Best starting modules

Another couple I forgot are the two in the Dungeon issue #82 which was the first 3.0 adventures - Evil Unearthed and Playing with Fire.
 

log in or register to remove this ad


MonsterMash said:
Another couple I forgot are the two in the Dungeon issue #82 which was the first 3.0 adventures - Evil Unearthed and Playing with Fire.

Those two were great- I mentioned them in the "Best Dungeon Adventures" thread. I kicked off my longest running campaign ever with those, on the spur of the moment one January night... my players still talk about them. :)
 

This is exactly what I was hoping for.

Root of Evil, I have and am familiar with the trilogy. I may end up using it, but wanted to explore my other options. It would be 'easier' to us a KoK module, but I didn't want to limit myself

Maiden Voyage: I will pass. I think I am good enough to pull it off, but I am out of practice, and the group I am with, has gotten into the habit of goofing around during gaming. I will try and break that, but we definitely will not be able to pull of the 'mood' that Wilder was mentioning.

Death in Freeport: Seems like the leader right now. But a couple questions
I think I would like to run Death, do other stuff, and then run Madness. (skipping terror) I will have to fill in some gaps, but is it feasible to do this?
If anyone is familiar with both these and KoK, do you think I could run these in Loona??

Sunless, Sound Mind, Nemoren's: I may get these also since I like to read modules, and they keep getting great reccomendations. Is it just me, or is the cover art on Nemoren's a bit weak. (I much prefer weak cover, great module to the opposite.)

Freya/etc. : My theory is that the intrigue may keep them interested and focused a bit better. All are long time gamers, so the meat-grinder aspect may not get them. Once they are used to gaming again...then perhaps throw something like this in.

Dragonfiend Pact: Keeper, you don't, by chance work for Goodman Games do you? :) Anyway, how long is this module. Is it a 'complete' module, or more of a sidetrack. IF they are 2nd level when they start, will they level? Twice? How many hours? (ish) Thanks.


AL: not sure what part of Tellene. was defaulting to the Bay because of the trilogy. But could go anywhere. The Loona/Geanevue combo being available is a strong selling point. But I have an over-ridding campaign issue that will hopefully get them moving around.


Thanks alot. Any further comment or suggestion is more than welcome. I like intertwining stories, so I may take 2 of the Coin, and 2 of the Freeport and alternate.... seems to give more of a 'real world' feel as opposed to a 'start module, stop module' feel. May throw short side tracks in for fun.

.
 

And just for kicks and to prove that your PCs aren't as Bad ass as they think, send them to Rappan Athuk! Undermountain ain't got NOTHING on this bad boy!

(Heck ANY Necromancer Mod is all good...well except the Rob Kuntz ones. But that's only cause they farmed it out to mediorce talent IMHO.)
 





VirgilCaine said:
You have all forgotten the FREE adventures on the WotC website.
There are two or three first level ones.
Quite frankly, they kind of stink. Especially if the Coredump's party requires intrigue.

Then again, I'm not fond of "monster" villains--keep 'em human, I say! [/coffee fit]
 

Remove ads

Top