A question for all the grognards! Help me pick a classic module.


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Joël of the FoS said:
I would add I3, I4, I5 to this lot of classics. It is the Egyptian-feel adventures. Of course, they are mainly dungeon crawl, but there is a lot of problem solving and info gathering in it.

With more emphasis on role playing, and a few additions with desert stuff, a DM worth its weight in dices could make them classics. They have this feel for me.

Joël

I'd love to look through those, but I'm about to be a player in a campaign based, at least in part, around them. So I think I'd better hold off. :)
 





francisca said:
Some maps, I believe.

I'll google for it. stand by.

EDIT: google is turning up zilch. perhaps I was thinking of B6 or another module.

EDIT part DEUX: Looks like it is missing some counters, probably no big deal for you. http://www.rpgnow.com/product_reviews_info.php?mid=4&reviews_id=8968&

Yeah, not too worried about counters.

Still, I'd appreciate it if RPGNow would at least tell us something's incomplete before we buy it. :\
 

I'll chime in with another vote for N1: Against the Cult of the Reptile God.

Not only does it provide a nice base of operations for a starting campaign, it has a nice mystery followed by a short dungeon crawl to the climactic battle. I've used it numerous times as a campaign start myself.
 

I'm going to pimp X1 again. At heart is is a big outdoor exploration module, but it is very easy to turn into ANY kind of module you want. I've run it as a merchant game, as an exploring the mysteries of the ancient gods game, dealing with strange magics and conspiracies game and so on. It all depends on why the players go to the Isle really.
 


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