African-based Modules ?

Lancelot said:
you also might consider adapting the classic "I1 - Dwellers of the Forbidden City". Wonderful open-ended "lost jungle city" with enough encounters and factions for a creative DM to craft his/her own style of adventure.
I agree about I1. We did it 20 years ago and the players enjoyed it so much they established the Forbidden City and the Island I has set it on as their main base, and are still adventuring out of it today!

Thank you for all of the other suggestions. I will definately pull those back issue and read them through.
 

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Lancelot said:
There are several African-style modules in old Dungeon magazines. Your main man here is David Howery, who penned a series of related modules for Dungeon. Good stuff, too. Several unique monsters drawing from African legend, plus some nice environmental set-pieces. Try the following issues: #15 (Elephant's Graveyard), #22 (The Leopard Men), and #56 (The Land of Men with Tails).
Thank you! We start tonight (in about an hour). After reading through all of them I've decided to go with "The Land of Men with Tails" from #56, athough I may also incorporate in some of the excellent wandering monster tables from the other two suggested issues. Should be a fun one!
 


JoeGKushner said:
There is also a Nyambe adventure by Atlas. Unfortuantly, it didn't sell well and was probably one of the last things for Nyambe that came out, along with Ancestoral Vaults.
I know one of the guys who did the artwork on that project and from what I understand they still plan on supporting it. They have a NOrth American supplement coming out.
 

The Lost Caverns of Tsojcanth

From what I recall this one would also fit in well with an African Lost City type adventure.

Tad
 


tadk said:
The Lost Caverns of Tsojcanth - From what I recall this one would also fit in well with an African Lost City type adventure.
It would, but unfortunately one of my players has DM'ed it before for another group. Last night's game was interesting. The game ended at Fort Thunder, where all of David Howery's adventures start off from. They had just been told of the rich merchant who had a mission for them - and they opted to not go see him! Instead they're just going ahead with the minor plot hook that got them there to begin with, which thanfully will still involve them traveling for four days, three through jungle and one across a large lake. They did take the time at the trade village to purchase some of the African-based magic from the Nyambe: Ancestral Vault, which helps with the module's African flavor.

Since we're not playing for another couple of weeks due to vacation schedules so I have time to rework getting them into an actual module. Between the three Howery modules, the Nyambe suppliment and TSR's Module "X8: Drums of Fire Mountain" I should have enough material to keep them occupied.
 

There's also Rich Baker's "Rana Mor," an adventure from Dungeon #86, just full of jungle temple ruiny goodness.

Rana Mor had a very Cambodian feel to it - in my opinion, it'd take a lot of squinting and sideways-looking to give it an African feel.
 

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