Recommend a lengthy d20 product?

Hussar said:
Even my pee pee.

But do you love it with Hong's pee-pee?

Seriously though, I've heard this is also kind repetitive. I could see loving WLD as one may love Undermountain ... as a blank slate. In all seriousness, though, and without any snarkiness, what is it about WLD you love? The maps? The room descriptions? What?

*I have yet to actually thumb through a physical copy.
 

log in or register to remove this ad

dragonlordofpoondari said:
But do you love it with Hong's pee-pee?

Seriously though, I've heard this is also kind repetitive. I could see loving WLD as one may love Undermountain ... as a blank slate. In all seriousness, though, and without any snarkiness, what is it about WLD you love? The maps? The room descriptions? What?

*I have yet to actually thumb through a physical copy.

I just wrapped up my campaign after about a two year run and can see how people would like it, but have to say that I absolutely hated it. I suspect that what makes it good is that it's a huge self-contained dungeon that contains loads of interesting ideas that a DM could expand into something very impressive.

For myself and my gaming group we thought it was terrible. So much so in fact that we renamed our weekend sessions of playing to the "Weekend of Pain". The editting in the book is pretty awful and there are sections of the dungeon, that while cool in concept, make no sense (Region E, I'm looking at you - I'm not sure why Inevitables and archons would be threatened by Barghests & other wimpy monsters). The other mistake I think the adventure makes is using lots of low-power monsters to challenge higher level groups (Region I -> Gricks do not make a challenge for 7th - 9th level parties, no matter how numerous. Conversely, advancing monsters by doubling thier hit dice is also a bad way to balance an encounter - Region M has an Air Elemental with something like 40 HD). Overall, I think it's probably better used as a series of seperate dungeons.

For the OP, I would recommend the Shackled City hardcover from Paizo. I'm running a second group through it right now and they are loving it so far (or at least I think they are loving it). It's a bit tough (recommended for 6 characters) but I've been running it with 3 player characters who I've allowed to Gestalt and it seems that they are handling it so far without myself having to do too much fudging in their favor.
 
Last edited:




Cam Banks said:
We have a 1st level to 20th level campaign adventure trilogy for Dragonlance: Key of Destiny, Spectre of Sorrows, and Price of Courage. All you need is the Dragonlance Campaign Setting, really, and even that isn't completely required since we include so much of what you need in the adventures as part of stat blocks and so forth.

Product page located here.

Cheers,
Cam

I'll toss in a recommendation for these, as well. I wasn't terribly interested in the Age of Mortals era of Dragonlance until I picked these up and everything changed :) I especially like the latter two, but I think KoD does set the stage quite well.

/N
 



I just wrapped up my [WLD] campaign after about a two year run...For myself and my gaming group we thought it was terrible. So much so in fact that we renamed our weekend sessions of playing to the "Weekend of Pain".
Nyarlathotep--dood--why would your group subject itself to 2 years of pain? :) (Btw, WLD has been sittingly firmly on my bookshelf ever since I bought it, spent a day reading it, and decided...that it would sit firmly on my bookshelf forever--its bulk does a great job of keeping my row of Dragon mags from flopping over).
 

Rerailment: Barakus + Tomb of Abysthor + Bard's Gate + Rappan Athuk would be a nice choice.

This seems like a pretty chain. I've been looking at the Necromancer Games stuff and I'm thinking I'm going to go that route. The Bards Gate city is pretty cool. I just got that from RPGNow lastnight. The War of the Burning Sky's thing looks pretty interesting, too.
 

Pets & Sidekicks

Remove ads

Top