good 1-20 level module?

Nightfall said:
I read Key of Destiny. It rocks. Lots of stuff made sense AND was a great plot/read/module.

I played Key of Destiny. It played like it was a great read. Lots and lots and even more boxed text. And then some more. I didn't get to play part 2 & 3 (which I understand are much better), but Key has serious structural flaws.

Cheers!
 

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There are a bunch of ways to cobble together an adventure taking players from 1-12, but the higher levels are really thin.

Gary Gygax's Necropolis can carry from 10-18 if you're looking to fill out the top. It does seem a little brutal in that Tomb of Horrors way at times though. But great atmosphere!
 

2WS-Steve said:
Gary Gygax's Necropolis can carry from 10-18 if you're looking to fill out the top. It does seem a little brutal in that Tomb of Horrors way at times though. But great atmosphere!

But at least the players will know that it was their choices that led to their PCs inevitable deaths.

The main choice being "choosing to play Necropolis", of course! :)

Seriously, I've actually run Necropolis for my 3E group, and we had a ball. Not all the party survived, as some chose to turn evil and destroy the rest of the party, but given that they were the chaff that had to be destroyed no great loss. The rest of the party, along with the replacement PCs, successfully completed the adventure.

Cheers!
 

War of the Burning Sky is designed so you can play all of it or a part of it and still have a nice narrative arc. If you want a low-to-mid level adventure, you can focus on saving the city of Gate Pass by playing the first four adventures. If you want a high-level save the world adventure, start at adventure eight, where you discover a strange breed of foe that threatens the world, and then play to the end. You can even do something weird like just play the middle, where your goal is to rescue an assassinated emperor, raise him from the dead, and restore him to his rightful rule.

The first two adventures are available now, with another coming out each month.
 

Cam Banks said:
Aha! Well, that's because the entire thing was an homage to Tracy Hickman and the classic modules, which (I'm not sure if you knew) had about a half-dozen possible endings in DL14, fortune teller-style sections throughout, various modular sections, and so on.

I knew exactly what was going on the whole time, I assure you. :)

Cheers,
Cam

If you say so...but yeah that was confusing to me. I like definitive endings, that's all.

Merric,

I can't say how it plays since I didn't play in it or ran it either. Just read it.
 

Strife said:
As the name says I am looking for a good 1st level through 20th level module.
can anyone think of any?

Here's the default Necromancer Games AP, with suggested additions listed in italics

  • The Wizard's Amulet (free PDF d/l)
  • The Crucible of Freya
  • The Tomb of Abysthor
  • The Grey Citadel (use as a base for exploring Abysthor)
  • Hall of the Rainbow Mage
  • Rappan Athuk (Reloaded)

The 'Slumbering Tsar' series which will be published this year may prove meaty enough to supplant Rappan Athuk, and give a good story-themed set of adventures. It runs from levels 7-20!
 


Cam Banks said:
I knew exactly what was going on the whole time, I assure you. :)

Cheers,
Cam

Damn straight. Spectre and Price are GREAT modules, among the best ever for any version of d20 (and probably quite a few other game systems as well).

The several different end games make Price inherently replayable.

Congratulations on a job very well done.
 

I always thought replayability wasn't contingent on how a module ends. But then that's just me.

In any case Spectre was good, no doubt. I was just confused by Price is all.
 

Nightfall said:
I always thought replayability wasn't contingent on how a module ends. But then that's just me.

It isn't just the ending. The entire module is variable. Gilthanas' path, Frost's motivation, the location of the final battle, the location of the five dragon skulls, and a number of other things are all potentially different each time the adventure is run. Like I said, it's a big nod to the classic Tracy Hickman schtick used in Ravenloft and the classic DL modules.

And thanks, mrswing! I'm always glad to hear people are getting their hands on these books.

Cheers,
Cam
 

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