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The Best Parts of Pre Written Adventurers Are What You Leave Behind
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<blockquote data-quote="Ralif Redhammer" data-source="post: 8068766" data-attributes="member: 30438"><p>Absolutely! Facing the demon lords and madness in the Underdark? Being taken to the Nine Hells and getting to drive hellish warmachines? Outwitting the puzzles and traps of Acererak himself? All exciting. The ghoul-haunted dwarven ruins of The Dragon of Icespire Peak is a solid low level dungeon, absolutely.</p><p></p><p>Plus, so much of these campaign-length adventures have deep, deep dives into the past and the lore of the game. These adventures are, for the most part, good, but to make them great (and specifically, great for your table) requires the DM to fiddle with them in varying degrees.</p><p></p><p>And that's not even mentioning the stuff in the older editions. Those locations are iconic, whether it's Castle Ravenloft, the Moathouse, the Caverns of Chaos, and so on.</p></blockquote><p></p>
[QUOTE="Ralif Redhammer, post: 8068766, member: 30438"] Absolutely! Facing the demon lords and madness in the Underdark? Being taken to the Nine Hells and getting to drive hellish warmachines? Outwitting the puzzles and traps of Acererak himself? All exciting. The ghoul-haunted dwarven ruins of The Dragon of Icespire Peak is a solid low level dungeon, absolutely. Plus, so much of these campaign-length adventures have deep, deep dives into the past and the lore of the game. These adventures are, for the most part, good, but to make them great (and specifically, great for your table) requires the DM to fiddle with them in varying degrees. And that's not even mentioning the stuff in the older editions. Those locations are iconic, whether it's Castle Ravenloft, the Moathouse, the Caverns of Chaos, and so on. [/QUOTE]
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The Best Parts of Pre Written Adventurers Are What You Leave Behind
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