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General Tabletop Discussion
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Which of these old school modules are worth getting?
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<blockquote data-quote="The_Warlock" data-source="post: 4676229" data-attributes="member: 21215"><p>B6 Veiled Society > It's a gang chase/fight/investigation in a Ducal City. It left me so underwhelmed when I got it, and when I re-read it years later, that I remember no other details except: A gang of assassins wearing royal purple hoods/cloaks is a cool visual even if the module otherwise is completely lacking.</p><p></p><p></p><p>C1 Hidden Shrine of Tamoachan > Love it. Escape or die from an ancient burial complex in the middle of nowhere from an ancient Mayan/Aztec flavored civilization. Puzzle solving, great handouts, brutal monsters and traps.</p><p></p><p></p><p>C2 Ghost Tower of Inverness > Love it. HIGH MORTALITY RATE. But otherwise, excellent 1E tournament module - just enough fluff about the ancient wizard and the terrible Soul Gem, and the moon hidden castle on the edge of civilization. Characters will die. Great TPK material.</p><p></p><p></p><p>I1 Dwellers of the Forbidden City > It's like a mini-campaign framework. Sets up a lost and ruined city in the middle of a jungle with a number of monsters and natives. Not thick on plot, great to drop into any world.</p><p></p><p></p><p>I2 Tomb of the Lizard King > Swamp dungeon crawl with a growing power threatening near human settlements. Easy to fit in any swamp/civilization frontier.</p><p></p><p> </p><p>N1 Against the Cult of the Reptile God > One of my favorite low level modules ever. People oft complain about the design which requires the PCs to ally with a local mage to protect them on the most likely "frontal" approach agains the BBEG. I consider it a feature that the PCs actually have to make allies to take down something that's darn tough for their level. Otherwise, an investigate and save the small town scenario - easily inserted.</p><p></p><p></p><p>S4 Lost Caverns of Tsojcanth > Puzzle solving, monsters, maps, handouts, great art. Hidden in a vast mountain range, the lair of lost sorceress who once dominated nearby tribes and nations 100s of years ago. Finishing it provides lots of magic items and some artifact like items.</p><p></p><p></p><p>X2 Castle Amber > Absolutely hysterical. Do not take seriously. Possible to make it serious, but it's a damned railroad of bad french accents, and you will love it for such. If you chose not to take the epic railroad, still has some nifty ideas, and a great map of a sprawling 1 floor mage family's mansion that could be used for other things.</p></blockquote><p></p>
[QUOTE="The_Warlock, post: 4676229, member: 21215"] B6 Veiled Society > It's a gang chase/fight/investigation in a Ducal City. It left me so underwhelmed when I got it, and when I re-read it years later, that I remember no other details except: A gang of assassins wearing royal purple hoods/cloaks is a cool visual even if the module otherwise is completely lacking. C1 Hidden Shrine of Tamoachan > Love it. Escape or die from an ancient burial complex in the middle of nowhere from an ancient Mayan/Aztec flavored civilization. Puzzle solving, great handouts, brutal monsters and traps. C2 Ghost Tower of Inverness > Love it. HIGH MORTALITY RATE. But otherwise, excellent 1E tournament module - just enough fluff about the ancient wizard and the terrible Soul Gem, and the moon hidden castle on the edge of civilization. Characters will die. Great TPK material. I1 Dwellers of the Forbidden City > It's like a mini-campaign framework. Sets up a lost and ruined city in the middle of a jungle with a number of monsters and natives. Not thick on plot, great to drop into any world. I2 Tomb of the Lizard King > Swamp dungeon crawl with a growing power threatening near human settlements. Easy to fit in any swamp/civilization frontier. N1 Against the Cult of the Reptile God > One of my favorite low level modules ever. People oft complain about the design which requires the PCs to ally with a local mage to protect them on the most likely "frontal" approach agains the BBEG. I consider it a feature that the PCs actually have to make allies to take down something that's darn tough for their level. Otherwise, an investigate and save the small town scenario - easily inserted. S4 Lost Caverns of Tsojcanth > Puzzle solving, monsters, maps, handouts, great art. Hidden in a vast mountain range, the lair of lost sorceress who once dominated nearby tribes and nations 100s of years ago. Finishing it provides lots of magic items and some artifact like items. X2 Castle Amber > Absolutely hysterical. Do not take seriously. Possible to make it serious, but it's a damned railroad of bad french accents, and you will love it for such. If you chose not to take the epic railroad, still has some nifty ideas, and a great map of a sprawling 1 floor mage family's mansion that could be used for other things. [/QUOTE]
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Which of these old school modules are worth getting?
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