Goodman Games

Whizbang Dustyboots said:
The Sunken Ziggaraut was super-linear? Hmmm, I literally just got it in the mail today and was going to work it into my campaign (travel to the foreign land to get the Tiamat-related ritual before the kobold adventurers do). I'll keep an eye out for railroadism.

That's how it felt to me as a player. That's not, I note, to say there's not cool bits in there, like
the Library Golem or the Sorrow Elementals or the skinbag things
. But I think it'll require breaking the cool bits off the rail and feeding PCs a lot more clues to keep the adventure from being too linear and the encounters from being too deadly for the appropriate level party.
 

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The Adventure Begins might be a good choice. It's a collection of 20 1st / 2nd level adventures (all are made for 1st level, but with suggestions for ramping the levels up). Very setting-NON-specific, usually pretty short & self-contained, not much in the way of word puzzles, but filled with standard traps.

Good stuff. I bought it in hardcover, but I'd recommend the PDF version so you can print a specific adventure & write / scribble all over it as you wish. ;)

Or hell, give 'em your $$ and buy both. LOL
 

I own a large number of Dungeon Crawl classics and have run a few. Mostly they're dungeon crawls and do exactly what they say they do. They can be pretty deadly - the last one I ran (Assault on Stormbringer Castle) almost ended in a TPK, with a large swathe of the party wiped out. But then, they don't claim to be anything but deadly! However, they can also be very creative, with some excellent (and often thoroughly evil) ideas and can be a lot of fun to play.

Since I've never run an Eberron campaign, I have no idea how they would fit in. It's probably more a case of whether they fit in with the type of game you like to run rather than the setting, however. They're pretty generic.
 

DCCs are also good if, like me, you use them as a site for a plot element in your own campaign. They're well-developed locations and while some of them have a strong reason for adventurers to go in there, just as often, they're nothing but a big old place to loot.

So my Tiamat stuff with the Sunken Ziggaraut will have a DM-generated plot (and likely one or more McGuffins the players have to recover before their rivals do).

People looking for modules that have more of a story to them (although they're no less deadly) should probably check out Necromancer Games' stuff instead.
 

megamania said:
This entire year all I hear is good things about Goodman Games. I have no local game shop to check it out so- Should I order a few which ones?

You might try out The Transmuter’s Last Touch, which sells for only $2. That way, you don't put a lot of money into it.

I picked that one up at GenCon since it was so cheap and it looks like a fun module. Haven't had a chance to play it yet, though.
 

CarpBrain said:
I never thought about that angle. That's a great idea.

Lost Vault of Tsathzar Rho is a fantastic adventure as it stands. I ran it in a standard homebrew fantasy game, and it really freaked my players out. I even managed to make them terriefied of lemures.

I did the same CarpBrain, with a very similar experience. There was a bit of a twist - one of the party members was a kobold druid that was outcast from the very tribe that the module is centered upon. It made for a nice twist during the encounters to see many of his formal companions in their new "enhanced" state...both I and the players thoroughly enjoyed that one.
 

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