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A question for all the grognards! Help me pick a classic module.
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<blockquote data-quote="Guero Caballero" data-source="post: 2557443" data-attributes="member: 34589"><p>Fate Lawson,</p><p></p><p>B6 and UK2/3 were my first choices also! Apparently old minds think alike <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /> </p><p></p><p>I recently ran UK2/3 as the first part (1st-9th level) of my old campaign. There's a lot left unsaid in those modules, allowing the DM to extrapolate nicely. The towns, especially, were fleshed out by me, and the PC's became minor local heroes before even finding the Sentinel. This series can truly be expanded into a whole campaign - there's a whole smallish nation to adventure in while setting up the eventual showdown with the forces of the Gauntlet.</p><p></p><p>To the OP: you might also want to look at X1 Isle of Dread or X2 Castle Amber. The settings and tone of these modules couldn't be farther apart, but both were created toward expanding the vistas of adventurers who had previously been mucking around in dungeons. X1 is heavy on the exploration side, but there are native villages (with their own political intrigue happening) and a nice watery dungeon crawl at the end, where you fight cannibalistic natives and some kopru. X2 is fun because it sends the PCs to a madhouse mansion full of a clan of chaotic wizards, many of whom have been warped by magic. Of course, the module aslo takes the PCs to medeival France. One of my all-time favorites - X2 is the old module that always makes it into any campaign I play - I'm even considering recasting it as Epic and giving that a shot in the future.</p></blockquote><p></p>
[QUOTE="Guero Caballero, post: 2557443, member: 34589"] Fate Lawson, B6 and UK2/3 were my first choices also! Apparently old minds think alike ;) I recently ran UK2/3 as the first part (1st-9th level) of my old campaign. There's a lot left unsaid in those modules, allowing the DM to extrapolate nicely. The towns, especially, were fleshed out by me, and the PC's became minor local heroes before even finding the Sentinel. This series can truly be expanded into a whole campaign - there's a whole smallish nation to adventure in while setting up the eventual showdown with the forces of the Gauntlet. To the OP: you might also want to look at X1 Isle of Dread or X2 Castle Amber. The settings and tone of these modules couldn't be farther apart, but both were created toward expanding the vistas of adventurers who had previously been mucking around in dungeons. X1 is heavy on the exploration side, but there are native villages (with their own political intrigue happening) and a nice watery dungeon crawl at the end, where you fight cannibalistic natives and some kopru. X2 is fun because it sends the PCs to a madhouse mansion full of a clan of chaotic wizards, many of whom have been warped by magic. Of course, the module aslo takes the PCs to medeival France. One of my all-time favorites - X2 is the old module that always makes it into any campaign I play - I'm even considering recasting it as Epic and giving that a shot in the future. [/QUOTE]
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A question for all the grognards! Help me pick a classic module.
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