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<blockquote data-quote="el-remmen" data-source="post: 8245650" data-attributes="member: 11"><p>Something I like about "old dungeon" style adventures, is that their design flaws or oversights are actually spaces for my own designs and motivations for how I am using the module or whatever.</p><p></p><p>For example, in <em>N1 - Against the Cult of the Reptile God </em>in the swamp lair dungeon near the end of the module, there is jus ta harpy in a big room, with no explanation how she got there or what her relationship to the big bad might be. . . I was able to make the harpy a cursed woman with a link to an earlier adventure I ran and changed that part of the dungeon to a tunnel leading to an old temple sunken into the swamp, and partially open to the sky, allowing the harpy to come and go, and providing the PCs with a second and more distant way in and out of the dungeon (if for example they need to take a rest). The connection to the previous adventure also provided a means of circumventing the harpy fight by breaking her curse and getting some info from her.</p><p></p><p>Lastly, the presence of the harpy lair became something that the big bad tolerated for now as a way to defend that way in and out of the dungeon and a place to send prisoners to be charmed and eaten - but also explains why the minions avoid that area of the dungeon.</p></blockquote><p></p>
[QUOTE="el-remmen, post: 8245650, member: 11"] Something I like about "old dungeon" style adventures, is that their design flaws or oversights are actually spaces for my own designs and motivations for how I am using the module or whatever. For example, in [I]N1 - Against the Cult of the Reptile God [/I]in the swamp lair dungeon near the end of the module, there is jus ta harpy in a big room, with no explanation how she got there or what her relationship to the big bad might be. . . I was able to make the harpy a cursed woman with a link to an earlier adventure I ran and changed that part of the dungeon to a tunnel leading to an old temple sunken into the swamp, and partially open to the sky, allowing the harpy to come and go, and providing the PCs with a second and more distant way in and out of the dungeon (if for example they need to take a rest). The connection to the previous adventure also provided a means of circumventing the harpy fight by breaking her curse and getting some info from her. Lastly, the presence of the harpy lair became something that the big bad tolerated for now as a way to defend that way in and out of the dungeon and a place to send prisoners to be charmed and eaten - but also explains why the minions avoid that area of the dungeon. [/QUOTE]
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