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Any Good Mega-Module Suggestions?


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Three Mega Adventures

My group and I are really enjoying the Worlds Largest Dungeon. Purchased it as a filler game for our regular campagin and played it rather heavily at first. Its not 100% out of the box in my opinion however, Region A needs to be reworked and region E needs help due to the number of empty rooms. The rest of it is great as is.

Whats wrong with Necropolis by Necromancer games? I purchased it a while back but haven't read it.

And also what is wrong with City of the Spider Queen? I have that one as well, again, unread.
 
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City of the Spider Queen

Hi ya-

I liked this module, if you igmore some of the stupid pet tricks, you will have a very cool module with lots of intrigue IE instead of bashing every drow over the head, ally your party to a certain Drow house, there's lots of them in dire straits so it does not matter if the players are good or bad, what matters is taking out Karensalees henchman and restoring the balance of power. A great module for the Lawful minded.

Of course your asking your self, why the hell should my players get involved? Whats are reasoning? First, I recommend you start your players out at 1st level, keep them in the shadowdale area taking on adventures like smuggling, kidnappings, murder's, Dragons attacking and so on, leave clues that these events are being done buy underdark creatures, but be as vague as possible. Introduce a Drow Nemisis into the players lives around 5th level. The Drow Nemisis is the major brains behind most of the smuggling operations in Shadow Dale. Irritate the players and irritate the Drow nemisis IE players break up major operation concerning the smuggling of slaves to the underdark so as to supply a certain somebody with fresh bodies. And have close NPC's get wacked by the Drow nemisis in retailiation.

Basically CotSQ I think is alot more fun if you build up to it with lots of back story involved.

Scott
 


Patman21967 said:
2 words....Rappan Athuk

Rappan Athuk kills! I took a party from about 5th all the way to epic levels with just a couple side treks. Running my 3rd group of players through it now and everyone has always loved it.
 

I'd go with the previous recommendation for the Dungeon adventure path, soon to be available in a consolidated hardback edition for those who don't have the back issues (www.paizo.com). Some great adventures in there, interesting environments, and memorable enemies. Suitable for running a party from 1st to 20th level.

I've DM'ed Return to the Temple of Elemental Evil for my group, and have mixed feelings about it. Lots of nostalgia value and it's a terrific dungeon crawl, but I know that most of my group were pretty burned out after the 150th dungeon room (and 10th PC casualty) or so. It lacks the diversity of the Dungeon adventure path.

I've also DM'ed Necropolis, and can't really recommend it. The stats need serious work for 3.5 (or even 3E - some of the material is fairly suspect). The encounters vary wildly between cake-walks and lethal death traps; the balance seems quite off in places. And it's very Gygaxian. Two pages of purple prose to describe a relatively straight-forward room, with every fourth paragraph gleefully reflecting on how the PCs are going to get slaughtered in a very messy fashion. Which admittedly would have been a lot more fun for me 10 years ago, but these days it's a little bit passe. Your mileage may vary.

I've heard good things from a friend of mine about Rappan Athuk, but have never played it msyelf.
 


Wow! Thanks for the responses!

It will probably be a while before they finish Barakus the rate we are going. I may be taking a break depending if Dravot wants to run his Eberron campaign soon.

Still, it is nice to have some stuff in the pipeline if we decide to take these characters beyond.

Scorch
 

I didn't think CotSQ was terrible, we actually had fun with it, but I feel that I'm one of the lucky ones where it worked out just right for us. I've also never run a drow mission before that, though I have read the books, so it was the parties first in-game experience with the drow.

Maure Castle from dungeon is pretty good IMO. It will definetely give your players a run for their money. It's in Issue #112, you can buy it online from Paizo for $7. It runs from about 12-17th level, clocks in at something like 125 rooms, is written by Robert J Kuntz and Gary Gygax, and really has an old school feel. As an added bonus Paizo plans to add new levels to it every so often in future issues of Dungeon magazine.

RttToEE was a bore for me. I was actually glad when the party was TPK'ed by the high priest (Hedrack isn't it?). I had to add lots of stuff to the CRM to make it interesting, and change a lot of encounters to make them hard.

Or, you can join me and wait for the Compiled Adventure Path from Paizo. =)
 

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