Gonna Buy Some New Adventures. Suggestions Please.

diaglo said:
The Pleasure Prison of the B'thuvian Demon Whore

i can't recommend it enough. it rocks on toast with a side of bacon.

That's a one-on-one adventure, right? That's the main thing that's stopped me from buying it.
 

log in or register to remove this ad




Shackled City adventure path is great, although I think it would cut my PCs into mincemeat on a regular basis.

The War of the Burning Sky looks very good based on the two adventures so far released.
 

Whizbang Dustyboots said:
So far, I haven't gotten a single dud from Goodman Games' DCC modules. I particularly recommend their $2 modules, both of which are tight, focused and fun.

I thnik that you can't go wrong with the 2 $2 DCC's. If you don't like them then you have only wasted $4. If you do like them, it gives you a good indication that you'll probably like a lot of the other adventures in the DCC line. Of course that is the whole point of the $2 DCC's, it lets people dip their toes in and test the water, so to speak.

I would recommend most Necromancer adventures although they do have a reputation of being a little deadlier than other adventures. The Vault of Larin Karr, The Lost City of Barakus, The Tomb of Abysthor and the Wizard's Amulet/Crucible of Freya are notable ones out of these.

Of course, the best value for money for adventures is Dungeon magazine. The adventure paths get a lot of kudos but there are also many, many great adventures outside of these. Buy some back issues and have a look.

Olaf the Stout
 


Philotomy Jurament said:
Cairn of the Skeleton King

For those who may not know, Cairn of the Skeleton King is Rob "Maure Castle" Kuntz's first print product from Pied Piper Publishing. It's sequel, Tower of Blood, was published last month. Kuntz's Maure Castle adventures in Dungeon are also excellent (6 levels spanning issues 112, 124, 139).

And on the Necromancer Games front, I'll add these to the list:

- Tomb of Abysthor
- Demons & Devils
- Crucible of Freya
- the upcoming City of Brass (GenCon release)
 

Kafkonia said:
Do make a point of reading through them ahead of time, though, becaus I've seen a few errors slip through that you'll want to catch before your players do, such as a 25' by 25' room with two 20' by 20' oozes, and a room with doors to the north and south that an NPC flees using the "door to the west."

Also, many of them really are Dungeon Crawls in the truest sense, so you may have to do some work to build a story if you don't just want your players hacking, slashing, and dying.
Actually, that's true. The Transmuter's Last Touch has a map that indicates one direction (I think the left side of the page) is north, while the module author clearly thought that the top of the map would be north. So do give it a read beforehand.

I haven't seen the ooze module.

I'm currently running Legend of the Ripper here on ENWorld, if someone wants to peek at what it looks like (although it's been tweaked for Ptolus).
 
Last edited:

Whizbang,

I have that module and intend running it for the upcoming city setting we are going to playing in.

So I shall pop over and take a gander. Any pointers/notes for a future DM?

Cheers
 

Remove ads

Top