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ShortQuests -- individual adventure modules! An all-new collection of digest-sized D&D adventures designed to plug in to your game.
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10 Reasons Why Adventures Don't Sell "Well"
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<blockquote data-quote="Adlon" data-source="post: 1121548" data-attributes="member: 1972"><p>I totally agree on the monster stat blocks, and most of your post. But looking at the example quote above, I too agree with the black tower issue in Waterdeep would be a big event, having run the FRCS for years on end. But, such a module, even if written for Waterdeep, can easily, and quickly be placed in Lantan, or possibly in the Moonshae's, Baldurs Gate, and the like. Change the politico's, a few NPC and POI names, and viola. Now, it's a hire job for the PC's, or whatever other hook you can create, to get them to said geographic location.</p><p></p><p>One last minor change to this idea, is that the tower, though very strange, and terrifying with aerial demons, is not so much disrupting the region other than it's existence, which in itself, is a definate issue that needs addressing. Who wants a demonicly infested tower in their harbor?</p><p></p><p>For a standard module, this should take about 10 mins to alter for a seasoned DM.</p><p>And you probably have not hamstringed your campaign in the least. </p><p></p><p>Also, too, Waterdeep, if you have ALL the original suppliments for it, has its good share of oddball events anyways.</p><p></p><p>Remember, though, that I see alot of versatility in most modules, unless so poorly written. I'm not a homebrewer per se, I'd rather spend the time on the sub plots, and intrigue lines in the campaign, and let others sweat out the details in delivering an adventure to my table, when possible.</p><p>Sure, I create my own adventures about 50% of the time anyways, but, the other half, I use someone else's sweat equity.</p><p></p><p>I commend you for having the time I wish I had in furthering my homebrew aspects.</p></blockquote><p></p>
[QUOTE="Adlon, post: 1121548, member: 1972"] I totally agree on the monster stat blocks, and most of your post. But looking at the example quote above, I too agree with the black tower issue in Waterdeep would be a big event, having run the FRCS for years on end. But, such a module, even if written for Waterdeep, can easily, and quickly be placed in Lantan, or possibly in the Moonshae's, Baldurs Gate, and the like. Change the politico's, a few NPC and POI names, and viola. Now, it's a hire job for the PC's, or whatever other hook you can create, to get them to said geographic location. One last minor change to this idea, is that the tower, though very strange, and terrifying with aerial demons, is not so much disrupting the region other than it's existence, which in itself, is a definate issue that needs addressing. Who wants a demonicly infested tower in their harbor? For a standard module, this should take about 10 mins to alter for a seasoned DM. And you probably have not hamstringed your campaign in the least. Also, too, Waterdeep, if you have ALL the original suppliments for it, has its good share of oddball events anyways. Remember, though, that I see alot of versatility in most modules, unless so poorly written. I'm not a homebrewer per se, I'd rather spend the time on the sub plots, and intrigue lines in the campaign, and let others sweat out the details in delivering an adventure to my table, when possible. Sure, I create my own adventures about 50% of the time anyways, but, the other half, I use someone else's sweat equity. I commend you for having the time I wish I had in furthering my homebrew aspects. [/QUOTE]
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