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What I'm looking for in commercial adventures
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<blockquote data-quote="Saeviomagy" data-source="post: 5251455" data-attributes="member: 5890"><p>I want an adventure that consists of a master timeline (as a day-by-day calendar that I tick off as days expire, and with hour-by-hour checklists for especially busy days), with level-variable (ie - encounters that still work if the PCs are a level higher or lower than the module assumes) encounters for the time-based events.</p><p></p><p>Additionally it will have a series of encounter locations that the PCs can initiate of their own accord.</p><p></p><p>Finally it should have a detailed home city that the PCs will remain in and remember even after the adventure is done, and that gets reused in a series of such adventures (so once you've bought the series, you have several in-game years of this home city evolving and being effected by the threats that arise).</p></blockquote><p></p>
[QUOTE="Saeviomagy, post: 5251455, member: 5890"] I want an adventure that consists of a master timeline (as a day-by-day calendar that I tick off as days expire, and with hour-by-hour checklists for especially busy days), with level-variable (ie - encounters that still work if the PCs are a level higher or lower than the module assumes) encounters for the time-based events. Additionally it will have a series of encounter locations that the PCs can initiate of their own accord. Finally it should have a detailed home city that the PCs will remain in and remember even after the adventure is done, and that gets reused in a series of such adventures (so once you've bought the series, you have several in-game years of this home city evolving and being effected by the threats that arise). [/QUOTE]
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What I'm looking for in commercial adventures
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