Good brain-stretching module?

Ry

Explorer
Hi again; if it seems like I'm posting often enough for four campaigns... it's because I'm running four campaigns (all solo e-mail things, same setting, different modules).

Just wondering if anyone knows of a good module that really picks the players' brains. I've got one player who's really looking for something more cerebral than the indiana-jones stuff we do when the whole group is together. I'm thinking something either in the conspiracy end of things, or the Myst/puzzle end would be fantastic, but I've only recently started using modules in a big way (I realized I can't develop as fast as I can read).

But I'm not picky - the details of any module you know (for any system) that makes the protagonists really have to stop and think, would be appreciated, even if it's just "Man, my old DM is a maniacal puzzle-genius, here's his website with the details of the pain he put us through."
 

log in or register to remove this ad

Occasionally Dungeon magazine publishes a Challenge of Champions adventure. Basically they are just a series of puzzles/challenges in a controlled environment set up as a relatively friendly competition among competing adventuring groups. The sponsors/organizers are an adventuring guild set in a major city, so there is some good role play and plot hook potential. They're not really solo adventures, but if you have one player that really likes a puzzle challenge, you could probably adapt them a bit and do just fine. Check Dungeon #58, 69, 80, 91, and 108 if that sounds like anything you could use.
 

It's hard to beat The Crypt of Lyzandred the Mad, a Greyhawk module from 1998 if you're looking for a module chock-full of puzzles and the like. It's certainly the frontrunner for the King of Puzzles competition. If this is your cup of tea, then you'll be hard-pressed to find a better collection of brainteasers. I don't believe it was a big seller so you may be able to find a cheap copy on Ebay.
 

It's available at RPGNOW in PDF, so I'm set. But do you know anything about the other 2 modules in the same series? "The Starcairns" and "The Doomgrinder" ? Oh, and I'm pretty handy these days when it comes to adapting power level, so don't worry about the adventures being solo.
 
Last edited:

If the "Challenge of Champions" series fits with what you're looking for, you might also want to check out "Gorgoldand's Gauntlet." It's a series of puzzle-based rooms originally used as a "training ground" for new adventuring groups, now overrun by jermlaine while the Gauntlet's creator has gone missing. It's available as a free download at several different sites (having been released as a free bonus adventure on a giveaway CD-ROM packaged with several WotC magazines); HERE is the first link that popped up when I sent "Gorgoldand" through Google.

Johnathan
 

Oh, I _love_ the Gauntlet. I use it as a sort of rite of initiation for new groups of adventurers. Amazing, though, how many PCs that safe little dungeon has killed.
 

If it's classics you're looking for, you couldn't go wrong with the originals: White Plume Mountain and Tomb of Horrors.

They're both on the meat-grinder side, though, so don't be too surprised with a TPK on either.
 

rycanada said:
It's available at RPGNOW in PDF, so I'm set. But do you know anything about the other 2 modules in the same series? "The Starcairns" and "The Doomgrinder" ? Oh, and I'm pretty handy these days when it comes to adapting power level, so don't worry about the adventures being solo.

Star Cairns is often used as an example of a really bad module. Not sure why, though.

Neither of the two has anything to do with the Crypt module as far as I remember. I know that the Crypt is the only module of the three I've ever run.

Edit : Oh and neither is really puzzle oriented.
 
Last edited:

Remove ads

Top