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Tales From The Yawning Portal - 7 Classic Dungeons Updated To 5E!
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<blockquote data-quote="Lanefan" data-source="post: 7706567" data-attributes="member: 29398"><p>Storm King, however, is intended as its own self-contained AP; here the G-series can be used together, as three stand-alones, as one-offs, or whatever; with much less effort required to strip out the story elements you don't want. And...Giants! <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Where I really hope they keep it challenging, even nasty in parts, as that's what makes it good. FoF is probably the best of all the 3e-era modules I've seen.</p><p></p><p>The solutions do reward not just creativity, but careful (to the point of boring, I must say) play and teamwork. I've been in a group that's played and beaten* it using only some of the pre-gen characters in the module.</p><p></p><p>* - we destroyed Acererak's phylactery/ies but didn't actually defeat the lich itself, instead we outmaneuvered it, took the treasure item we were there for, and left.</p><p></p><p>It's an interesting inclusion in this compilation because it's such a contrast in style - all the other modules (except Dead in Thay, never seen that one) are grand hack-fests while ToH is anything but.</p><p></p><p>What do you mean by "conform to modern adventure design"? Designs both bad and good can be found throughout the whole history of D&D...and WPM is far from the worst. In fact, I'd go so far as to say it's the very illogic of the thing that makes it memorable for the right reasons.</p><p></p><p>Lan-"I'd run WPM again someday if my players didn't already know it so well"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7706567, member: 29398"] Storm King, however, is intended as its own self-contained AP; here the G-series can be used together, as three stand-alones, as one-offs, or whatever; with much less effort required to strip out the story elements you don't want. And...Giants! :) Where I really hope they keep it challenging, even nasty in parts, as that's what makes it good. FoF is probably the best of all the 3e-era modules I've seen. The solutions do reward not just creativity, but careful (to the point of boring, I must say) play and teamwork. I've been in a group that's played and beaten* it using only some of the pre-gen characters in the module. * - we destroyed Acererak's phylactery/ies but didn't actually defeat the lich itself, instead we outmaneuvered it, took the treasure item we were there for, and left. It's an interesting inclusion in this compilation because it's such a contrast in style - all the other modules (except Dead in Thay, never seen that one) are grand hack-fests while ToH is anything but. What do you mean by "conform to modern adventure design"? Designs both bad and good can be found throughout the whole history of D&D...and WPM is far from the worst. In fact, I'd go so far as to say it's the very illogic of the thing that makes it memorable for the right reasons. Lan-"I'd run WPM again someday if my players didn't already know it so well"-efan [/QUOTE]
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