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Dungeon #126. Anyone have it yet?
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<blockquote data-quote="Arbiter of Wyrms" data-source="post: 2469898" data-attributes="member: 18021"><p>Yay! It's arrived!</p><p></p><p>So:</p><p>High level = Blood of Malar @ 13th level</p><p>Mid level = The Clockwork Fortress @ 8th level</p><p>Low level = The Menagerie @ 6th level</p><p></p><p>Bonus: Age of Worms Adventure Path installment #2 Encounter at Blackwall Keep @ 5th level.</p><p></p><p>I'm delighted that we now get at least three adventures in every issue, and that there's always one low-, one mid-, and one high-level adventure, but the spread seems kind of narrow this month.</p><p></p><p>Unfortunately, 1st and 2nd level adventures seem to be the ones I need most often when a group wants a pick-up game of starting characters. Low-level is usually short and simple enough that I can quickly read through and get ready. </p><p></p><p>High-level is great when I can use it, but by the time characters reach 13th-15th level, they're so embroiled in existing plotlines, that no published mod is going to run without seeming a bit jarring. I have to take high-level modules apart and mine them for bits and pieces.</p><p></p><p>I can't imagine that I'm the only one with this problem. Perhaps, as a one-shot experiment, Dungeon could run a build-your-own module kit. The article I envision might have a half-dozen encounters scripted, with suggested alternate creatures/trap/challenges depending on what a particular party's strengths or weakness are, and a two or three divergent plot summanies that tie these encounters together in a sensible way. I suppose that this is still just a module, but written in a more "modular" fashion to better facilitate taking it apart and rebuilding it.</p></blockquote><p></p>
[QUOTE="Arbiter of Wyrms, post: 2469898, member: 18021"] Yay! It's arrived! So: High level = Blood of Malar @ 13th level Mid level = The Clockwork Fortress @ 8th level Low level = The Menagerie @ 6th level Bonus: Age of Worms Adventure Path installment #2 Encounter at Blackwall Keep @ 5th level. I'm delighted that we now get at least three adventures in every issue, and that there's always one low-, one mid-, and one high-level adventure, but the spread seems kind of narrow this month. Unfortunately, 1st and 2nd level adventures seem to be the ones I need most often when a group wants a pick-up game of starting characters. Low-level is usually short and simple enough that I can quickly read through and get ready. High-level is great when I can use it, but by the time characters reach 13th-15th level, they're so embroiled in existing plotlines, that no published mod is going to run without seeming a bit jarring. I have to take high-level modules apart and mine them for bits and pieces. I can't imagine that I'm the only one with this problem. Perhaps, as a one-shot experiment, Dungeon could run a build-your-own module kit. The article I envision might have a half-dozen encounters scripted, with suggested alternate creatures/trap/challenges depending on what a particular party's strengths or weakness are, and a two or three divergent plot summanies that tie these encounters together in a sensible way. I suppose that this is still just a module, but written in a more "modular" fashion to better facilitate taking it apart and rebuilding it. [/QUOTE]
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Dungeon #126. Anyone have it yet?
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