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<blockquote data-quote="Ashrum the Black" data-source="post: 1203501" data-attributes="member: 1585"><p>A great resource for these little quick changews ouor players love to make (bless their little hearts <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> ) is to have a stack of dungeons around as well. I filp through them periodicaly and I'll keep a few of the more interesting concepts in the forefront of my mind. Then when the players decide to run off and explore the interior of the dead gods head in the astral I pull out the nifty map of the dungeon and just fill in critters from the DMG, or the actual adventure if I liked it and they're appropriate. </p><p></p><p>Dungeon makes a relatively inexpensive method of getting some decent maps and some great things to mine for material. I've lost track of the number of "adventures" I've run out of the magazine that the writer would never recognize even if he was sitting at my table as a player. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>If you have them, as basoomcore mentioned, old modules from the 1e and 2e days are great as well. I have lots of them and I ran my Pc's through a slightly modified Tome of Horrors. I had a blast even if they were ready to come at me over my Dm screen. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f61b.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":p" title="Stick out tongue :p" data-smilie="7"data-shortname=":p" /> </p><p></p><p>So if the folks decide to end slavery on the Ekribarian coast in my campaign I'll pull out the slaver series and run it with some minor changes for the night. Me and the Monster manual doing some quick stats as they go. They never need to know that the orc was missing half his stats and that I may have dropped one off his BAB. As long as you seem confident, they're happy.</p></blockquote><p></p>
[QUOTE="Ashrum the Black, post: 1203501, member: 1585"] A great resource for these little quick changews ouor players love to make (bless their little hearts ;) ) is to have a stack of dungeons around as well. I filp through them periodicaly and I'll keep a few of the more interesting concepts in the forefront of my mind. Then when the players decide to run off and explore the interior of the dead gods head in the astral I pull out the nifty map of the dungeon and just fill in critters from the DMG, or the actual adventure if I liked it and they're appropriate. Dungeon makes a relatively inexpensive method of getting some decent maps and some great things to mine for material. I've lost track of the number of "adventures" I've run out of the magazine that the writer would never recognize even if he was sitting at my table as a player. :D If you have them, as basoomcore mentioned, old modules from the 1e and 2e days are great as well. I have lots of them and I ran my Pc's through a slightly modified Tome of Horrors. I had a blast even if they were ready to come at me over my Dm screen. :p So if the folks decide to end slavery on the Ekribarian coast in my campaign I'll pull out the slaver series and run it with some minor changes for the night. Me and the Monster manual doing some quick stats as they go. They never need to know that the orc was missing half his stats and that I may have dropped one off his BAB. As long as you seem confident, they're happy. [/QUOTE]
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