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Example from the worst TSR adventure module(s) ever published
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<blockquote data-quote="pemerton" data-source="post: 6657297" data-attributes="member: 42582"><p>I've used H2, P2 and E1 (for some value of "used").</p><p></p><p>As I mentioned upthread, in H2 I used three of four encounter areas more-or-less modified. I never used the Horned Hold, and didn't use the Seven-Pillared Hall framing device at all, or the Mages of Saurun (sp?).</p><p></p><p>In P2 I kept some of the main antagonists, but just completely ignored most of the random exploration/fighty stuff (with two exceptions: the fight with spiders on the entry bridge, which was fun, and the mind flayer/goblin fight in the first tower across the bridge). The PCs ended up befriending the crazy drow wizard and the male fighting school (the latter were recruited as a backup artillery squad), and the rest was done in a handful of key encounters - the first portal in the building, the second portal in the town square, the temple, the building with the gate to the other plane, and the other-planar stronghold (the latter was one single encounter, from memory - maybe two - and I dropped all the exploration stuff en route to it).</p><p></p><p>From E1 I used the poster map for the inside of Mal Arundak when the PCs fought Miska there, and adapted some of it traps as well for the set-up for that room; adapted some other traps from it to be the entry way to Blibdoolpoolp's home when the PCs teleported there from the Shrine of the Kuo-toa; used the Blackstar monster stats as the framework for Torog's shrivers in his Soul Abattoir; and I think that's about it. So much filler in that module!</p><p></p><p>I enjoyed Bastion of Broken Souls (which I adapted to my Oriental Adventures Rolemaster campaign). I didn't use the final dungeon in the Positive Material Plane, but I used the basic premises (stolen souls, a banished god able to advise the PCs with the Soul Totem, the night hag Queen of Dreams, the slaad agent of Demogorgon). But every point where the module mandated a fight I just ignored - so the PCs allied with the exiled god, got into his prison plane by persuading the angel gate guardian to let them kill her, persuaded the night hag to share her secrets, etc. It was much more interesting that way!</p></blockquote><p></p>
[QUOTE="pemerton, post: 6657297, member: 42582"] I've used H2, P2 and E1 (for some value of "used"). As I mentioned upthread, in H2 I used three of four encounter areas more-or-less modified. I never used the Horned Hold, and didn't use the Seven-Pillared Hall framing device at all, or the Mages of Saurun (sp?). In P2 I kept some of the main antagonists, but just completely ignored most of the random exploration/fighty stuff (with two exceptions: the fight with spiders on the entry bridge, which was fun, and the mind flayer/goblin fight in the first tower across the bridge). The PCs ended up befriending the crazy drow wizard and the male fighting school (the latter were recruited as a backup artillery squad), and the rest was done in a handful of key encounters - the first portal in the building, the second portal in the town square, the temple, the building with the gate to the other plane, and the other-planar stronghold (the latter was one single encounter, from memory - maybe two - and I dropped all the exploration stuff en route to it). From E1 I used the poster map for the inside of Mal Arundak when the PCs fought Miska there, and adapted some of it traps as well for the set-up for that room; adapted some other traps from it to be the entry way to Blibdoolpoolp's home when the PCs teleported there from the Shrine of the Kuo-toa; used the Blackstar monster stats as the framework for Torog's shrivers in his Soul Abattoir; and I think that's about it. So much filler in that module! I enjoyed Bastion of Broken Souls (which I adapted to my Oriental Adventures Rolemaster campaign). I didn't use the final dungeon in the Positive Material Plane, but I used the basic premises (stolen souls, a banished god able to advise the PCs with the Soul Totem, the night hag Queen of Dreams, the slaad agent of Demogorgon). But every point where the module mandated a fight I just ignored - so the PCs allied with the exiled god, got into his prison plane by persuading the angel gate guardian to let them kill her, persuaded the night hag to share her secrets, etc. It was much more interesting that way! [/QUOTE]
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