Adventure Survey

smetzger said:
I would also like to see more mega adventures in general, stuff that covers 10 or more levels of play.

I agree.

(And I've been playing since 1E, and I still love dungeon crawls.)

For a great example of a type of mega-module I'd like to see more of, see the 2nd edition box set "Return to the Tomb of Horrors". It's an adventure that not only had dungeon crawls, but a city adventure, a "lost city" adventure, and a visit to another plane. Great stuff.
 
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smetzger said:
I would like to see a mega adventure for OA.

I would also like to see more mega adventures in general, stuff that covers 10 or more levels of play.

I just finished editing one for Green Ronin: Black Sails Over Freeport. If you like Freeport, then it should fit the bill of what you are asking for.

It's good to see that some people *do* want modules.

Christina
 

Christina said:
I just finished editing one for Green Ronin: Black Sails Over Freeport. If you like Freeport, then it should fit the bill of what you are asking for.

Your check is in the mail, Christina. :D

Christina said:
It's good to see that some people *do* want modules.

Hear hear.

I think Black Sails will have a lot of what folks in this thread have stated they're looking for: dungeon crawls, city adventures, a smattering of humor (especially if you're partial to anagrams), portability (it's set in Freeport, after all), and a few other things I can't go into without spoiling it a bit.

And, well, it's really, really big.

Of course, the four of us who wrote it also have kind of a vested interest in people taking a shine to it. :D
 

What are the greatest adventures ever and why?

Thank you for your responses folks, please keep them coming.

I've had a couple of references to products, including "Return to the Tomb of Horrors" Would anyone like to comment on what their all-time favorite published modules were and what made them special?
 


The adventures I buy are always subjected to the kind of campaign I'm currently running. My campaigns are never *out there* like Aeolius - that is, they're usually not underwater. :)

But, my current campaign is set on a lost continent - with no civilizations to speak of. So, any module with kingdoms, or kings, or cities, or halfling caravans is automatically out the window.

That said, I'm like Teflon Billy - I look for level first, and then whether or not it is compatible in my game. I think there is a host of really good 1st-3rd level introductory modules out there. What I need are things that I can take, and expand greatly on, that I can easily plug into my campaign world. And my campaign is currently high level (10th currently, ending at 20th), so anything below that isn't of interest. There are not a great deal of high level modules.

Lastly, don't insult my intelligence with the plotline. Come up with something interesting, that's not so ridiculous I could never fit it into my setting.
 

I really like adventures set around a small town or village. Like a lot of Necromancer's stuff, or Ed's stuff.

It's very easy to plug into the game world. And can be reused a lot.

As to levels, around 7th-8th is okay, but things are relatively easy to scale down.

I also like well described NPCs, in both terms of personality and physical description. I'm awful at coming up with both, so having info on what they look and act like is very helpful.
 

Man, reaching way back into my mind I would say
Old D&D
A series
Slave Pits of Under City
Slavers Stockade
Aerie of The Slave Lords
In The Dungeons of The Slave Lords
First played them as an adventure path which built my characters up levels. Later would use the Villians and maps for future adventures. In different games allying with the Slavelords.

G series and D series
Against The Giants-(Used mainly once as a hack n' slash get your characters experience and treasure adventure But did use them over again in various other games. Once even allying with King Snurre.)
Drow modules
Drow City of Erelhei-Cinlu although only just touched upon in the modules was constantly used again and again as story/plot lines and further adventures.
T1 and 2
Village of Hommlet and Temple of Elemental Evil

We used Hommlet again and again after initial adventure. For a base for characters as well as future adventures close to Village.
Sometimes would just use dungeon map for a quick dungeon.

Often using the tower map and the Inn of the Welcome Wench map for other D&D games (completely out of context with Hommlet).

Bear in mind that the above was used at a time when there was very little else in the form of modules on the market. Well not as much as there is now on the market.
More recently I really like:
Bluffside City on The Edge PDF
A campaign setting not adventure but I really like how it is written. I especailly like the races and the water town of Sordadon. The Temple of Winged Death is awesome too.

For me the plot and theme begin with the character/monster design/creation. Very well built NPC villians can be potential plotlines without even writing it into the adventure.
An example would be Obmi the chaotic evil dwarf in Hall of the Fire Giant King.

Placed into the dungeon just as an encounter (to be attacked) but with alot of character built into him. When we re-played that module(years later)as an high level evil party and allied ourselves with King Snurre Obmi became an important and interesting ally/then opponent. That little bastard was hard to counter role playing wise and then altogether impossible to chase down kill in the end-lol!

Its a complex question you ask with multiple answers because everyone's games a little different.
Great thread!

Hunter
 

Christina said:
I just finished editing one for Green Ronin: Black Sails Over Freeport. If you like Freeport, then it should fit the bill of what you are asking for.

It's good to see that some people *do* want modules.

Christina

Yes, I know Black Sails is on the horizon. Its on my Christmas list. But I want more mega modules. I am currently running RttToEE and I am enjoying the module as a campaign.
 

Wow, Deamoclese... that's just freaky.

I, like a few others here, buy loads of adventures. What I prefer is "generic" geography - in other words, I'm can put it into any land-mass or world with few or no changes.

I also am *very* picky about the maps. The maps have to be good (no computer-generated maps) and absolutely must have grids for interior locations. No grids = no buy.

I also like mega-modules since I get a lot of mileage from them. (And have been eagerly awaiting Black Sails Over Freeport for a while!)

For me, level is *not* a concern at all. Sooner or later my PCs will be of that level, so the level of an adventure is a complete non-issue.

Further, I'm happy with any theme (in fact, I buy all sorts of adventures so that my players can experience a variety of themes), so I would buy any (as long as they meet my above criteria).

Finally, I dislike stories that are "way out there" or too weird. Dungeon Magazine adventures are about as weird as I am willing to accept (and even then I groan a few times when reading them).
 

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