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Tangent from Vecna - How Many Actually Good Adventures Are There?
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<blockquote data-quote="Hussar" data-source="post: 9376969" data-attributes="member: 22779"><p>I was doing some preparing for my session tonight and this thread tweaked my memory.</p><p></p><p>I'm running a module to give our DM a break. I'm running The Infernal Machine Rebuild - a module that was done for the charity Extra Life. It's a fun module that really dives incredibly deep into the history of D&D - you travel to the Tomb of Horrors while it's being built and travel to the Temple of Moloch - the iconic cover of the 1e PHB with the thieves trying to steal the eyes - with the map being based on the map that was included in the 1e DMG.</p><p></p><p>The module is just chock a block with all sorts of historical lore references. But one thing they mention in the module is that there is a small village near the Temple of Moloch that supplies the temple. Nothing is detailed about the village. It's basically a throwaway paragraph in the module. </p><p></p><p>I took that and ran with it. My village is full of cultists of the Hopping Prophet Wastri (the original Tomb of Horrors is set in the Vast Swamp, near where the temple of Wastri is located). I'm doing all sorts of deep dives on Greyhawk lore for buildling this village. It's not a huge thing - just a handful of houses and some NPC's. I figure the players will fiddle about with it for an hour or so and then move on.</p><p></p><p>But, that's what I meant by never running a module straight from the book. I honestly don't see how people do that. Most modules have all sorts of throwaway bits like that where the DM is more or less encouraged to put their own stamp on the module. </p><p></p><p>Just some thoughts that were running through my head.</p></blockquote><p></p>
[QUOTE="Hussar, post: 9376969, member: 22779"] I was doing some preparing for my session tonight and this thread tweaked my memory. I'm running a module to give our DM a break. I'm running The Infernal Machine Rebuild - a module that was done for the charity Extra Life. It's a fun module that really dives incredibly deep into the history of D&D - you travel to the Tomb of Horrors while it's being built and travel to the Temple of Moloch - the iconic cover of the 1e PHB with the thieves trying to steal the eyes - with the map being based on the map that was included in the 1e DMG. The module is just chock a block with all sorts of historical lore references. But one thing they mention in the module is that there is a small village near the Temple of Moloch that supplies the temple. Nothing is detailed about the village. It's basically a throwaway paragraph in the module. I took that and ran with it. My village is full of cultists of the Hopping Prophet Wastri (the original Tomb of Horrors is set in the Vast Swamp, near where the temple of Wastri is located). I'm doing all sorts of deep dives on Greyhawk lore for buildling this village. It's not a huge thing - just a handful of houses and some NPC's. I figure the players will fiddle about with it for an hour or so and then move on. But, that's what I meant by never running a module straight from the book. I honestly don't see how people do that. Most modules have all sorts of throwaway bits like that where the DM is more or less encouraged to put their own stamp on the module. Just some thoughts that were running through my head. [/QUOTE]
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