dead kobold tally (I have a running count paperclipped to my DM screen), so expect some more development on this soon. Also, I've been sending out some Dhedluk material in chunks on the Realms-L list, so I'll compile that and post it here once it's finished.
Swords high, I go!
Please do, and if you've got those maps of the Haunted Halls still floating around (Tethtoril said you hadn't finished them yet ) post them as well! |
DestroyYouAlot |
Posted - 19 Feb 2006 : 23:10:58 Well, the party finished up the "Orc raiders" plot thread in the King's Forest, and they're anxious to go back and rack up that dead kobold tally (I have a running count paperclipped to my DM screen), so expect some more development on this soon. Also, I've been sending out some Dhedluk material in chunks on the Realms-L list, so I'll compile that and post it here once it's finished.
Swords high, I go! |
qstor |
Posted - 24 Dec 2005 : 17:49:48 Maybe with the fight with the goblinoids around the death of Azoun a group of orcs/goblins moved into the halls to use as a base and pushed the kobolds out?
Or for other angles. Maybe a half-dragon kolbold with ties to the dragon that kills Azoun takes common of the kobolds
Or maybe the troll area near the Halls gets more trolls during the conflict.
I think Erik Mona might publish a 3.5 version of the Halls in Dungeon maybe a "new" level at least, kinda like he did with Rob Kuntz and the dungeon near Greyhawk. It was always one of my favorite mods for the Realms.
Mike |
DestroyYouAlot |
Posted - 06 Dec 2005 : 20:45:07 Ok, just a quick update on this project: It's been a crazy month, and I'm job-hunting again, which (obviously) cuts down on my game development time. And my PCs are running around the King's Forest at the moment, so that's gotten the bulk of my attention. But expect a map and key soon, and thanks for the interest! |
Asgetrion |
Posted - 10 Nov 2005 : 15:19:55 Well met!
I ran the original Haunted Halls-module for my gaming group some years ago, and I have thought a lot about deeper levels and retouching the first level (and the kobold citadel).
As years have passed, I have not yet done anything, but I use to plan using several Zhentarim lairs on the second level (including, perhaps, a shrine to Bane). Also, using Rivior as an undead creature popped into my mind... now that using templates is so easy in 3.x edition :)
Keep up the good work, and post the map - I think many would find it quite useful! |
DestroyYouAlot |
Posted - 01 Nov 2005 : 14:35:41 Well, apparently having the map up by today was a bit optimistic, since I was out all weekend with the flu and apparently I need to download some new scanner software. So some time this week you should be seeing it. I'll try to keep all the flu germs off of the download. |
DestroyYouAlot |
Posted - 28 Oct 2005 : 13:59:49 quote: Originally posted by thom
Hey DestroyYouAlot! Keep up the good work - I'm finding it useful!
Great! Look for the south half of the revised map to be posted by Tuesday, along with new room descriptions and additions to old ones. Expect some new background info to uncover, explanations for all those mysterious secret doors, and some renovations to the Halls, courtesy of a cete of dire badgers!
Let me know what you guys like/are finding useful, and any changes or suggestions you might have. The more feedback I get, the better I can make this! |
thom |
Posted - 27 Oct 2005 : 22:06:56 Hey DestroyYouAlot! Keep up the good work - I'm finding it useful! |
Wooly Rupert |
Posted - 24 Oct 2005 : 21:28:55 Moved at DestroyYouAlot's request:
quote: Originally posted by DestroyYouAlot
If you're interested, I'm doing a "Haunted Halls Revisited" project detailing the work I'm doing on the Halls in my campaign, it's posted over in the "General Chat" section. (I'll probably move it over here to Running the Realms, or, rather, ask a Mod to do it.)
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DestroyYouAlot |
Posted - 24 Oct 2005 : 16:20:16 Well, since no one's told me to stop, I'll go ahead and keep track of the work I'm doing on here. (If this belongs in "Running the Realms", go ahead and tell me.)
