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Any good dungeon crawls?
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<blockquote data-quote="DonAdam" data-source="post: 338238" data-attributes="member: 2446"><p>Barrier peaks was a good module.</p><p></p><p>And I agree that a personal touch makes a module better, AND that the DM has to infuse it, but I want quality material to begin with.</p><p></p><p>Anything but combat, combat, combat which is all most of the modules I see today are. The Sunless Citadel became wretchedly tedious because it was 842 encounters with dire rats or 2 goblins. The only interesting part was Meepo and the dragon, which was some roleplaying in the middle of the dungeon.</p><p></p><p>I thought about picking up banewarrens, but, as much as I love Monte's "crunchy" stuff, the adventures I have seen of his tend to be light on the puzzles and riddles stuff and heavy on the combat combat combat. I'll flip through it and might give it a try.</p><p></p><p>Thanks for the responses, keep 'em coming.</p></blockquote><p></p>
[QUOTE="DonAdam, post: 338238, member: 2446"] Barrier peaks was a good module. And I agree that a personal touch makes a module better, AND that the DM has to infuse it, but I want quality material to begin with. Anything but combat, combat, combat which is all most of the modules I see today are. The Sunless Citadel became wretchedly tedious because it was 842 encounters with dire rats or 2 goblins. The only interesting part was Meepo and the dragon, which was some roleplaying in the middle of the dungeon. I thought about picking up banewarrens, but, as much as I love Monte's "crunchy" stuff, the adventures I have seen of his tend to be light on the puzzles and riddles stuff and heavy on the combat combat combat. I'll flip through it and might give it a try. Thanks for the responses, keep 'em coming. [/QUOTE]
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