| Post/Author/DateTime | Post |
|---|---|
| #1bo0kw0rmAug 30, 2009 6:55:21 | I'm DMing soon, and my PCs have requested a module where they delve into a large dungeon. Does anyone know a mod with a dungeon, or anything close to it? |
| #2cdukeAug 30, 2009 7:22:03 | east1-1 has a temple in the underdark, drag1-1 plays 2/3 in the sewars |
| #3bo0kw0rmAug 30, 2009 7:36:46 | thank you. |
| #4trollbillAug 30, 2009 20:26:29 | AGLA1-5 is set in an abandoned silver mine. |
| #5BigfluffylemonAug 31, 2009 3:25:04 | Luru1-1 has 2/3 of its encounters in a trapped elven tomb (and the third one just outside). |
| #6CailteAug 31, 2009 4:15:17 |
There are no mods that really do "large dungeon" though as that isn't suitable to LFR play. That said the ADAP1-2 to 1-4 and ADAP 1-5 are perhaps more along the lines you want, even if they feature towers you need to ascend rather than dungeons you need to descend into. |
| #7MisroiAug 31, 2009 7:20:33 | And I hear there's a whole tower to explore in "The Sceptered Tower of Spellguard." Just sayin'. |
| #8KeithricAug 31, 2009 14:02:49 | Now that DME is verboten, I strongly suggest _not_ playing Spellgard. It's pretty awful if you're not allowed to change some things. EAST1-1? Sure. WATE1-2? Sure. SPEC1-3? Sure. |
| #9AlphastreamSep 01, 2009 0:09:40 | TYMA1-3 has a dungeon crawl feel for much of it. When I played it I remarked to myself that it was the best job of doing a short dungeon crawl I had seen in LFR. LURU1-1 does a decent job as well. EAST1-1 is more underdark crawl than purely dungeon crawl, but is a lot of fun. |
| #10bgibbonsSep 01, 2009 0:34:55 |
Because of time constraints, "large dungeon delve" is not something you're going to find in most adventures. If they're looking to play a standard four-hour module and just want the dungeon delve feel, my suggestion would be to play one of the recommended adventures (EAST1-1, LURU1-1, TYMA1-1 and AGLA1-5 could easily fit the bill) and pad the adventure with descriptions of encounters the group fights (but aren't actually played out and don't have any rewards) to give the feel of delving through a large dungeon. If you're looking for an actual fullscale dungeon delve then, ADAP1-2 through 1-4 aside, your only real option is to take one of the aforementioned adventures and fill in the middle of those dungeon explorations with MyRealms adventures (though it should be noted that whether that is allowed by the letter or spirit of the rules is a bit shaky). Of course, if by "dungeon crawl" what they're really asking for is "We want a quick hack 'n slash adventure without a lot of extraneous chatter," and the location is actually irrelevant, there are a few options there as well, with AKAN1-1 being the first one that comes to mind. |
| #11DeathMutantLivesSep 01, 2009 0:57:06 | You could always write your own series of MyRealms adventures that involve the exploration of a large "dungeon." It is more work for you, of course, but it also gives you more control, the ability to create a multi-session story, personal plot hooks, reoccuring villians and other features of a great D&D game that are are difficult to achieve in LFR. |
| #12AlphastreamSep 01, 2009 1:32:12 | Even with MYRE, the constraints of an XP budget will limit what can be done delve-wise. You can dump story, if what you want is combat. But, having a huge dungeon full of many rooms with many monsters... that isn't possible in a typical non-Adaptable with the XP budget rules. |
| #13Madfox11Sep 01, 2009 4:20:04 | Even with MYRE, the constraints of an XP budget will limit what can be done delve-wise. You can dump story, if what you want is combat. But, having a huge dungeon full of many rooms with many monsters... that isn't possible in a typical non-Adaptable with the XP budget rules. Well, you could always add two or three My Realms together. Side note: if you can wait a couple of months or are running in a public event, you could run SPEC1-3. Those are definitely dungeon crawls. |
| #14Kurald_GalainSep 01, 2009 4:31:51 |
What do you mean? |
| #15KeithricSep 01, 2009 9:15:55 | It's especially evident in the tower itself, but the module has pacing issues, reuses the same creatures far too much, and has a disturbing lack of truly interesting combats. These are things that DMs I've played with (I actually played it twice, in two very different groups) and myself (I changed mine up quite a bit) used to change with DME, but that style of DME is no longer allowed. So, for example, in my run I added plot elements to the module to tie it in with their previous runs so that they felt any actual reason to participate in the module. I removed about six encounters to make other combats more challenging (there's a less than EL 1 encounter, for instance, that you fight at level 4). I added in some skill challenges (like a chase through the ruins after some thieves, and a ritual to disrupt), and a puzzle. My group came off thinking it was a great module until a couple of them actually read it... which was kinda gratifying in a way, but after that I just wouldn't want to run it again. Especially not the ten encounters (almost in a row) of the same four critters that it ends with. |