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22

Sadly, I suspect this isn't the answer you hoped for... D&D 4E is highly combat focused. Not that it can't be used otherwise, but the rules and the product line both focus on the battle aspect far more than anything else. The Retail Play You are unlikely to find extant modules for your desired style of play for D&D 4E below 10th level. That said, ...


22

Anything you find in the SRD is Open Gaming Licence content and thus free to use so long as you abide by the terms of the OGL. You'll note that it does not contain XP or Wealth-By-Level rules, and you'll also notice that it doesn't really contain fluff; those rules (and the fluff) are still WotC's property and cannot be used. Beyond that, you're perfectly ...


20

There are three ways to approach this: Decrease the overall experience for each encounter (for example, only award 500xp for an encounter that would normally award 1,000xp "by the book"). Progressively increase the difficulty of later encounters (add monsters, increase monster challenge rating, or add environmental effects) to account for the higher-level ...


16

I tend to handle that the lazy way. Generally players will come up with a theory (or even better, several theories) as to why something is the way it is. They'll bandy the ideas about, and I just surreptitiously write down the one that makes the most sense and provides the most opportunities to create interesting situations later. If your players aren't ...


15

Don't use XP. Just level the entire group at appropriate times. It removes a huge amount of busywork from the GM and players to calculate and award XP, avoids this problem entirely, avoids characters leveling at different times, etc. Our gaming group tried it once and never went back - it adds nothing for what it takes. We've run four full year+ ...


15

I have been running a Pathfinder campaign for two years and have used plenty of 3e and 3.5e adventures in it as well as native Pathfinder ones. (I've used multiple adventures from the Atlas Games Penumbra series, Green Ronin Freeport series, Goodman Games Wicked Fantasy Factory series, and older Paizo 3.5e APs and Pathfinder Modules.) The short form is ...


15

There are a few different ways of going about this, all of which have their own strengths and weaknesses. Make something up on the fly. This is great if you're a good improviser, but, well, most of us aren't. This is best for small details that the characters/players are only mildly interested in. Still, if you prefer detail to leaving it blank, this can ...


15

May I recommend the adventure "Prey for Smiley Bob" It's first level, but add +1 to hit +1 armor class and +5 HP to the non-minion monsters and you're good to go for mechanics. You might want to tone down the threat (goblins eating Halfling stew) but the main theme of rescuing a child-Halfling from goblins (that trained a formerly friendly) bear to ...


14

I'm the author of BRP Classic Fantasy and I am in the middle of running Against the Giants converted to BRP. In an effort test the system to the fullest, I'm not changing the module at all. My players just did the battle with the 22 hill giants, 3 stone giants, 1 cloud giant, 8 ogres, and a cave bear and they only came close to losing a single character. ...


14

As you say, this is how Green Slime is presented in the DMG (3.5e p77, 3.0 p117). Note that Green Slime is considered a hazard, much like a flow of lava, raging river, or 40' pit would be a hazard. Green slime is green slime. Does the module say the slime is invisible? That the players can't see it? Is there an illusory wall or darkness spell concealing ...


13

The classic Call of Cthulhu campaign "Shadows of Yog-Sothoth" prominently features Cthulhu in the last scenario...R'Lyeh rises and the characters can actually face off against the Big C himself (and die horribly, of course). This was first released in the early 80s but has been reprinted since then. It's been a long time since I ran/read this campaign, but ...


13

There are still many publishers that come out with a lot of adventure support for their games. WotC doesn't, but that's just been a pet problem of theirs for a long time. They believed it did not pay off for them (maybe it didn't because of their large corporate overhead) and they spread that idea through the industry. And of course little guys barely get a ...


11

H1 - Keep on the Shadowfell This adventure takes place in and around the town of Winterhaven in the Nentir Vale.


11

Being a family man and a DM/GM, I have not made special accommodations for my children by changing the game system used. I simply adjust the burden of the system mechanics I expect the child(ren) to shoulder. I have my children, as young as 5 describe to me the hero they wish to play. I then build the character for them based upon their input and my asking ...


11

It depends on what you want to use and how you want to use it. As Lord_Gareth mentioned, all of the content from the System Reference Documents are available under the Open Game License. If you write your adventure and setting in a sufficiently generic way, you may not need to bother with the OGL. The answers for Copyright of Existing Systems might also be ...


