Are there any 3/3.5 Adventures that don't suck?

jester47 said:
The DCC series by goodman is also pretty good. (snip)

Opinions differ, of course, but I put Goodman Games in the "suck" (a lot) category.

I definitely second/third/fourth the votes for Necromancer Games. My favourite of theirs is probably Tomb of Abysthor but there are a lot of good ones. Rappan Athuk is about to be reinvented as Fortress Narder in my upcoming FR campaign set in the Unapproachable East.

Some of the free adventures from the WotC site have been rather good, too, IMO. I would also recommend some of the Fiery Dragon releases such as Queen of Lies, Of Sound Mind and Beyond All Reason (although this last one has some ideas that may not suit all campaigns).

Dungeon Magazine has been hit and miss for the past few months but seems to have very much turned the corner. I would recommend issue 112's (?) Maure Castle as a nearly perfect dungeon crawl (and certainly infinitely superior to the dreck that Goodman Games publishes in its Dungeon Crawl Classics line [IMO/YMMV]).
 

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Ed Cha said:
I'd also recommend www.rpgshop.com for print products.

Adventures:
http://www.rpgshop.com/default.php?cPath=_1_260_283&

Both of the World of Whitethorn books are "Popular Picks" at RPG Shop! "The Hamlet of Thumble" is ranked #7 on the Best Sellers list for adventures, too.

Agreed!

I used the Hamlet of Thumble as the starting point for our most recent campaign, which consists of Orc PC's. The halfling village was going to be a key component and the site of a major conflict (read: Orc feeding frenzy), however, the campaign took an unexpected twist and the PCs never got to lay seige to the village :(

I wish more companies would provide alternate alignment plot-lines like Open World. The section on how to run the module as evil characters inspired this entire campaign. Kudos!!
 

I own just about every d20 module out there. Necromancer is the one that consistantly does it for me. Check out their Grey Citadel, Morrick Mansion, Lost City of Barakaus, Hall of the Rainbow Mage, and many others. Black Ice Well is also very good, I believe it is by Monkeygod. Banewarrens by Malhavoc can be good (depending on the DM's ability). Several by Troll Lord Games are good. Penumbra has definitely done a few good ones. The Coin trilogy by Kenzer is good. Goodman Games is defintiely another good one.

There are lots of good ones out there, it just depends on what you like.

Strangely, I haven't used/ran a Dungeon adventure since 3.0 came out. It is one of the reasons I quit subscribing and why I haven't bothered to renew.
 

I have to second (third? fourth?) the recommendation for MonkeyGod. Some of their really early modules were shaky, sure. But anything they published after, oh, their first year or so is pretty good. Many of the modules they've put out in the past year or 18 months have been fantastic.

(Disclaimer. I've written two modules for MonkeyGod: Shadows Under Thessalaine, which I'm proud of, but it has some flaws, being my first D20 endeavor ever, and The Hero Snare, which I'm very proud of, since it allows kobolds to wipe the floor with mid-level adventurers. :D However, so as not to come across as being too biased, let me say that even if you choose to avoid my own stuff, I stand by my assessment that MonkeyGod's last year or two of modules have been excellent.)
 

Ditto Thumble & Oester.

A lot of Necromancer's stuff is pretty good (though some can be bad, best to read the reviews here). Ones I liked are Morrick Mansion, Aberrations, and Grey Citadel.

I also really liked Unhallowed Halls from Atlas, though it has some flaws in its execution. But the premise is great.
 


Vymair said:
I thought Forge of Fury was excellent but am unimpressed by the rest of the adventure path series.
Seconded.

Kalamar adventures from Kenzer: All very good except Sirens Prize (my humble opinion). Most of them include a lot of regional information and can be used as sourcebooks and plothooks.
 

Isn't that question purely relative? A great DM can take a poorly written module and make it great. At the same time a poor DM can take a great module and absolutely destroy it. I really like the module for Midnight called "Crown of Shadow" though numerous people have slammed it for the reasons I like it. I really like it because it presents an adventure/campaign framework and requires the DM to pull their weight instead of relying on grey boxes to read to the players. Some complain that it railroads but that is only if you run it like a traditional module by running prescripted encounter after prescripted encounter. If you read the introduction to the module it specifies that you aren't meant to run it like that. It is like decorating a Christmas tree from the bottom up to the top. The tree is the module and you add an "ornament" here and there until you are finished with the whole (campaign).
 

Fiery Dragon's Of Sound Mind gets constant mention as one of the best 3e adventures around. I'd also add To Stand On Hallowed Ground (2 adventures in one product) and the quadrilogy NeMoren's Vault/Quest for Amelia (free pdf)/The Silver Summoning/Himrak War Party (free pdf), for its tolkieneske roots. In fact, the backdrop for the ending of Silver Summoning looks like something straight out of the LotR movies!
 

There are quite a few good modules out there, especially counting 3.0 and 3.5 together.

Necromancer has several, and Lost City of Barakus is a winner, if you enjoy mega-modules.

Of WotC's adventure path series, I would recommend Sunless Citadel and Forge of Fury, which is the best of the group, I think. Individual tastes differ on the remaining modules, and without knowing your playstyle, I couldn't say.

Dungeon's own Adventure Path series in Cauldron, the Shackled City, are overall quite good, as are most of the modules therein. Modules like "Lich Queen's Beloved" from #100 are awesome, and there have been plenty of excellent modules lately, such as

Fiery Dragon has several excellent modules, including one written by our very own Piratecat "Of Sound Mind", which is one of the best modules available, period. FD's "Nemoren's Vault" is an excellent campaign starter, and has a real classic feel to it, especially with the handouts.

Malhavoc's "Banewarrens" is a great megamodule, although Monte Cook's "Return to the Temple of Elemental Evil" starts out great and then becomes a slog in the later acts. However, everything leading up to the CRM portion of the mega-module is top-notch.

Kenzer has released some excellent modules, and the Coin Series: "Root of all Evil", "Forging Darkness" and "Coin's End" are all great modules.

And I can vouch that the upcoming "Return of Ippizicus Childeater" by our very own Destan is a great module. Or so I hear. :)

There are more, of course. I'm only scratching the surface, in some cases.
 

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