1st level Starting Adventures - Which is the Best?

In this order for 3E specific 1st level modules I'd go with

1) Of Sound Mind (and I don't even use Psionics..easily convertible to Arcane)

2) Crucible of Freya

3) The Fright at Tristor

4) Raiders of Gallath's Roost

5) Root of All Evil

6) The Sunless Citadel


My all time fave though is the Village of Homlett. EDIT: And I forgot Sinister Secret of Saltmarsh! Do the conversions :D
 
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Shadeus said:


Let me give another nod to CMG's Whispering Woodwind.

3rded or 4thed, or whatever its recommendation nuber is now. it is a rockin' little flexible adventure that helps to make a party into a party, and not just a bunch of heavily armed thugs on the prowl :)
 

Tomb of Horrors.

That's a 1st level module isn't it?

Ah heck, even if it isn't, run it anyway. It'll keep your players on their toes and toughen 'em up a bit. Don't baby them and they'll appreciate their victories more.

Starman
 

Starman said:
Tomb of Horrors.

That's a 1st level module isn't it?

Ah heck, even if it isn't, run it anyway. It'll keep your players on their toes and toughen 'em up a bit. Don't baby them and they'll appreciate their victories more.

Starman

Tomb of Horrors is a high level module, not suitable to 1st level characters.

If you're willing to convert, try The Village of Hommlet, one of the best 1st level modules ever written. It can be found alone (T1) or part of Temple of Elemental Evil (T1-4).
 

JeffB said:
3) The Fright at Tristor
5) Root of All Evil

I forgot these two, both very worthy choices. 'Tristor' however, is hard to get, since it was a RPGA-only module. I got my copy on e-bay...but it's an actual honest-to-goodness Greyhawk module, not one that just pays token-reference to it.

Root of All Evil is just a solid module, but as it uses Kalamar, might require some minor tweaking. The depth and quality of visual aids, though, are second to none.
 




[*]Sunless Citadel is a good way to start a first level party, and the best of the "Adventure Path" series IMHO. It has combat, possible interaction with monsters, some traps and even new ideas. What it lacks is a context - it is just a dungeon you go into, clear and then go away. Maybe two sessions - unlike, say, Keep on the Borderlands.

[*]Crucible of Freya from Necromancer Games is a lot more expansive and mostly wilderness, with an abandoned keep and further adventures for higher level play. On the other hand, it is a lot deadlier than most 3rd edition modules, and if the players expect an easy romp, they are going to be capital bold undercored DEAD. You may or may not like this. If you don't, CoF can still be used for 3-5th level.

[*]NeMoren's Vault is a pretty good dungeon crawl, with a decent backstory, multiple groups and nice puzzles. It is, much like Sunless Citadel, and unlike CoF, very linear and almost scripted.

Personally, I would choose Crucible of Freya for its very open-ended nature - the intro adventure in the module is a bit railroady, but the actual way you progress after given your main task is up to the party. I certainly appreciate this.
 

Actually, if you take the time to remove the ONE combat encounter for ToH, it is very suitable for a larger group of first level PCs.

Just imagine: hordes of characters, and finally a select few will find the treasure and become very powerful for 1st level! :D
 

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