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Thread: What are your favorite modules?
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2010-01-09, 12:40 AM (ISO 8601)
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What are your favorite modules?
I've been playing for a year or so and I'm starting to get my feet wet DMing. And, well, modules are a great way to do that I think. I've ran Barrow of the Forgotten King and my players seemed to enjoy it, and we're hoping moving onto Sinister Spire/Fortress of the Yuan-Ti. I've played in Tomb of Horror (the 3.5 update) and I must say, that's ****ing stupid! {Scrubbed}But at the same time, I loved it. I don't know how I feel about it.
Either way;
What are you favorite modules, and why?
and in the same vein,
What modules suck? and why?Last edited by Roland St. Jude; 2010-01-09 at 12:28 PM.
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2010-01-09, 12:53 AM (ISO 8601)
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Re: What are your favorite modules?
Good ones:
Expedition to Castle Ravenloft: good plot, good encounters, good production values.
Many Dungeon adventures. Well-balanced encounters; many opportunities for different types of characters to shine.
Bad ones:
Most 1E and 2E adventures, unfortunately, don't live up to modern standards. One thing that annoys me is dungeons that don't function well as mixed-use facilities -- large living quarters with no food preparation facilities, etc. -- and pre-3.0 adventures often weak this way.
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2010-01-09, 01:12 AM (ISO 8601)
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Re: What are your favorite modules?
Basic: Chateau d' Amberville
1E/2E: ToEE, Castle Ravenloft, Egg of the Phoenix, Against the Giants (series)
3.5: RHoD, Shattered Gates of Slaughtergarde, EttRoGLast edited by Thurbane; 2010-01-09 at 01:12 AM.
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2010-01-09, 01:24 AM (ISO 8601)
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Re: What are your favorite modules?
I ran barrow of the forgotten king, was decidedly uninspired by it.
I really loved 'What's Cooking', a short free online module by Monte Cook I think. Despite being a tiny one, my players swear it's the most fun they've had in D&D. For longer ones, I loved running Tomb of Horrors, and I'm definitely enjoying running the Rise of the Runelords adventure series by Paizo right now.
As a PC, I enjoyed the 2E version of Against the Giants a lot, but otherwise I don't get to play in many modules.Handbooks: (Hosted on the new MixMax forums)
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2010-01-09, 05:45 AM (ISO 8601)
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Re: What are your favorite modules?
There was a 2e version of AtG? I'm intrigued, where can I find it? Edit: nevermind I found it.
My favorite modules are UK2 and UK3 The Sentinel and The Gauntlet respectively. They are an excellent mix of dungeon exploration, town/personal encounters and puzzle solving.
The U series is also excellent. U1 The Sinister Secret of Saltmarsh, U2 Danger at Dunwater and U3 The Final Enemy
U1 is more or less a standard adventure. Trying to figure out how to get on the smugglers ship is fun though. U2 is interesting because you're not supposed to kill the lizardmen, you're supposed to befriend them. U3 is a difficult under water adventure against sahuagin.
These are all 1e modules BTW
I don't think there are any 'bad' modules. A competent DM should be able to utilize any adventure effectively, even 4e's H1 Keep on the Shadowfell.Last edited by nyjastul69; 2010-01-09 at 07:15 AM.
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2010-01-09, 05:57 AM (ISO 8601)
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Re: What are your favorite modules?
Frankly? Bastion of the Broken Souls. It's the only high-level adventure EVER I feel actually plays out like a high-level adventure should. The...feel of power is in there and it's very real. And the PCs' reasons for adventure are equally real.
It's the only made adventure I've played throughout my D&D career that does the pre-epic levels justice; it truly is a level 20 adventure both in scope and style. It's made 3.0, but converts nicely into 3.5. Backwards conversion into AD&D 2e could also reasonably be made though that would of course be notably more difficult and more work, already.Campaign Journal: Uncovering the Lost World - A Player's Diary in Low-Magic D&D (Latest Update: 8.3.2014)
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2010-01-09, 06:46 AM (ISO 8601)
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Re: What are your favorite modules?
http://paizo.com/pathfinder/v5748btpy7zdb
Curse of the Crimson throne has been pretty good. I'm playing in it, but the DM says he hasn't had to change much. Pathfinder setting, but still 3.5.
I'm running the Second Darkness module. It is reasonably good, needs a few tweaks. However I didn't like the 4th book much, I didn't feel it added anything.Originally Posted by Alabenson
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2010-01-09, 11:53 AM (ISO 8601)
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Re: What are your favorite modules?
BECMI: M1, Into the Maelstrom
1E: Expedition to the Barrier Peaks, GDQ1-7, Tsojcanth
2E: Wildspace for Spelljammer, Golden Voyages for Al-Qadim
3E: Rise of the Runelords (paizo)
4E: I'm afraid I don't do 4e
That's because they weren't made with modern assumptions about the game in mind. Does that make them objectively bad? No. You're basically complaining that this lame Super-8 film won't work on your Blu-Ray player.
