EricNoah
Adventurer
I use quite a bit, but sometimes something will just strike me as wrong: a missed opportunity, poor use of the setting's unique features, a boring encounter with no "twist" to it. But as you say, making a few (or even many) changes is much easier than building the whole thing from scratch.
Oh, and I'm going to start off my next campaign (a month or so from now) with that module! I'd be interested in hearing what changes you have planned.
Mine: I personally am sick of kobolds but I'm not sure what I would replace them with.
I would also encourage PCs to explore the outside before going inside by means of the seer at the beginning.
I am going pre-gen a few slightly more interesting "0-level" characters (I have a few homebrewed NPC-only classes like the cultist, the bandit and the brute), and after the adventure is over I'll let them swap out that class for 1st level in a different class if they want. One of the NPCs, an expert, has a list of booby traps from DMG II he'll be able to make given suitable equipment.
I'm going to reduce the lethality of a couple of the traps.
Oh, and I'm going to start off my next campaign (a month or so from now) with that module! I'd be interested in hearing what changes you have planned.
Mine: I personally am sick of kobolds but I'm not sure what I would replace them with.
I would also encourage PCs to explore the outside before going inside by means of the seer at the beginning.
I am going pre-gen a few slightly more interesting "0-level" characters (I have a few homebrewed NPC-only classes like the cultist, the bandit and the brute), and after the adventure is over I'll let them swap out that class for 1st level in a different class if they want. One of the NPCs, an expert, has a list of booby traps from DMG II he'll be able to make given suitable equipment.
I'm going to reduce the lethality of a couple of the traps.
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