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General Tabletop Discussion
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"Into the Wormcrawl Fissure"
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<blockquote data-quote="Silver Moon" data-source="post: 4124065" data-attributes="member: 8530"><p>Anybody run this module from Dungeon #134 (May 2006) ?</p><p></p><p>Fifteen games ago I began what I had planned to be a short module, with the Playing Characters impersonating a Pirate crew in order to attend a Pirate Council in Sasserine, which I dovetailed in the module "War of the Weilded" from Dungeon #149. </p><p></p><p>It ran nine nights with what I planned as the module finale being the Pirate Council, where they would find that a Quasi-Demigod was the pirate leader who had set his sites on the Character's home continent for a war six-months later, basically foreshadowing for a future epic-length pirate-themed module. The game ended prior to the wrap-up and when we picked up for night #10 a player came up with a well thought out major strategy proposal to prepare for the upcoming war. To make a long story shorter, we've now done five weeks of significant scouting and infrastructure building which has led to them ending the last game heading out to investigate an underground cavern where enemy mounted wyverns are rumored to be laired. </p><p></p><p>Looking for a cavern map to use I recalled the module from Dungeon #134 had one - and reading it over it not only has a vast cavern but mounted wyverns, a high-level mage, a spired castle, a nasty female villainess and other Chaotic Evil monsters - all elements that tie directly to the story that I've spun thus far. So tonight I'll start that module - I'll have to tweek around one-third of it to fit the current story, but all-in-all it should be a pretty good fit. So, what are your experiences?</p></blockquote><p></p>
[QUOTE="Silver Moon, post: 4124065, member: 8530"] Anybody run this module from Dungeon #134 (May 2006) ? Fifteen games ago I began what I had planned to be a short module, with the Playing Characters impersonating a Pirate crew in order to attend a Pirate Council in Sasserine, which I dovetailed in the module "War of the Weilded" from Dungeon #149. It ran nine nights with what I planned as the module finale being the Pirate Council, where they would find that a Quasi-Demigod was the pirate leader who had set his sites on the Character's home continent for a war six-months later, basically foreshadowing for a future epic-length pirate-themed module. The game ended prior to the wrap-up and when we picked up for night #10 a player came up with a well thought out major strategy proposal to prepare for the upcoming war. To make a long story shorter, we've now done five weeks of significant scouting and infrastructure building which has led to them ending the last game heading out to investigate an underground cavern where enemy mounted wyverns are rumored to be laired. Looking for a cavern map to use I recalled the module from Dungeon #134 had one - and reading it over it not only has a vast cavern but mounted wyverns, a high-level mage, a spired castle, a nasty female villainess and other Chaotic Evil monsters - all elements that tie directly to the story that I've spun thus far. So tonight I'll start that module - I'll have to tweek around one-third of it to fit the current story, but all-in-all it should be a pretty good fit. So, what are your experiences? [/QUOTE]
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