Suggestions...

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Rigon
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Suggestions...

Post by Rigon »

I'm looking for a mid-level adventure to run at Con-on-the-Cob in October. Any suggestions? I've been reading I7 Beltron's Beacon. Any other suggestions would be appriciated.

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mordrene
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Re: Suggestions...

Post by mordrene »

do you have the dwarven glory adventures? the mod contains 3 small dungeons for the level u are looking for.

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DeadReborn
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Re: Suggestions...

Post by DeadReborn »

I was going to suggest Dwarven Glory as well. You can get all three PDFs at DriveThru for under $4.00.

Looking Stones

Wyrm Well

The Winding Stair
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mordrene
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Re: Suggestions...

Post by mordrene »

The wyrm well is my favorite. I Highly recommend them.

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Rigon
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Re: Suggestions...

Post by Rigon »

About how long does it take a group run thorough DG: Looking Stone? Could it fill a 3 hour slot?

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Re: Suggestions...

Post by Rigon »

And what level would you guys suggest for DG: The Winging Stair? A quick read through makes me thing 3rd to 4th level. No higher than 5th.

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Re: Suggestions...

Post by Rigon »

I see that DG The Winding Stair is for 3rd level PCs. Has anyone ran either DG1: Looking Stones or DG3: The Winding Stair. If so, how long did each take to play through and what did you think of each.

Come on guys, I want to run one of these at Con-on-the-Cob in October and I need to get my game submitted soon. Any help would be greatly appriciated.

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Re: Suggestions...

Post by tylermo »

I second the Dwarven Glory adventures. I've ran all three a couple of times. Seems like the Winding Stair was a bit short on combat, but they're all good. Kim's "They Call Him Guff" pdf was good for a con session as well.

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Re: Suggestions...

Post by Rigon »

Thanks T-mo.

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Re: Suggestions...

Post by Omote »

YO! Rig, I have run Winding Star twice at cons. This small adventure fits perfectly into a three hours slot, and depending on how agressive your players are, can be done in 2-2.5 hours. Winding stari si better situated for 4th level PCs. However....

**SPOILER ALERT**
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.
.
.
.
.

The trap at the very beginning of the adventure can be KILLER! Check out the damage range. Low damage = no problem, high damage equals SLAUGHTER.

Also, I think that some fleshing out needs to be done in the main adventure area. It could be pretty boring if the PCs miss a few things or don't explore the areas. As CK, I had to spiffy up some of those areas.

Also, read the module carefully. The "spirit", if you will is not really described well and the part where the PCs "go into the darkness" needs to be fleshed out too. I like the Winding Star a great deal, but had to inject some Omote love into it to make the mod run perfectly smooth.

The other good part of puting your own material in The Winding Stair, is that if you session is running long you can simply get rid of what you designed to shorten it up.

Good luck BroMontana.

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Re: Suggestions...

Post by DeadReborn »

Has anybody run Wyrm Well? Is four hours long enough to run it? Anything to look out for?
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Which means...I AM A LEVEL TEN WIZARD!"-SpongeBob SquarePants

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Re: Suggestions...

Post by tylermo »

I think Wyrm Well was a four hour fit. I can't swear to that, but I believe so.

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Re: Suggestions...

Post by Omote »

DeadReborn wrote:Has anybody run Wyrm Well? Is four hours long enough to run it? Anything to look out for?
I have also run Wyrm Well. Because so much of the action is dungeon crawl, it will take 4 hours to complete. That is, barring TPK and lucky chances running right to the end. When I ran Wyrm Well, it took several sessions but the players were screwing around a lot, and I did add a dash of Omote essence into the adventure to make it my own. That slowed it down too.

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Re: Suggestions...

Post by Rigon »

A dash of Omote essence? Sounds gross. ;)

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Re: Suggestions...

Post by Omote »

Oh it was. At least that was what the players said.

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