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Which adventures from Dungeon Magazine have you used since it went 3E?
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<blockquote data-quote="Ycore Rixle" data-source="post: 437794" data-attributes="member: 675"><p>The adventure path sounds great!</p><p></p><p>Modules from relatively recent Dungeons that I've DM'd with my regular group (sorry I don't have all the issue numbers handy, I'm at my fiance's):</p><p></p><p>Fortune Favors the Dead (78?) - Players and I absolutely loved this one; they keep talking about a return to Guadalante.</p><p></p><p>Eye for an Eye (84?) - When the barbarian later drew an outsider's wrath via a card from a Deck of Many Things, the outsider was Thurra, and she plagues him still.</p><p></p><p>Dying of the Light - Changed to an urban mansion, but the party still almost died.</p><p></p><p>Lord of the Scarlet Tide - Changed and replaced many NPCs with long-time PC foes including an avolakian lawyer, an illithid assassin, and their Bloody Tongue cultists.</p><p></p><p>The Blessed Damozel (92) - Playtest version. Nigel the rakshasa kept his identity hidden for three or four sessions of follow-up gaming, playing cat-and-mouse with the halfling rogue and his rival thieves guild.</p><p></p><p>Worms in the Exchequery (94) - Playtest version. The shadows almost killed the wizard and rogue on entry, the cleric was the only one who could hurt the clay golem, and the barbarian had to dive off the balcony to impale the last shadowdancer.</p><p></p><p>Rana Mor - Very heavily modified - the characters woke up in the bodies of new arrivals in the Ziggurat of the Dead, set in the middle of a desert.</p><p></p><p>And many more, including the stoned gnomes and cockatrices, the giants crafting pottery, the snowy barbarian werewolf adventure, Cradle of Madness, Ruun-Khazai (briefly, the party turned around before going in!), and part of Glacier Season (possibly soon to be the whole thing).</p><p></p><p>Modules that I DM'd for the kids (13-16 yo boys) in my Summer Camp:</p><p></p><p>Totentanz - We started with this. "You're studying swordfighting when suddenly your instructor's flesh melts and the remaining skeleton isn't just practicing any more..." The kids loved it. They had never played D&D before, and they kept saying, "What can we do now?" and I kept saying, "Whatever you want! You tell me what you're doing!"</p><p></p><p>Dungeon of the Fire Opal - Classic dungeon crawl for the kids' second D&D experience. Someone described the bat familiar as a 'quick little bugger' and that became a catch phrase for the summer.</p><p></p><p>Modules that I've played in:</p><p></p><p>Challenge of Champions IV</p><p>Something that I think was a modified version of Dungeon of the Fire Opal</p><p></p><p></p><p>This thread has been great. People really seem to like puzzles, mysteries, and urban adventures. In the next issue of Dungeon, I have a gladiator murder mystery that is set in an urban arena. I'd love to hear more about what people like in an adventure. Dungeon is a fantastic resource, by far the best value in d20 (imho), and I couldn't be happier as a subscriber, contributor, and reader.</p></blockquote><p></p>
[QUOTE="Ycore Rixle, post: 437794, member: 675"] The adventure path sounds great! Modules from relatively recent Dungeons that I've DM'd with my regular group (sorry I don't have all the issue numbers handy, I'm at my fiance's): Fortune Favors the Dead (78?) - Players and I absolutely loved this one; they keep talking about a return to Guadalante. Eye for an Eye (84?) - When the barbarian later drew an outsider's wrath via a card from a Deck of Many Things, the outsider was Thurra, and she plagues him still. Dying of the Light - Changed to an urban mansion, but the party still almost died. Lord of the Scarlet Tide - Changed and replaced many NPCs with long-time PC foes including an avolakian lawyer, an illithid assassin, and their Bloody Tongue cultists. The Blessed Damozel (92) - Playtest version. Nigel the rakshasa kept his identity hidden for three or four sessions of follow-up gaming, playing cat-and-mouse with the halfling rogue and his rival thieves guild. Worms in the Exchequery (94) - Playtest version. The shadows almost killed the wizard and rogue on entry, the cleric was the only one who could hurt the clay golem, and the barbarian had to dive off the balcony to impale the last shadowdancer. Rana Mor - Very heavily modified - the characters woke up in the bodies of new arrivals in the Ziggurat of the Dead, set in the middle of a desert. And many more, including the stoned gnomes and cockatrices, the giants crafting pottery, the snowy barbarian werewolf adventure, Cradle of Madness, Ruun-Khazai (briefly, the party turned around before going in!), and part of Glacier Season (possibly soon to be the whole thing). Modules that I DM'd for the kids (13-16 yo boys) in my Summer Camp: Totentanz - We started with this. "You're studying swordfighting when suddenly your instructor's flesh melts and the remaining skeleton isn't just practicing any more..." The kids loved it. They had never played D&D before, and they kept saying, "What can we do now?" and I kept saying, "Whatever you want! You tell me what you're doing!" Dungeon of the Fire Opal - Classic dungeon crawl for the kids' second D&D experience. Someone described the bat familiar as a 'quick little bugger' and that became a catch phrase for the summer. Modules that I've played in: Challenge of Champions IV Something that I think was a modified version of Dungeon of the Fire Opal This thread has been great. People really seem to like puzzles, mysteries, and urban adventures. In the next issue of Dungeon, I have a gladiator murder mystery that is set in an urban arena. I'd love to hear more about what people like in an adventure. Dungeon is a fantastic resource, by far the best value in d20 (imho), and I couldn't be happier as a subscriber, contributor, and reader. [/QUOTE]
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Which adventures from Dungeon Magazine have you used since it went 3E?
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