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L&L December 16th Can you feel it?
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<blockquote data-quote="Majoru Oakheart" data-source="post: 6240046" data-attributes="member: 5143"><p>I do. Though they are fairly rare. All adventures can inevitably be boiled down to dungeon crawls. Let me think, it's been a long time since I've seen a pure non-dungeon crawl.</p><p></p><p>1) Alright, there's one adventure where we had to collect these stolen items for this guy. We asked around the city to see who might have stolen them. We all split up and came back with some information. We followed the information to a guy who was a fence. He didn't have them but we had to beat his body guard in an arm wrestling competition before he'd tell us that. He told us about another fence who might have them. We were attacked on the road by some brigands. We found the fence and asked him if he had them. He lied and said he didn't. Our Ranger spotted the location on his shelves where they used to be and our Fighter intimidated him into telling us the truth: He'd already sold them to a guy. We got directions to his shoe store.</p><p></p><p>We went inside, but there was no one there. We found a secret door behind the counter and went into the basement where we were attacked by the guy and his henchmen who were all wererats. We beat them and recovered the items.</p><p></p><p>The rogue didn't do anything special in that adventure either. I mean, nothing the rest of us couldn't have done without him. Which is rather ironic given the adventure was about tracking down thieves and you'd think he'd have an advantage.</p><p></p><p>2) The adventurers want to get into a mercenary band so the captain of the band tells them that if he can solve a bunch of the small problems brought to their band lately that he doesn't have time for, he'll let them in. The tasks are: </p><p></p><p>-Track down a shipment of illegal wood(since logging rights belong to someone else) in a warehouse and seize it. The shipment is guarded by a bunch of well armed smugglers who are prepared for an attack. This requires breaking into the warehouse and killing the smugglers so that the shipment of wood can be picked up.</p><p></p><p>-Find a shell for a blacksmith to make a hand guard for a sword from a nearby cave. The blacksmith normally employs children to collect them but they recently came back screaming in terror from the last trip. There are monsters who have taken up residence in the cave since it connects to the sewers. They need to kill them to get a shell.</p><p></p><p>-Get a shipment out of customs where it's been stuck since a rival business person reported to the authorities that it contained necromantic supplies. The merchant doesn't care how they get the shipment, but he needs it right away. This mostly requires roleplaying with the customs agents and convincing them to release the shipments by proving that the merchant has been framed. Optionally, you could sneak in and find the evidence instead of convincing the agents.</p><p></p><p>I've personally ran this adventure 10 times and I can tell you that most groups didn't even have a Rogue and completed it fine. When there was a Rogue in the group, it didn't significantly affect the adventure. They might have sneaked in instead of trying for Diplomacy. But the difference was really once roll maybe two in the entire adventure. Luckily, this was a 4e adventure so the Rogues were perfectly combat capable and didn't have to worry about that.</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 6240046, member: 5143"] I do. Though they are fairly rare. All adventures can inevitably be boiled down to dungeon crawls. Let me think, it's been a long time since I've seen a pure non-dungeon crawl. 1) Alright, there's one adventure where we had to collect these stolen items for this guy. We asked around the city to see who might have stolen them. We all split up and came back with some information. We followed the information to a guy who was a fence. He didn't have them but we had to beat his body guard in an arm wrestling competition before he'd tell us that. He told us about another fence who might have them. We were attacked on the road by some brigands. We found the fence and asked him if he had them. He lied and said he didn't. Our Ranger spotted the location on his shelves where they used to be and our Fighter intimidated him into telling us the truth: He'd already sold them to a guy. We got directions to his shoe store. We went inside, but there was no one there. We found a secret door behind the counter and went into the basement where we were attacked by the guy and his henchmen who were all wererats. We beat them and recovered the items. The rogue didn't do anything special in that adventure either. I mean, nothing the rest of us couldn't have done without him. Which is rather ironic given the adventure was about tracking down thieves and you'd think he'd have an advantage. 2) The adventurers want to get into a mercenary band so the captain of the band tells them that if he can solve a bunch of the small problems brought to their band lately that he doesn't have time for, he'll let them in. The tasks are: -Track down a shipment of illegal wood(since logging rights belong to someone else) in a warehouse and seize it. The shipment is guarded by a bunch of well armed smugglers who are prepared for an attack. This requires breaking into the warehouse and killing the smugglers so that the shipment of wood can be picked up. -Find a shell for a blacksmith to make a hand guard for a sword from a nearby cave. The blacksmith normally employs children to collect them but they recently came back screaming in terror from the last trip. There are monsters who have taken up residence in the cave since it connects to the sewers. They need to kill them to get a shell. -Get a shipment out of customs where it's been stuck since a rival business person reported to the authorities that it contained necromantic supplies. The merchant doesn't care how they get the shipment, but he needs it right away. This mostly requires roleplaying with the customs agents and convincing them to release the shipments by proving that the merchant has been framed. Optionally, you could sneak in and find the evidence instead of convincing the agents. I've personally ran this adventure 10 times and I can tell you that most groups didn't even have a Rogue and completed it fine. When there was a Rogue in the group, it didn't significantly affect the adventure. They might have sneaked in instead of trying for Diplomacy. But the difference was really once roll maybe two in the entire adventure. Luckily, this was a 4e adventure so the Rogues were perfectly combat capable and didn't have to worry about that. [/QUOTE]
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