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*Dungeons & Dragons
Against the Slave Lords/Dungeons of dread books...or another module/campaign?
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<blockquote data-quote="deleteaccount" data-source="post: 6232001" data-attributes="member: 20296"><p>Here's a couple of suggestions based on my experiences:</p><p><strong>The Sunless Citadel</strong>, <strong>The Forge of Fury</strong>, and <strong>The Standing Stone</strong> are all adventures from the d&d 3.0 adventure path. All of them are easy to run and adapt, easy to plant in your campaign, and 98% of the monsters are in the D&D Next bestiary. Characters get to interact with kobolds, fight orcs, infiltrate citadels and investigate a mystery. The Citadel and the Forge are dungeon crawls, the Stone is a mysterious village with old ruins, fey, and burial sites around it.</p><p></p><p>Another good one is the Forgotten Realms adventure <strong>The Sons of Gruumsh</strong>, which was exceptionally fun when we played it. It's easy to plant in any remote region of your campaign. The adventure starts with trek through boggy wilderness where an orcish citadel is located. The Sons are deep orcs (orocs) who are gathering the tribes for war (or whatever). It has a plethora of different kinds of orcs but you could just reskin some monsters/npcs from the bestiary to cover those.</p><p></p><p>If you are reticent to improvise and feel safer to rely on ready-made material, I wish to give a piece of advice: prepare for improvisation. You can make yourself a DMing notebook which you fill with useful stuff like weather tables, random charts, plot twists, NPC quirks etc. I find it's easier and much more useful to think of, say, five magical book names, write them down, (or just print a list from a blog or a DM tool book) and maybe use them at some later point, than it is to think of evocative thing for your adventure that the players might miss. If you don't know what to do, roll on a table, accept the result and just see where it goes.</p><p></p><p>You can also activate your players to think of things. They don't have to choose ready-made religions for their priests, when you can just ask them what their religion is like, and thus give them narrative authority in your campaign. When the party goes to the next town and there's temple of Foop, you can just turn the player who plays the priest of Floop and ask what are his religion's temples like.</p></blockquote><p></p>
[QUOTE="deleteaccount, post: 6232001, member: 20296"] Here's a couple of suggestions based on my experiences: [B]The Sunless Citadel[/B], [B]The Forge of Fury[/B], and [B]The Standing Stone[/B] are all adventures from the d&d 3.0 adventure path. All of them are easy to run and adapt, easy to plant in your campaign, and 98% of the monsters are in the D&D Next bestiary. Characters get to interact with kobolds, fight orcs, infiltrate citadels and investigate a mystery. The Citadel and the Forge are dungeon crawls, the Stone is a mysterious village with old ruins, fey, and burial sites around it. Another good one is the Forgotten Realms adventure [B]The Sons of Gruumsh[/B], which was exceptionally fun when we played it. It's easy to plant in any remote region of your campaign. The adventure starts with trek through boggy wilderness where an orcish citadel is located. The Sons are deep orcs (orocs) who are gathering the tribes for war (or whatever). It has a plethora of different kinds of orcs but you could just reskin some monsters/npcs from the bestiary to cover those. If you are reticent to improvise and feel safer to rely on ready-made material, I wish to give a piece of advice: prepare for improvisation. You can make yourself a DMing notebook which you fill with useful stuff like weather tables, random charts, plot twists, NPC quirks etc. I find it's easier and much more useful to think of, say, five magical book names, write them down, (or just print a list from a blog or a DM tool book) and maybe use them at some later point, than it is to think of evocative thing for your adventure that the players might miss. If you don't know what to do, roll on a table, accept the result and just see where it goes. You can also activate your players to think of things. They don't have to choose ready-made religions for their priests, when you can just ask them what their religion is like, and thus give them narrative authority in your campaign. When the party goes to the next town and there's temple of Foop, you can just turn the player who plays the priest of Floop and ask what are his religion's temples like. [/QUOTE]
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Against the Slave Lords/Dungeons of dread books...or another module/campaign?
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