I’ve run this module about 4 times now, the first time as original AD&D as intended, the latest time as a Conan game (3rd edition D&D mongoose engine). I might dust it off again! Thanks for reminding me how fun an adventure it is.
Very useful and informative video. Being able to pull from other sources is an important skill to develop in order to avoid the railroading built in to so many self contained modules. It is way too much work for any DM to attempt to account for every possible side road a party might pursue, especially since that work might never actually be used, and this can lead the DM to dissuade players from straying from their prepared material. It's far better to have a collection of more broadly related NPCs, maps and encounters at hand that can be adapted to fit the specifics of a particular session when necessary, serving as a safety net for the DM and allowing the players greater freedom in making choices to shape the direction of the game. This gives the players more investment in the game, and instead of just "showing up" to see where the DM will shepherd them next, it makes them think more between sessions about what they want to do, and gives them a feeling of ownership over their characters' stories.
This adventure remindsme a lot to the adventure path of Savage Tide (The Lightless Depths) when the heroes investigate the bowels of the Isle of Dread Sounds very interesting! Thx for the video!
Some excellent suggestions in the video I have Often thought of doing a mash up of this and X1 The Isle of Dread. Now I have even more things to be added in!
Great video. Love these modules.
I’ve run this module about 4 times now, the first time as original AD&D as intended, the latest time as a Conan game (3rd edition D&D mongoose engine). I might dust it off again! Thanks for reminding me how fun an adventure it is.
Very useful and informative video. Being able to pull from other sources is an important skill to develop in order to avoid the railroading built in to so many self contained modules. It is way too much work for any DM to attempt to account for every possible side road a party might pursue, especially since that work might never actually be used, and this can lead the DM to dissuade players from straying from their prepared material. It's far better to have a collection of more broadly related NPCs, maps and encounters at hand that can be adapted to fit the specifics of a particular session when necessary, serving as a safety net for the DM and allowing the players greater freedom in making choices to shape the direction of the game. This gives the players more investment in the game, and instead of just "showing up" to see where the DM will shepherd them next, it makes them think more between sessions about what they want to do, and gives them a feeling of ownership over their characters' stories.
Can't wait to give this a try
Great an adventure. I attempted to do a reimagining of it, but never got through it.
This adventure remindsme a lot to the adventure path of Savage Tide (The Lightless Depths) when the heroes investigate the bowels of the Isle of Dread
Sounds very interesting!
Thx for the video!
I have run the Savage Tide many times! One of the greatest adventure paths to come out of 3.5e
@@thepickleddragon8590 I could not agree more!
Some excellent suggestions in the video I have Often thought of doing a mash up of this and X1 The Isle of Dread. Now I have even more things to be added in!
The Isle of Dread would be another great combo. I have done multiple runs through Isle of Dread and loved the Savage Tide!
@@thepickleddragon8590would definitely like some see more of these types of videos.