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Best mid-level adventure?
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<blockquote data-quote="Psychotic Jim" data-source="post: 5638966" data-attributes="member: 547"><p>There's two 2e Dungeon adventures I recall running recently (that I adapted for 3.x/pathfinder) that were good fun. The first of which is "Mad Chefs of Las Anchois" (Dungeon 67), a fairly light-hearted, pretty self-contained storyline that makes for a nice one-shot. It has numerous cool rp and infiltration opportunities and a nice offbeat storyline. </p><p></p><p>Another one that would be a little bit more substantial would be "By Merklan's Magic" (Dungeon 68) It's pretty sand-boxy and offers a dungeon within a dungeon in that there's an optional mansion within the main plant-infested forest.</p><p></p><p>Outside of Dungeon, the "Standing Stone" (for 3.0) is intriguing and a bit longer than the others. Pretty sandboxy and interesting (if basic) plot/villain outline- though some of the fights can really be killer and some treasure might need to be inserted (I ran it only slightly leveled up for a group of 10th level or so pathfinder characters and it gave them a pretty hard time). As long as you're willing to work and improve/elaborate upon the source material, it could make for a good two-four nights of gaming.</p><p></p><p>Edit: As far as testing out multiclassing mechanics specifically work, the standing stone would be your best option of the bunch- as it features a number of multiclassed npcs. By Merklan's Magic probably has the most traditional, "dungeon-type" setup, though its battles feature mostly traditional monsters instead of classed npcs. I believe the Mad Chefs adventure is what my players have had the most pleasant memories of- though it's likely to involve more infiltration and interaction than out and out dungeon crawling/combat, depending on how the players handle the situation.</p></blockquote><p></p>
[QUOTE="Psychotic Jim, post: 5638966, member: 547"] There's two 2e Dungeon adventures I recall running recently (that I adapted for 3.x/pathfinder) that were good fun. The first of which is "Mad Chefs of Las Anchois" (Dungeon 67), a fairly light-hearted, pretty self-contained storyline that makes for a nice one-shot. It has numerous cool rp and infiltration opportunities and a nice offbeat storyline. Another one that would be a little bit more substantial would be "By Merklan's Magic" (Dungeon 68) It's pretty sand-boxy and offers a dungeon within a dungeon in that there's an optional mansion within the main plant-infested forest. Outside of Dungeon, the "Standing Stone" (for 3.0) is intriguing and a bit longer than the others. Pretty sandboxy and interesting (if basic) plot/villain outline- though some of the fights can really be killer and some treasure might need to be inserted (I ran it only slightly leveled up for a group of 10th level or so pathfinder characters and it gave them a pretty hard time). As long as you're willing to work and improve/elaborate upon the source material, it could make for a good two-four nights of gaming. Edit: As far as testing out multiclassing mechanics specifically work, the standing stone would be your best option of the bunch- as it features a number of multiclassed npcs. By Merklan's Magic probably has the most traditional, "dungeon-type" setup, though its battles feature mostly traditional monsters instead of classed npcs. I believe the Mad Chefs adventure is what my players have had the most pleasant memories of- though it's likely to involve more infiltration and interaction than out and out dungeon crawling/combat, depending on how the players handle the situation. [/QUOTE]
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