The requirements and assumptions informing the design of many TSR-era modules were completely different - in many respects diametrically opposite - to those informing contemporary module design philosophy.
Sham's Empty Room Principle applies.Last edited by bosssmiley; 2010-01-09 at 12:18 PM.
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2010-01-09, 12:15 PM (ISO 8601)
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Re: What are your favorite modules?
I liked the 3.5 Expedition to Castle Ravenloft and Bastion of Broken Souls modules. Ruins of Undermountain was fun too.
I also enjoy the older iterations of the Tomb of Horrors, and the Return to the Tomb of Horrors.
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2010-01-09, 12:23 PM (ISO 8601)
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Re: What are your favorite modules?
What could people suggest to my group with more focus on hack n' slash but want to learn to better their roleplaying. None of us want to DM and a module would be just the right fix.
More on topic, I have elder evils and found its very fun.
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2010-01-09, 12:28 PM (ISO 8601)
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2010-01-09, 12:33 PM (ISO 8601)
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Re: What are your favorite modules?
Pathfinder's Hook Mountain Massacre was fun for the hacky-slashy types. The Legacy of Fire looks intriguing. Kobold King was awesome.
Tomb of Horrors was also a ton of fun for those of us that like RP and puzzles in our games.
For an entire campaign path, the Shackled City has been awesome. As a DM I needed to make some changes to the creatures and traps vs. the party's relative "power" and experience, but all in all it has been a fun time.
Linkage? I've been looking for this one, and my google-fu is weak.Last edited by Quirinus_Obsidian; 2010-01-09 at 12:36 PM.
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2010-01-09, 01:21 PM (ISO 8601)
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Re: What are your favorite modules?
Return to the Ruins of Castle Greyhawk seems like an excellent adventure to me, and I probably should run it on here sometime just to get some use out of it (my IRL group...didn't get very far. They were easily distracted).
I cannot recommend the Savage Tide adventure path enough, it looks simply awesome (again, haven't gotten all the use out of that that I should, should probably try to run it again).Warriors & Wuxia: A community world-building project focused on low-magic wuxia/kung-fu action using ToB.
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2010-01-09, 01:23 PM (ISO 8601)
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Re: What are your favorite modules?
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2010-01-09, 02:40 PM (ISO 8601)
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Re: What are your favorite modules?
Hmmm . . .
BECMI
B1 In Search of the Unknown
B2 Keep on the Borderlands
B6 The Veiled Society*
B10 Night's Dark Terror*
X8 Drum's on Fire Mountain~
AD&D 1st
S3 Expedition to the Barrier Peaks
T1-4 Temple of Elemental Evil
UK5 Eye of the Serpent
AD&D 2nd
Night Below
The Gates of Firestorm Peak
The Shattered Circle
WGR1 Greyhawk Ruins
The Eternal Boundary*
3E
The Sunless Citadel
The Forge of Fury
3.5
Scourge of the Howling Horde*
* Are my special favorites. The Eternal Boundary and Scourge of the Howling Horde are simply the two best new player adventures I have ever run. The Veiled Society is a great low-level political/city adventure. Night's Dark Terror is more of a mini-campaign than a single adventure, and contains enough raw material to be expanded even further.
~ Drums on Fire Mountain a really good adventure, but contains the most racist monster in any D&D product. Provided you can work around it, the adventure is otherwise a lot of fun.
There are a lot of other adventures I like, but these are my favorites.
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2010-01-09, 02:51 PM (ISO 8601)
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Re: What are your favorite modules?
Dark Tower and Caverns of Thracia, both available in 1E and 3.5E versions.
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2010-01-09, 03:54 PM (ISO 8601)
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Re: What are your favorite modules?
I've never played this one, but it sounds awesome! I remember "Talons of Night" (another Master level adventure) as being great as well.
I never got go play the Blood Breathren Trilogy (Hollow World setting) but I've got the third module and by the look of it it seems pretty cool. Does anyone know of any resources on the net for these OD&D modules? I'd love to (re)read a bunch of those.
While we're talking OD&D, The Veiled Society is indeed a pretty good one. I kind of liked Rahasia as well, but it's more of a standard dungeoncrawl.
As for 3.5, I didn't really like ToH, although it can be fun as a novelty. Expedition to the Demonweb Pits has its moments, but some less than awesome stuff as well.
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2010-01-09, 04:01 PM (ISO 8601)
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2010-01-09, 06:49 PM (ISO 8601)
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Re: What are your favorite modules?
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2010-01-09, 06:51 PM (ISO 8601)
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Re: What are your favorite modules?
And restrooms! Why are there never any restrooms!?!
Anyway, I like the Desert of Desolation series (I3-5). Nice settings, nice style, very creative dungeons (you get to explore a pyramid, a palace in temporal stasis, lots of tombs). The out-of-dungeon stuff... uhhh... leaves room for improvement. But you cannot always win. No restrooms, also, not a single one.
P.S. I second The Veiled Society
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2010-01-09, 06:52 PM (ISO 8601)
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Re: What are your favorite modules?
