Are there any 3/3.5 Adventures that don't suck?

SpiderMonkey said:
Since no one else mentioned it:

Freeport!!!!! Read it. Run it. Love it.

Look back a page - I already mentioned it. Chris Pramas even stopped in to mention the 3.5 update of Death in Freeport!

vtaltos said:
I ran Death and Madness in Freeport ( skipped part two ) and found them too easy for my group, but we generally have 7 players.

With that many players, you probably needed to increase the difficulty of several of the encounters by either adding more foes or bumping their levels. Were you doing that?

My group tackled those 3 adventures with 6 characters, and in a few places added 50% extra minions in the battles to compensate, or tacked on an extra level to some of the higher up NPCs. Death in Freeport was fairly easy, but they struggled in the Terror (there's a possible TPK trap if things go badly), and they just barely overcame most of the tougher battles in Madness. In the later stages of Terror and all of Madness, I didn't need to modify things at all because the party was a bit lower level than they probably needed to be.

I'd love to re-run those adventures for another group and mix in the new freeport stuff that's come out since I last used the setting. Between the Dungeon addition, the 3 core adventures, Tales in Freeport, Black Sails, and the source books, there's easily enough material to take a 1st level party up into double-digit levels.
 

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Treebore said:
Have you been reading Elton's poll? Actually, I think I did see a post from you there. Anyway, it amazes me how overly difficult people claim adapting modules to their campaigns are. I think it is one of the easiest things to do as a DM. It is a heck of a lot easier than creating everything from scratch, that is for sure. Maybe they just need to do it a couple of times, then go back and try to do it from scratch. Much easier to adapt, at least for me.

I don't think it's difficult at all, but I do tend to only use ideas from modules for my campaign. They're my favorite products. A lot of times I just read them like a novel. The Witchfire Trilogy books seemed to read a bit too much like that for me to call them modules, but they were quite enjoyable to read and I loved the artwork. I think though that modules should be modular rather than story-like. There definitely should be some story, but I am opposed to the linear story-oriented format. They are definitely less adaptable.
 

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