Any good dungeon crawls?

Rappan Athuk is a good module, but beware, it does get long with three books on the subject. I like the end of the first module and most of the second one the best.

There could be some more interesting things in the later part of the third module, but my party was getting anxious to move on at that point. Yet it's a great resource with many good, hard encounters.

I have modified mine to be a temple of Gruumsh instead, but I have only slightly modified most encounters. If you take a brief scan through the story hour that one of my players has written, you can see some of the types of encounters.

This link is to the post that describes one of the "from the book" encounters (fourth post down on the page, by Ziona): http://enworld.cyberstreet.com/showthread.php?s=&threadid=19185&perpage=40&pagenumber=2

I have also run The Maze of Zayene 1: Prisoners of the Maze , but found that it needed a decent amount of modification, although it had some very unique encounters. One problem that I have found however, is that many of the Sword and Sorcerery modules do not have well defined rules for some of their magic items (which quickly becomes a problem in the hands of the players). I believe that there were at least two "broken" items in that module. Unfortunately they helped create more interesting encounters, but I would advise adding restrictions to them before you have problems later.

I hope this helps, and feel free to email me at Xaltar@rigaming.com if you have any specific questions.
 

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Fiery James said:
OK, I'll be the first... :)

NeMoren's Vault.

- James

Doh! Sorry James. Anyway if it helps I do like the FDP stuff after NeMoren's Vault, such as To Stand on Hallowed Ground, Queen of Lies and of course Beyond All Reason. :)
 

DonAdam said:
I'm looking for some good old school dungeon crawl modules.

Let me qualify "good:"
The module does not consist of room... combat.... room... combat... rinse and repeat.

I think you would enjoy our module then.

The Toad God's Treasure.
40-pages

It's a PDF download at RPGNow.com for $5.00.

We even had one reviewer say it reminded him of Necromancer's theme: "3rd edition rules, 1st edition feel."

So go ahead, have some Diplomacy with your Dungeon.

J. Lloyd
Anubium
www.anubium.com
 

Fiery James said:
OK, I'll be the first... :)

NeMoren's Vault.

- James

Hell, I'll be the second. I love Nemoren's Vault, and my group isn't much for prepared adventures.

It has pretty much everything you've listed as your needs, and is the adventure I would use to introduce newbies to the game.

There was a pretty good Dungeon Crawl in an issue of Dungeon awhile back called Dungeon of the Fire Opal I think, it also was really good (never got to run it, but it sure red like a winner).
 

I had (and have) lotsa fun with Tomb of Abysthor (check my story hour at the Necromancer Boards. On the other hand, a module is only as good as the DM. Tomb could be a terrific campaign (and it is, I am having a blast and so are my players), but you must use your imagination to fill the blanks out. My party is waging a small war on the clerics of Orcus and the dastardly evildoers collapsed the main entry, so they had to locate another, rather treacherous one... A small idea turned into a whole session, and reinforcing the feeling. My players have also made a temporary alliance with an evil priest and an undead wizard, spent lots of time doublecrossing each other, etc. Don't just let'em open the door and kill all monsters! :)
 

Teflon Billy said:


Hell, I'll be the second. I love Nemoren's Vault, and my group isn't much for prepared adventures.

It has pretty much everything you've listed as your needs, and is the adventure I would use to introduce newbies to the game.


Damn, I hate being third! ;) NeMoren's Vault is a classic. I also recommend just about anything from Necromancer, but Hall of the Rainbow Mage is a favorite.
 


Teflon Billy said:
There was a pretty good Dungeon Crawl in an issue of Dungeon awhile back called Dungeon of the Fire Opal I think, it also was really good (never got to run it, but it sure red like a winner).
Well, I have to pipe in here and say that Heavy G just (about) finished running us thru this module in the In-Character Forum, The Non-Iconics Adventure.

It took almost a year to complete.

I wonder how many sessions it is estimated to take? ;)

Lots of fun.
 

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