AD&D
The Night Below - Not so much a module as a campaign in a box, and with plenty of flaws, but it's still one of my favourites.
Faction War and Harbinger House for Planescape. I love all the Planescape modules, but those two are my favourites.
3.0
The Speaker in Dreams - Probably the best of the 3.0 '1-20' campaign, at least for my money.
3.5
Expedition to the Demonweb Pits - The only WotC 3.5 module to come close to that old Planescape feel. It's still not as good as the AD&D stuff, but it was a nice breath of fresh air.
Warriors of the Burning Sky is an expensive option if you go for the humungous full-colour book, but it's a fine campaign. Plus it has an adventure by yours truly in it.
The City of Brass is another 'campaign in a box', and man do you get your money's worth. The box is full. It's intended for 'old-school' (read: larcenous, paranoid and casually violent) characters level 14+, starts savage and gets worse.
Other
The Last Voyage of Santiago for the Babylon 5 roleplaying game. It's scheming, backstabbing politics IN SPAAAAACE! You can probably adapt it to the scifi system of your choice with only a little effort.I write a gaming blog. It also hosts my gaming downloads:
Fatescape - FATE-based D&D emulator, for when you want D&D flavour but not D&D complexity.
Exalted Mass Combat Rules - Because the ones in the core book suck.
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2010-01-09, 07:01 PM (ISO 8601)
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Re: What are your favorite modules?
I found running a really light version of Tomb of Horrors worked with my PCs, who can barely Roleplay and can't solve a puzzle to save their life.
Then again, that's the only module any of us have ever done.But... but... You can't Wake Up Dead
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2010-01-09, 07:04 PM (ISO 8601)
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2010-01-10, 03:44 AM (ISO 8601)
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Re: What are your favorite modules?
How come nobody mentioned Paizo's Adventure paths?
I'm DMing Savage Tide now, playing Shackled City, and I'm about to play Age of Worms. Really nice adventures.Last edited by Gorbash; 2010-01-10 at 03:45 AM.
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2010-01-10, 06:23 AM (ISO 8601)
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Re: What are your favorite modules?
I liked The Adventure Begins, a 3.5 edition "Dungeon Crawl Classics" module from Goodman Games. It's a compilation of 20 first/second/third level adventures. From that compilation, I liked The Fate of the Vigilant, and also By Invitation Only.
At 5th level, I quite enjoyed running Tower of the Last Baron from Paizo. This is an infiltration module. The PCs must go around town finding members of the resistance, getting help & hints, and then break in and kill the evil ruler. This module sucks if your players are inclined to just say, "Let's storm the keep! It's level adjusted, we won't die!" Yeah, it's really not going to be easy for 5th level characters to pull off a frontal assault of a fortified building. So the players have to like the idea of getting allies and smartly defeating the untouchable ruler. If they're up for that, it's fun fun fun.
Finally, I loved Cage of Delirium. It says it's for levels 6 through 8, but really you do not want to put 6th level characters in this module. I did and the only reason they survived (well, some of them) is because at the time I did not know how to run incorporeal monsters. If I had done something smart such as have them flyby attack and hide in walls at the end of their turns, the PCs would have had a miserable time defeating the challenges. However, I ran these monsters quite stupidly. Note that at one point the players will be fighting an undead fire-breathing 12 headed hydra (it really isn't -- it looks like something else -- but it's almost a number-for-number copy of the hydra stat block). If you imagine your party will not survive 12 attacks per round plus fire, then your party shouldn't play this module. Once they're able to meet that challenge, this is a very fun module. Very very fun. However, to keep it fun for the players, you must be willing to fast-forward through a wing of the haunted mansion (one wing, the upper west floor I think, has nothing in it but maybe 30 empty burned out rooms, and if you make the players go through all of that room-by-room you are really brutal).
Good luck, have fun!
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2010-01-10, 07:06 AM (ISO 8601)
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Re: What are your favorite modules?
I must admit, I haven't read any adventures, for any edition, other than the Planescape ones.
I'll still have to nominate Harbinger House, though. That was fun. And the fanmade adventure Desire & the Dead. Low-level, city-adventure, some investigation. I like it.Resident Vancian Apologist
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2010-01-10, 07:29 AM (ISO 8601)
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Re: What are your favorite modules?
My favorite 3.5 adventure is Red Hand of Doom.
1. It's not a dungeon crawl (primarily, at least).
2. It actually has a pretty epic story.
3. The cities are well-fleshed out, and even the villains are interesting characters.
4. Great balance of action and character interaction.
5. The big battle is done right. It's brutal, frighteningly urgent, and not disappointingly easy.
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2010-01-10, 07:29 AM (ISO 8601)
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2010-01-10, 11:22 AM (ISO 8601)
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Re: What are your favorite modules?
Kneejerk corporate over-reaction to the Suzi Quatro protest song about the presence of latrines in dungeons.
It ain't a proper dungeon unless you can throw someone into a cesspit full of Otyughs!Last edited by bosssmiley; 2010-01-10 at 11:25 AM.
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2010-01-10, 11:53 AM (ISO 8601)
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