Emirikol said:Are the Adventure path scenarios workable as stand-alone without much work?
jh
Beretta said:I hope that this is the case. I'm not a fan of one-night one-shots (or the old Side Treks) - I like adventures that will take multiple sessions for my players to complete. I'm really hoping that the shorter adventures aren't akin to glorified Side Treks.
I don't have time to write adventures myself which is why Dungeon is an invaluable resource for me.
I'm looking forward to seeing the next Adventure Path! I hope the new one will have less dungeon-bashing and more wilderness/outdoors encounters (my players are wondering why there are mounted feats at all as the opportunities to use them are few and far between...)
tmaaas said:Keep up the good work, Erik! My wife and I are co-DMing a new Eberron campaign, and we plan to keep mining the pages of Dungeon...
MerricB said:Hopefully it won't take as long as it did for me to finally run the Desert of Desolation series - 20 years!
Erik Mona said:I'm currently thinking that the second Adventure Path will be more of a traditional D&D quest, with the PCs engaging in some overland travel and visiting several deadly sites. One adventure might be a dungeon crawl, with a clue that leads to a shop in a distant city. One whole adventure might involve the trip from the dungeon to the city, with a couple of roleplay-intensive city adventures coming next, with another wilderness/overland adventure thereafter.
Almost every campaign involves trips from place to place, so I'd like to think that an adventure that occurs wholly "on the trail" is portable to nearly every campaign.
--Erik Mona
Editor-in-Chief
Dungeon Magazine
johnsemlak said:Any comments on how that one went?
Erik Mona said:Oh, did I forget to mention that issue #113 will have a POSTER MAP OF EBERRON? It's the only place to get one, as the Eberron hardcover will _not_ feature a poster map.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.