clockworkjoe
First Post
After looking through a stack of adventures at my local gamestore, I left somewhat annoyed. I was looking for a dungeon or two that I could insert into my campaign without having to alter my campaign a great deal just to fit the new dungeon in. In other words, a dungeon that the players knew existed, but had no compelling reason to visit at that time.
Why? I wanted to spice up my campaign by adding some more areas of interst, and give the players the sense that they are free to take the campaign in new directions. I didn't just want the only dungeons out there to suddenly appear when I threw a plot hook at them.
But most modules out there require a lot of prep work for a GM. You have to throw in a plot hook (the old man at the bar with a map etc) and a lot of the more elaborate ones have an ongoing plot that you just can't ignore.
So, what modules can I just insert into a campaign with little prep work?
Why? I wanted to spice up my campaign by adding some more areas of interst, and give the players the sense that they are free to take the campaign in new directions. I didn't just want the only dungeons out there to suddenly appear when I threw a plot hook at them.
But most modules out there require a lot of prep work for a GM. You have to throw in a plot hook (the old man at the bar with a map etc) and a lot of the more elaborate ones have an ongoing plot that you just can't ignore.
So, what modules can I just insert into a campaign with little prep work?