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Which Necromancer Games Adventures Worth Getting/Avoiding?
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<blockquote data-quote="Keith Robinson" data-source="post: 4751386" data-attributes="member: 21330"><p>Great stuff! Thanks for the repsonses, and keep it coming <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><p></p><p>The main reasons I am asking are twofold.</p><p></p><p>Firstly, I have a raft of adventures, which include all of those released by Wizards, Paizo and the DCCs (these are mostly pdf, however), as well a bunch by Malhavoc and, of course, virtually all the dungeon mags that were released for 3.0 and 3.5. But, I'm short on Necromancer adventures and would like to pick up some more (hardback or pdf is good for me).</p><p></p><p>Secondly, I am currently running a 3.5 game with a grand story arc - three evil gods are currently fighting it out to be crowned as the Lord of Herophet (basically, Hell), with the PCs figting to save their world. I've run Red Hand of Doom and am currently running Expedition to the Demonweb Pits. They're currently 12th level and I'm planning the final part of the adventure now, so kinda know where it's all going. Hopefully!</p><p></p><p>So although the campaign isn't likely to end anytime soon, I'm nonetheless beginning to think about the next campaign. This time, instead of a main theme, I'd like it be more low-key and allow the players to develop the themes of the game through their actions and choose the adventures they want to go on, with recurring villians growing out of their adventures.</p><p></p><p>That means I'd like to be offering the players several options at any given point, with perhaps one or two 'key' encounters or adventures that I'll place seeds for early, so that they will naturally occur later. What all that means is I'm looking for adventures to either get ideas from, modify or just run as they are. I just want to have a handful at any given time to use as required.</p><p></p><p>I just like the idea of running a game driven by the players, rather than by me (as the DM) and just see how things turn out and weave the plots and stories accordingly.</p><p></p><p>So, I was just wondering what Necromancer had to offer. I'm certainly going to take a look at some of those mentioned here already and will start to pick them up over the forthcoming months.</p><p></p><p>Once again, thanks for all your input and keep it coming!</p></blockquote><p></p>
[QUOTE="Keith Robinson, post: 4751386, member: 21330"] Great stuff! Thanks for the repsonses, and keep it coming :) The main reasons I am asking are twofold. Firstly, I have a raft of adventures, which include all of those released by Wizards, Paizo and the DCCs (these are mostly pdf, however), as well a bunch by Malhavoc and, of course, virtually all the dungeon mags that were released for 3.0 and 3.5. But, I'm short on Necromancer adventures and would like to pick up some more (hardback or pdf is good for me). Secondly, I am currently running a 3.5 game with a grand story arc - three evil gods are currently fighting it out to be crowned as the Lord of Herophet (basically, Hell), with the PCs figting to save their world. I've run Red Hand of Doom and am currently running Expedition to the Demonweb Pits. They're currently 12th level and I'm planning the final part of the adventure now, so kinda know where it's all going. Hopefully! So although the campaign isn't likely to end anytime soon, I'm nonetheless beginning to think about the next campaign. This time, instead of a main theme, I'd like it be more low-key and allow the players to develop the themes of the game through their actions and choose the adventures they want to go on, with recurring villians growing out of their adventures. That means I'd like to be offering the players several options at any given point, with perhaps one or two 'key' encounters or adventures that I'll place seeds for early, so that they will naturally occur later. What all that means is I'm looking for adventures to either get ideas from, modify or just run as they are. I just want to have a handful at any given time to use as required. I just like the idea of running a game driven by the players, rather than by me (as the DM) and just see how things turn out and weave the plots and stories accordingly. So, I was just wondering what Necromancer had to offer. I'm certainly going to take a look at some of those mentioned here already and will start to pick them up over the forthcoming months. Once again, thanks for all your input and keep it coming! [/QUOTE]
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