11

Yes, and the law says you don't actually need the Open Game License to do it. But, You probably need to use the OGL anyway because the world is crazy. The OGL is the legal vehicle that most publishers used during the d20 craze, and is what Pathfinder uses, to be "compatible with" D&D 3rd Edition; it was given by Wizards of the Coast during their ...


11

Avoid In The First Place First, try to predict the holes by reading and thoroughly prepping the adventure in the first place. Look at it from the PCs' point of view and ask "why?" (And especially, "why should I care?") If you see the gaps ahead of time, you can fill them or at least have an idea beforehand. I am assuming it goes without saying but you ...


11

In 2e, traps are there specifically to slow down the party and force them to be cautious. Even in 5e, traps are a break in the action and can be triggered before anyone sees them. The 2e style doesn't sound like your playstyle at all, but even the way 5e uses traps by default seems to not be your style either. So... Tell them the trap is there Traps are ...


10

The closest is probably Richard Graves’ The Mad Demigod’s Castle, available on Dragonsfoot. It doesn’t write up the ruins, but it does write up level 1, and contains connections to the various Castle of the Mad Archmage levels.


10

Don't forget the entries for the One Page Dungeon contests. There's at least one (Tomb of Song) in the first compilation that might work for you.


10

Add one standard monster (or 4 minions) to every encounter. This will give you the right XP by the book to add to the encounter in order to account for the additional player. I would recommend adding monsters from the following groups: minions (If the party has a couple AoE's, adding more than 4 should be OK). When in doubt add minions, particularly ...


10

To look at why Adventures are less prominent now Adventures are a hard item to write well... good adventures: have to be suitable for a wide range of characters have to have alternate paths in case of player failure or diversion have to be written exceptionally clearly need targeted art done specific for the adventure (stock art won't do for maps...) ...


10

The Fighting Fantasy books are, as you've already discovered, particularly bad choices if you don't want a lot of fighting. I would start not with any published setting--especially since high fantasy and slaying goblins and dragons seem to go hand-in-hand--or even with the idea of a role-playing game at all, but rather collaborative storytelling. Take some ...


9

Yeah, that's at the end of C3 The Lost Island of Castanamir, an AD&D 1e adventure for levels 1-4 put out in 1984. The PCs head out to explore the lair of the disappeared eponymous mage. It was a RPGA tournament module published later for home use. It had an extremely simple layout, lots of golems and then mostly the usual low-level adventure suspects. ...


9

You might also want to look at Some Assembly Required from Dungeon magazine #208 and available with your DDI subscription. It is a level 1-3 adventure set in Nentir Vale about a clan of kobolds under the control of a dragon brain in a jar. The brain is commanding the kobolds to construct a new body for it. There is one gruesome aspect at the start where a ...


8

H2 - Thunderspire Labyrinth This adventure takes place in the Seven Pillared Hall, an ancient city once the hub of a minotaur kingdom and other dungeon areas in the tunnels under Thunderspire Mountain in the Nentir Vale.


8

Have you checked into Green Ronin's Freeport? It describes most of what you're looking for, and has enough adventure hooks to fill a tackle box. Plus, there are guides that convert it to just about every d20 system you might want to play (True20 is my favorite of them, but there's Pathfinder as well). Hope this helps!


8

I think you'll want to go with the Chaos Scar series. This is a DDI set of adventures for low level characters that should get you through levels 1-5. It's not a campaign per se, more of a sandbox, but should be no problem to string together if you're an experienced DM. I ran some of it with my newbie group, before that group ended, I had planned to run all ...


8

To address your first question, Why is this trap so special and hardcore - and one of the very first one in the dungeon, no less? Think of the alternative. If the first few traps the players encounter are easily avoidable, or can be shrugged off without too much effort, that sets the tone for the rest of the dungeon. The paradigm becomes one of "Move ...


8

There is! This list is organized by setting, adventure path and level. I do not know who maintains it (I found it in a deep dive through Wizards' forums a while ago and I have no idea who is responsible for it), but it is well maintained. And I have found at least one error (one of the adventures listed as a L4 in the Chaos Scar path is actually a 3). ...



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