This weekend, I put together a random encounter table for the 1st level. Since half of the encounters are with kobold patrols, this involved doing the demographics for the kobold stronghold on "Level 0". This also helped to determine what treasure the characters have available: The queen of the tribe is a Sor5/Wiz1 who's wary of upstart sorcerors, and jealous of the shaman's power. She supplies the lower-level sorcerors with scrolls, but refuses to give them anything more than 1st level spells at low caster levels, to keep their power in check. The shaman (an Adp4) brews potions, but the queen forces her to distribute the bulk of them to the soldiers and sorcerors. (I created the shaman and her apprentice with NPC gear values one step below their level, to reflect this.) Other notable NPCs include a Ftr5 (the queen's bodyguard), two Ftr3 lieutenants, and a Rog3 trapmaster. Only 1st level characters are encountered outside the lair, and are shown on the encounter table.
Haunted Halls Level 1 Random Encounters:
2d10: 2 EL4: d3+12 kobolds + 1 Ftr1 + 1 Adp1 3 EL3: d3+9 kobolds + 1 Sor1 4 EL3: d3+9 kobolds + 1 Ftr1 5 EL2: d3+4 kobolds + 1 Sor1 6 EL2: d3+4 kobolds + 1 Ftr1 7-8 EL2: d3+9 kobolds 9-10 EL1: d3+4 kobolds 11-12 EL1-3: d6+2 dire rats * 13 EL1/8-1: d20-10 rats (minimum 1) * 14-15 EL1/2-2: 2d4 small monstrous centipedes 16 EL1-3: 1d3 night hunters (bats) (MoF) 17 EL1/2-2: 1d3 eyeballs (beholderkin) (MoF) * 18 EL2: 1 dire badger 19 EL2: 1 choker 20 EL2-5: 1d4+1 1st level NPC adventurers
Creatures marked (MoF) are from Monsters of Faerun, replace with suitable creatures if you don't own that supplement. Encounters marked with a * are "replenishable", and may be encountered multiple times. Other creatures may be found in their lairs, and any defeated while wandering should be subtracted from the total found there. If all the creatures of a given type are slain, cross off the enounter. (This especially goes for the kobolds, keep track of how many common kobolds are slain, and subtract them from the settlement's total. If two thirds of the population are slain (50 adults), the kobolds may move on to greener pastures, leaving a power vacuum in the dungeon. There is a 15% chance every week that a new addition to the settlement wanders up from the depths, and the same for the monstrous inhabitants of the 1st level - a deepspawn lairs in the lower levels of the Halls, and periodically replenishes the creatures.)
Kobold treasures:
Ftr1: small scale mail, masterwork throwing axe, buckler, 2 tanglefoot bags, 1 thunderstone, 1 potion of cure moderate wounds @ 4th level
Sor1: light mace, masterwork light crossbow, 10 bolts, 1 potion of invisibility @ 3rd level, 2 scrolls of magic missle @ 3rd level, 2 scrolls of sleep @ 1st level
Adp1: dagger, sling, 2 potions of bless @ 2nd level, 2 potions of cure light wounds @ 2nd level, 2 bottles of alchemist's fire
Monetary treasure: (10% of monetary treasure shown here carried by kobolds on patrol, the rest is represented in the lair treasure on Level 0.)
Encounter rolled:
2) 160 gp, 40 sp, 600cp Gems: 1 polished, colorless quartz pyramid (Laeral's tears, 50gp) 1 golden, spangled bead0shaped stone (aventurine, 40gp) 3) 90 gp, 70 sp, 300cp Mundane item: small chain shirt, worn by sorceror's bodyguard 4) 460sp, 400cp 5) 70gp, 280sp, 200cp 6) 40gp, 170sp, 300cp 7-8) Random, 2d10x100sp 9-10) Random, 1d8x100sp
Any feedback on what I have here? Any advice, questions, etc.? I'm more than open to ideas. |
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