Gonna Buy Some New Adventures. Suggestions Please.

Adventures that I've run and enjoyed include Lost City of Barakus and Lost City of Gaxmoor (Heracles' stats need to be heavily nerfed, though - Luke & Ernie Gygax wrote a fun module but the 3e stats are not good).

Adventures that look good which I haven't run yet include Vault of Larin Karr, Siege of Durgam's Folly (by Mearls), and Legacy of the Savage Kings.

Adventure that nearly killed my campaign: Necropolis.

Adventure that looks too flawed to run as written: Hall of Many Panes. I'd like to adapt it and still use some of the Panes for a world-hopping game though, but many of them are just puzzles set in generic fantasy worlds, not unique exotic locations like I expected.
 

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Whizbang Dustyboots said:
I haven't seen the ooze module.

It's the Golden Palace of Zahadran. The module was a bit of a rough go for the PCs (two deaths in the first session) but such are the perils of higher-level play.

I picked up the first Bleeding Edge adventure the other day and it looks quite promising; it's kind of at the opposite end of the spectrum from the DCCs, as it's based around characters and interactions rather than moving from room to room and killing things, so depending on your tastes you might prefer one line over the other.
 

S'mon said:
Adventure that looks too flawed to run as written: Hall of Many Panes. I'd like to adapt it and still use some of the Panes for a world-hopping game though, but many of them are just puzzles set in generic fantasy worlds, not unique exotic locations like I expected.

Indeed. I got this for about half-price on-line compared to my FLGS, and I've barely gotten more than a few pages in. I'm all for quirky adventures, but I think leading off with the characters turning into acorns may have been a bit much.

It's also rather atrociously written -- at least as much of it as I have read -- with comma splices and awkward diction galore.
 

Kafkonia said:
Indeed. I got this for about half-price on-line compared to my FLGS, and I've barely gotten more than a few pages in. I'm all for quirky adventures, but I think leading off with the characters turning into acorns may have been a bit much.

It's also rather atrociously written -- at least as much of it as I have read -- with comma splices and awkward diction galore.

I fear the Troll Lords may be too nice and/or timid to give EGG's prose the tough editing it really really needs. Necropolis (pub by Necromancer) had the same problem.

I agree about the PCs-as-acorns - way to kill GM enthusiasm stone dead! :eek:
Would have been much better to bury that one in the middle somewhere.

I keep thinking about ways I could get HoMP to work. Players hate feeling 'trapped' in an adventure if it goes over 1 session, and HoMP is more like 50 sessions of trappedness! Having to work through every damn pane seems like a brutal slog, too. I'm thinking maybe some kind of Hall that's part of a regular dungeon, the PCs can access panes at will.
I dunno though, the whole thing is problem-based not exploration-based, every single pane you have to 'solve' it to exit, Quantum Leap style.

Hm, Quantum Leap... there's a thought... :)

Edit: Yeah, I do actually have a PC in my B/X PBEM who's already a kind of interplanar Sam Beckett - go to world X, save person Y - and she's a devout Crisan (Christian)... I can definitely see how this might work... :D
 
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