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*TTRPGs General
Any good dungeon crawls?
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<blockquote data-quote="Xaltar" data-source="post: 340090" data-attributes="member: 480"><p>Rappan Athuk is a good module, but beware, it does get long with three books on the subject. I like the end of the first module and most of the second one the best.</p><p></p><p>There could be some more interesting things in the later part of the third module, but my party was getting anxious to move on at that point. Yet it's a great resource with many good, hard encounters.</p><p></p><p>I have modified mine to be a temple of Gruumsh instead, but I have only slightly modified most encounters. If you take a brief scan through the story hour that one of my players has written, you can see some of the types of encounters.</p><p></p><p>This link is to the post that describes one of the "from the book" encounters (fourth post down on the page, by Ziona): <a href="http://" target="_blank">http://enworld.cyberstreet.com/showthread.php?s=&threadid=19185&perpage=40&pagenumber=2</a></p><p></p><p>I have also run The Maze of Zayene 1: Prisoners of the Maze , but found that it needed a decent amount of modification, although it had some very unique encounters. One problem that I have found however, is that many of the Sword and Sorcerery modules do not have well defined rules for some of their magic items (which quickly becomes a problem in the hands of the players). I believe that there were at least two "broken" items in that module. Unfortunately they helped create more interesting encounters, but I would advise adding restrictions to them before you have problems later.</p><p></p><p>I hope this helps, and feel free to email me at <a href="mailto:Xaltar@rigaming.com">Xaltar@rigaming.com</a> if you have any specific questions.</p></blockquote><p></p>
[QUOTE="Xaltar, post: 340090, member: 480"] Rappan Athuk is a good module, but beware, it does get long with three books on the subject. I like the end of the first module and most of the second one the best. There could be some more interesting things in the later part of the third module, but my party was getting anxious to move on at that point. Yet it's a great resource with many good, hard encounters. I have modified mine to be a temple of Gruumsh instead, but I have only slightly modified most encounters. If you take a brief scan through the story hour that one of my players has written, you can see some of the types of encounters. This link is to the post that describes one of the "from the book" encounters (fourth post down on the page, by Ziona): [URL=http://]http://enworld.cyberstreet.com/showthread.php?s=&threadid=19185&perpage=40&pagenumber=2[/URL] I have also run The Maze of Zayene 1: Prisoners of the Maze , but found that it needed a decent amount of modification, although it had some very unique encounters. One problem that I have found however, is that many of the Sword and Sorcerery modules do not have well defined rules for some of their magic items (which quickly becomes a problem in the hands of the players). I believe that there were at least two "broken" items in that module. Unfortunately they helped create more interesting encounters, but I would advise adding restrictions to them before you have problems later. I hope this helps, and feel free to email me at [email]Xaltar@rigaming.com[/email] if you have any specific questions. [/QUOTE]
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