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*TTRPGs General
Round Six: Old School Modules... The Last Round!
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<blockquote data-quote="amethal" data-source="post: 4741708" data-attributes="member: 22784"><p>I loved X4. I found it really atmospheric, and it was my first introduction to a D&D army (wizard, riding wyverns, wow I never thought of that!)</p><p></p><p>Its a journey adventure, so those players who seem to think any adventure which involves travelling from A to B is a railroad might not like it.</p><p></p><p>I wasn't so keen on X5. The society the Master had established seemed a lot less cool than the stuff in X4. In this case the old idea of the journey being more fun than arriving at the destination seems to apply.</p><p></p><p>X7, War Rafts of Kron, is another great adventure. It gets added cool points in my book for being set in the Minrothad Guilds territory, and for largely taking place on the sea (or under it). Storm giants, mermen on seahorses, the politics of the underwater realm, giant clams, what's not to like!</p><p></p><p>I'm going from memory here, but I have a feeling that </p><p>[sblock]a few failed saving throws against charm, and/or the difficulty of chasing down a vampire in its lair [/sblock]could end up in a TPK in the final encounter. </p><p></p><p>It suffered from the usual flaw of the X series, which was as a novice 12 year old DM I couldn't make head nor tail of the plot. As I think I may have mentioned in one of your other threads, I have visions of the author of the adventure handing in a wonderful 2 page introduction as part of the module only for it to be cut for space reasons.</p></blockquote><p></p>
[QUOTE="amethal, post: 4741708, member: 22784"] I loved X4. I found it really atmospheric, and it was my first introduction to a D&D army (wizard, riding wyverns, wow I never thought of that!) Its a journey adventure, so those players who seem to think any adventure which involves travelling from A to B is a railroad might not like it. I wasn't so keen on X5. The society the Master had established seemed a lot less cool than the stuff in X4. In this case the old idea of the journey being more fun than arriving at the destination seems to apply. X7, War Rafts of Kron, is another great adventure. It gets added cool points in my book for being set in the Minrothad Guilds territory, and for largely taking place on the sea (or under it). Storm giants, mermen on seahorses, the politics of the underwater realm, giant clams, what's not to like! I'm going from memory here, but I have a feeling that [sblock]a few failed saving throws against charm, and/or the difficulty of chasing down a vampire in its lair [/sblock]could end up in a TPK in the final encounter. It suffered from the usual flaw of the X series, which was as a novice 12 year old DM I couldn't make head nor tail of the plot. As I think I may have mentioned in one of your other threads, I have visions of the author of the adventure handing in a wonderful 2 page introduction as part of the module only for it to be cut for space reasons. [/QUOTE]
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