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The Secret of Bone Hill - your experiences?
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<blockquote data-quote="Mannahnin" data-source="post: 9570121" data-attributes="member: 7026594"><p>Yeah, this module is really a classic local sandbox starting area for a campaign. </p><p></p><p>There's a fully-detailed town (with sufficiently high level M-U, Cleric, and Druid NPCs that you can buy some scrolls and purchase or bargain/offer services for certain curative spells), a local area map with one dungeon and random wilderness encounters, and several other local points of interest which can be explored.</p><p></p><p>In the three year old school game I ran from 2020-2023, this was my base area local map, and I added multiple other dungeons to it or in extended areas I added off the map provided. </p><p></p><p></p><p>Love it!</p><p></p><p></p><p>Yeah, the burned out guardhouse is a little introductory mini-dungeon. I can't remember if the module actually specifies or whether you have to infer that the chambers and tunnels under it are smugglers' den. The guardhouse is right next to the town's wall, and the tunnel leads out to the riverbank, so it's got convenient access to transfer goods in and out. </p><p></p><p>But turning it into a lair for spies also makes perfect sense. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Mannahnin, post: 9570121, member: 7026594"] Yeah, this module is really a classic local sandbox starting area for a campaign. There's a fully-detailed town (with sufficiently high level M-U, Cleric, and Druid NPCs that you can buy some scrolls and purchase or bargain/offer services for certain curative spells), a local area map with one dungeon and random wilderness encounters, and several other local points of interest which can be explored. In the three year old school game I ran from 2020-2023, this was my base area local map, and I added multiple other dungeons to it or in extended areas I added off the map provided. Love it! Yeah, the burned out guardhouse is a little introductory mini-dungeon. I can't remember if the module actually specifies or whether you have to infer that the chambers and tunnels under it are smugglers' den. The guardhouse is right next to the town's wall, and the tunnel leads out to the riverbank, so it's got convenient access to transfer goods in and out. But turning it into a lair for spies also makes perfect sense. :) [/QUOTE]
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