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| Stormborn |
Posted: Tue Jan 06, 2009 5:59 am Post subject: |
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Joined: 07 Sep 2008 Posts: 20
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| "Mad God's Key" from Dungeon #114. Sunless Citadel was the first adventure I ever played, but going back and reading through it I think it still holds up even w/o the tint of nostalgia. |
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| HinterWelt |
Posted: Tue Jan 06, 2009 11:56 am Post subject: |
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Joined: 25 Dec 2007 Posts: 13
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| Wolfgang |
Posted: Tue Jan 06, 2009 5:35 pm Post subject: |
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 Kobold Overlord
Joined: 30 Dec 2007 Posts: 4986 Location: The Mines
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Linkified = Turris Lemurum
Which sounds pretty cool. Took me a minute to realize "lemurum" is the root of D&D's "lemures". _________________ Wolfgang Baur
Publisher, Kobold Press |
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| HinterWelt |
Posted: Tue Jan 06, 2009 7:40 pm Post subject: |
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Joined: 25 Dec 2007 Posts: 13
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| Wolfgang wrote: |
Linkified = Turris Lemurum
Which sounds pretty cool. Took me a minute to realize "lemurum" is the root of D&D's "lemures". |
Lemures is Latin for ghost. Lemurum is the genetive and thus means "of ghosts". I imagine that is where the lemures came from, DND speaking.  |
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| xero |
Posted: Tue Jan 06, 2009 7:59 pm Post subject: |
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Joined: 19 Nov 2008 Posts: 67 Location: New Jersey
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| There's a lot of good stuff here. I think if my group had cut our teeth on some of this stuff instead of Expedition to Undermountain, we might have been less eager to ditch 3E the first chance we got. |
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| Andrelvis |
Posted: Wed Jan 07, 2009 9:06 am Post subject: |
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Joined: 17 Dec 2008 Posts: 21
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| If AD&D counts, I would go with the spelljammer adventure from First Quest, because of both nostalgia and because it introduced me to one of my favorite settings. |
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| Wolfgang |
Posted: Wed Jan 07, 2009 11:30 am Post subject: |
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 Kobold Overlord
Joined: 30 Dec 2007 Posts: 4986 Location: The Mines
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Do I betray my old-as-the-hills D&D roots if I mention Village of Hommlet?
Probably. But I loved that one. Wide open scenario, and hey, killer frogs. _________________ Wolfgang Baur
Publisher, Kobold Press |
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| Zherog |
Posted: Wed Jan 07, 2009 11:49 am Post subject: |
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Joined: 03 Jan 2008 Posts: 586 Location: Bensalem, PA
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| Wolfgang wrote: |
| Do I betray my old-as-the-hills D&D roots if I mention Village of Hommlet? |
I love that one as well! In fact, it's one of the reasons I love "Return to the Temple of Elemental Evil" so much. _________________ John Ling
Freelance Writer
Kobold Fan |
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| Aberzanzorax |
Posted: Thu Jan 08, 2009 10:20 am Post subject: My flavor of the month |
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Joined: 01 Jul 2008 Posts: 276
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| Right now, I'm most excited by The Witchfire Trilogy (The Longest Night). |
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| Stormborn |
Posted: Thu Jan 08, 2009 10:39 am Post subject: Re: My flavor of the month |
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Joined: 07 Sep 2008 Posts: 20
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| Aberzanzorax wrote: |
| Right now, I'm most excited by The Witchfire Trilogy (The Longest Night). |
Really? How so? My experiance with the Witchfire Trilogy was terrible, really killed my interest in the Iron Kingdoms material. Privateer Press stuff has great fluff, and the Monsternomicon is very well done, but I found most of the mechanics and the very forced plot for the triology very distasteful. |
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| Aberzanzorax |
Posted: Thu Jan 08, 2009 11:52 am Post subject: |
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Joined: 01 Jul 2008 Posts: 276
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Witchfire is swimming with a number of "big players" that you can't just hack and slash from the beginning.
I've also given my player characters a lot of leeway in how they solve things, including just giving Alexia (the main antagonist) what she wants.
It's creating a lot of strategizing, roleplaying, and moral quandries so far.
I don't find the plot forced in the first adventure. I do agree that there are elements that are quite forced in the other parts of the trilogy.
However, I never run adventures wholly as written. I let players go in whatever directions they can, and I bring them back to the adventure with "bridges" of my own....and their own.
So far so good. You might get a post here in 6 months that says not so good, but I'm hoping for the best. |
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| Stormborn |
Posted: Thu Jan 08, 2009 1:30 pm Post subject: |
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Joined: 07 Sep 2008 Posts: 20
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| Aberzanzorax wrote: |
Witchfire is swimming with a number of "big players" that you can't just hack and slash from the beginning.
I've also given my player characters a lot of leeway in how they solve things, including just giving Alexia (the main antagonist) what she wants.
It's creating a lot of strategizing, roleplaying, and moral quandries so far.
I don't find the plot forced in the first adventure. I do agree that there are elements that are quite forced in the other parts of the trilogy.
However, I never run adventures wholly as written. I let players go in whatever directions they can, and I bring them back to the adventure with "bridges" of my own....and their own.
So far so good. You might get a post here in 6 months that says not so good, but I'm hoping for the best. |
Ah well, see there is the difference. You never run adventures wholly as written. Once you start modifying and adventure you can no longer start comparing the experiances with others. The guy that ran it when I played ran it very much by the book and I did find the ending of the first adventure very forced.
This, however, just points to an inherent problem whenever people start talkigna botu their favorite adventures. A good adventure is, I think, mostly down to the DM - either in running a well written adventure as its written or in altering ones that may be mediocre or bad. I dare say that a player going through the same adventure more than once but with different DMs will have a very different experiance each time. |
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| Aberzanzorax |
Posted: Thu Jan 08, 2009 1:39 pm Post subject: |
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Joined: 01 Jul 2008 Posts: 276
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I agree that a good dm can salvage a poor adventure and that a poor dm can ruin a great one.
However, good adventures are different for different DMs. I'm someone who is (pats self on back) pretty good with tactics and encounters, but I'm pretty weak with plot frameup. I can grow from a seed, but I can't create the seeds very well.
Someone who is the opposite (can't do encounters but can do plot) probably wouldn't benefit from Witchfire. The encounters are relatively vanilla in terms of tactics and unusual beasties.
So the *best* adventure is one that meets all of the above, and more...one that any DM can make great (or at least that poor dms have to really screw up)  |
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| houstonderek |
Posted: Fri Jan 09, 2009 10:52 pm Post subject: |
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Joined: 12 Aug 2008 Posts: 2 Location: Houston, TX
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| terraleon wrote: |
Against the Cult of the Reptile God was a great starter...
-Ben. |
This is actually my favorite old school module of any level. I loved the paranoid elves trapped in Orlane, spooky Twilight zone town from hell! |
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| jonroberts |
Posted: Mon Jan 12, 2009 1:41 pm Post subject: |
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Joined: 12 Jan 2009 Posts: 174
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| I'd go with Secrets of Saltmarsh as well, though I just had a lot of fun with Raiders of Galath's Roost (Dungeon #87). I also liked the look of Thirds of Purloined Vellum (Dungeon #88 ), but never got the chance to run it. |
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