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Three Days to Kill
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<blockquote data-quote="otto" data-source="post: 2008727" data-attributes="member: 2120"><p>As a DM, "Three Days to Kill" was one of those adventures I love to run. The strength of this module is the fact that it let's the DM set-up and react to what the players do, instead of vice-versa. It was alot of fun to watch my PCs discuss/argue among themselves on a plan of action, and then watch as their carefully laid plans unraveled during the assault as the opposition had a few tricks up their sleeves. </p><p></p><p>While the adventure was very enjoyable for DM and Players, the best part of this product is the detail provided on the mountain town of Deeptown. Deeptown has become a important waypoint in my campaign because of the details in this module.</p><p></p><p>I would highly recommend this adventure.</p></blockquote><p></p>
[QUOTE="otto, post: 2008727, member: 2120"] As a DM, "Three Days to Kill" was one of those adventures I love to run. The strength of this module is the fact that it let's the DM set-up and react to what the players do, instead of vice-versa. It was alot of fun to watch my PCs discuss/argue among themselves on a plan of action, and then watch as their carefully laid plans unraveled during the assault as the opposition had a few tricks up their sleeves. While the adventure was very enjoyable for DM and Players, the best part of this product is the detail provided on the mountain town of Deeptown. Deeptown has become a important waypoint in my campaign because of the details in this module. I would highly recommend this adventure. [/QUOTE]
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