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What kind of adventures do you run?
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<blockquote data-quote="Ajax1979" data-source="post: 5463404" data-attributes="member: 37152"><p>I use a mix. Typically I'll pull a few modules before a campaign starts and think about how I might use them. Sometimes I just steal an encounter, NPC, or item and ditch the rest.</p><p> </p><p>Some older modules (In my case B2 and B4) are so useful I feel I'm shorting people if I don't use them. At the very least I make a place for them on the map.</p><p> </p><p>I was an off and on <em>Dungeon Magazine</em> reader for a long time. Here are a few older ones I draw from frequently:</p><p> </p><p>Issue #38: "Things That Go Bump in the Night" - Elves and centaurs think an abandoned hobgoblin fort is haunted. The ghosts are actually firbolgs tearing the fort down but there are still undead. One of the best "fey" forests I've seen.</p><p> </p><p>Issue #40: "Aerie Borne" - A good NPC party is blackmailed into stealing giant eagle eggs and the PCs have to sort it out. Used the hook quite a bit and the small wilderness area.</p><p> </p><p>Issue #47: "Quelkin's Quandry" - A good mage whom everyone thinks is evil gets attacked by a real evil mage and needs help. Great NPCs and a cool house.</p><p> </p><p>Issue #51: "Nbod's Room"- A teleporter trap in a dead pirate's bedroom sends the PCs to an atol with headhunters, harpies, and a sea hag. Really one of the best "drop anywhere" adventures I've read.</p><p> </p><p>All of these just need a small community and a wilderness nearby. I tend to dislike modules that make huge assumptions about the campaign world. What if I don't have a huge nation of drow 50 feet under the street?</p><p> </p><p>As an example from <em>Age of Worms</em>: I really liked "Whispering Cairn" and "Three Faces of Evil" but after that, just from reading beforehand, I could tell it was going to too railroady. So I took what I could from the first two for my campaign at the time and ignored the rest.</p></blockquote><p></p>
[QUOTE="Ajax1979, post: 5463404, member: 37152"] I use a mix. Typically I'll pull a few modules before a campaign starts and think about how I might use them. Sometimes I just steal an encounter, NPC, or item and ditch the rest. Some older modules (In my case B2 and B4) are so useful I feel I'm shorting people if I don't use them. At the very least I make a place for them on the map. I was an off and on [I]Dungeon Magazine[/I] reader for a long time. Here are a few older ones I draw from frequently: Issue #38: "Things That Go Bump in the Night" - Elves and centaurs think an abandoned hobgoblin fort is haunted. The ghosts are actually firbolgs tearing the fort down but there are still undead. One of the best "fey" forests I've seen. Issue #40: "Aerie Borne" - A good NPC party is blackmailed into stealing giant eagle eggs and the PCs have to sort it out. Used the hook quite a bit and the small wilderness area. Issue #47: "Quelkin's Quandry" - A good mage whom everyone thinks is evil gets attacked by a real evil mage and needs help. Great NPCs and a cool house. Issue #51: "Nbod's Room"- A teleporter trap in a dead pirate's bedroom sends the PCs to an atol with headhunters, harpies, and a sea hag. Really one of the best "drop anywhere" adventures I've read. All of these just need a small community and a wilderness nearby. I tend to dislike modules that make huge assumptions about the campaign world. What if I don't have a huge nation of drow 50 feet under the street? As an example from [I]Age of Worms[/I]: I really liked "Whispering Cairn" and "Three Faces of Evil" but after that, just from reading beforehand, I could tell it was going to too railroady. So I took what I could from the first two for my campaign at the time and ignored the rest. [/QUOTE]
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