Grand_Director
Explorer
Night’s Dark Terror is fantastic. Everything about is just great.
Red Arrow, Black Shield was the basis for one of the best campaigns I ever ran. We didn’t use the Battle System rules, but everything else from that game remained intact. I still have the map and the module, but the army chits are long gone. I would love to relive that campaign, but I know it will never be as good the second time, regardless of how new my players are. In later years I would run a world war in my Scarred Lands game and I applied all the lessons I learned ten years earlier playing Red Arrow to that game. Minus the actual moving armies around on a map, it was a success.
Test of the Warlords, while not an adventure in the strictest sense, was wonderful for helping me set up the proper tone for a game of that level. The land that the players gain was a direct result of some diplomacy in Red Arrow and was a great way to shift the game from working for a nation to being one. Once again I applied all the lessons of court intrigue and land clearing from that module and apply it to my D20 game.
There is one other that is not on the list. I think the name was The Crown of Glory. It was a late Expert module and was set in the Vestland area. I remember the great villains and a good story that required overland travel to piece together the mystery of returning the true king to the throne.
Red Arrow, Black Shield was the basis for one of the best campaigns I ever ran. We didn’t use the Battle System rules, but everything else from that game remained intact. I still have the map and the module, but the army chits are long gone. I would love to relive that campaign, but I know it will never be as good the second time, regardless of how new my players are. In later years I would run a world war in my Scarred Lands game and I applied all the lessons I learned ten years earlier playing Red Arrow to that game. Minus the actual moving armies around on a map, it was a success.
Test of the Warlords, while not an adventure in the strictest sense, was wonderful for helping me set up the proper tone for a game of that level. The land that the players gain was a direct result of some diplomacy in Red Arrow and was a great way to shift the game from working for a nation to being one. Once again I applied all the lessons of court intrigue and land clearing from that module and apply it to my D20 game.
There is one other that is not on the list. I think the name was The Crown of Glory. It was a late Expert module and was set in the Vestland area. I remember the great villains and a good story that required overland travel to piece together the mystery of returning the true king to the throne.