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<blockquote data-quote="Joshua Randall" data-source="post: 5705567" data-attributes="member: 7737"><p>I thought of another <strong><em>favorite </em></strong>that is <strong><em>badly designed</em></strong>. And I know I mention this adventure in all the threads like this, but I can't stop myself.</p><p></p><p><strong>I12 Egg of the Phoenix</strong>. This thing is a mess, cobbled together from four tournament adventures. But it has two incredibly cool parts.</p><p></p><p>The first tasks the PCs with entering a vampire's lair to retrieve several <em>potions of dragon control </em>before said potions can be used against the PCs' dragon allies. What's cool about this is that the foray into the lair is timed. If the PCs dawdle, or just get bogged down in combat, then the vampires wake up and come looking for them. Eventually they'll use the potions, too!</p><p></p><p>The second cool part of I12 is the set-piece final battle. It takes place in a "pocket plane" on the surface of a mini-planet, small enough that you could walk around it in a few minutes. The mini-planet is in turn orbited by a sentient, evil moon (mini-moon?) with the utterly awesome name of Hurlothrumbo. It attacks the PCs as it hurtles past overhead, though the PCs can take cover behind various gravestones. (Oh, did I mention the planet is one big graveyard?)</p><p></p><p>Another cool part of the set-piece is that the "pocket plane" is unstable. Use too much magic and it <em>explodes</em>. (Tracked by counting up spell levels as they are cast / magic item levels as they are activated.) So, do the PCs use their magic and risk destruction? Or not use their magic and risk being overwhelmed by enemies? That's a neat dilemma to force upon them.</p><p></p><p>Anyway, when I ran I12 back in the day, we all agree it was ludicrous in many respects, but everyone loved these two parts of the adventure. So it's been a favorite of mine ever since.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 5705567, member: 7737"] I thought of another [B][I]favorite [/I][/B]that is [B][I]badly designed[/I][/B]. And I know I mention this adventure in all the threads like this, but I can't stop myself. [B]I12 Egg of the Phoenix[/B]. This thing is a mess, cobbled together from four tournament adventures. But it has two incredibly cool parts. The first tasks the PCs with entering a vampire's lair to retrieve several [I]potions of dragon control [/I]before said potions can be used against the PCs' dragon allies. What's cool about this is that the foray into the lair is timed. If the PCs dawdle, or just get bogged down in combat, then the vampires wake up and come looking for them. Eventually they'll use the potions, too! The second cool part of I12 is the set-piece final battle. It takes place in a "pocket plane" on the surface of a mini-planet, small enough that you could walk around it in a few minutes. The mini-planet is in turn orbited by a sentient, evil moon (mini-moon?) with the utterly awesome name of Hurlothrumbo. It attacks the PCs as it hurtles past overhead, though the PCs can take cover behind various gravestones. (Oh, did I mention the planet is one big graveyard?) Another cool part of the set-piece is that the "pocket plane" is unstable. Use too much magic and it [I]explodes[/I]. (Tracked by counting up spell levels as they are cast / magic item levels as they are activated.) So, do the PCs use their magic and risk destruction? Or not use their magic and risk being overwhelmed by enemies? That's a neat dilemma to force upon them. Anyway, when I ran I12 back in the day, we all agree it was ludicrous in many respects, but everyone loved these two parts of the adventure. So it's been a favorite of mine ever since. [/QUOTE]
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