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Favorite 1st level module?


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Of sound Mind is great.

I also like DCC 11 Dragonfiend pact; sure its designed for 2nd level characters but my first level party has done fine with it.
 

Tinner said:
Maiden Voyage by Atlas Games is a solid little introductory piece.
I've gotten a lot of use out of recent Dungeon adventures too. Mad God's Key was excellent, as was Box of Flumph.
I had forgotten about Mad God's Key. That was a great first adventure.

Spoiler:
I had a great time making the players chase the orc over the boats in the harbor. Flying chicken feathers everywhere!


Lots of fun!
 


If you just mean something 1st levels can be competent in at first, but which could extend far past 1st level, I'd go with the World's Largest Dungeon, hands down.
 

Zweihänder said:
If you just mean something 1st levels can be competent in at first, but which could extend far past 1st level, I'd go with the World's Largest Dungeon, hands down.

By competent I mean that they are professional adventurers/explorers/troubleshooters and treated accordingly. Some level 1 modules treat the characters like children only suitable for child safe practice adventures.
 

- Return to the Keep on the Borderlands:
+ nostalgia
+ fun mix of monsters, with a good chance of PC success or death depending on how they play it
+ a wonderful homebase setting, with great NPC's. In my campaign, two of the NPC's were adopted as PC's and fit right in as "fully realized" character ideas
+ we had a TON of fun having the main baddies decide to actually launch their attack on the Keep. The world's first 150+ rd. combat!
- 2nd Edition stats

- Crucible of Freya (+ free Wizard's Amulet)
+ good background info and help for me DM's
+/- usable but slightly off-kilter village. No fence and too many guards are my main complaints.
+ some strong NPC's
+/- more of a "scene" driven adventure than a dungeon crawl. Could be accused of railroading.

- Three Days to Kill
+ fun plot in a great and gritty mini-setting, with a great twist and moral
+/- short, definitely for one session, may not be enough to level up
+/- goes kinda crazy at the end; I toned that down
+/- perhaps a little too modern: magic items clearly duplicating modern special forces gear

- The Sunless Citadel
+ mechanically sound. Teaches 3e pretty well.
+ memorable NPC's -- Meepo!
- village is not fully realized
+ ties in with adventure path of WOTC adventures, most of which are good
- a little "weird". Keep, Freya, or Three Days to Kill fit anywhere in a "normal" D&D campaign, like Greyhawk of Forgotten Realms or something similar. Sunless Citadel has some more fantastical elements -- a fallen cult of dragons destroyed by a great Earthquake long ago.

All four: easy to find a reason for PC's to do them.

Next weekend, I'm thinking of running the Sunless Citadel, but using the Briarton supplement for the village/homebase.
 


Ne'Morans Vault(there is also a download expansion for this, or there used to be) is was very good. I also thought the Freeport Modules made a good starting adventure(and there are a total of three mods). Keep on the Borderlands is a classic. Wizards Amulet/Crucible of Freya is another solid choice.

As someone else suggested Assault on Blacktooth Ridge for C&C is a great starting module as well(The is also a free prequel, Rising Knight, available at the Troll Lord Games website,)
 

I've found The Forgotten Forge, the Eberron adventure in the Eberron Campaign Setting one of the best introductory adventures.
 

Into the Woods

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