Looking for module advice

I haven't been much on official adventures for 3E, so I can't really suggest anything new. However, I think someone needs to play devil's advocate here for Crucible of Freya before you rush out and buy it.

It's an early adventure, one of the earliest. The d20 system was still new, and the writers of Crucible did not have a wonderful grasp of game balance just yet. The adventure is extremely lethal, both because Necromancer Games considers this "first edition feel", and because there was not enough time/playtesting to catch the imbalances. Because you're a beginning DM you may unintentionally overlook things like the fact that the PCs can't hurt some enemies, or the fact that some of them will only fail to completely kill a PC on an attack roll of 5 or lower, but because the adventure is full of things like that you might want to avoid it. It requires tweaking to not be an exercise in character mulching.

I'd much more recommend looking at Dungeon magazine. It's cheaper, the adventures are pretty short, and every couple of months there's a new adventure that's either 1st level or can be scaled down to 1st level.
 

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JustKim said:
I haven't been much on official adventures for 3E, so I can't really suggest anything new. However, I think someone needs to play devil's advocate here for Crucible of Freya before you rush out and buy it.

I'll second this note of caution. If you run it 'straight out of the book' for 1st level PCs, some of them (possibly all) will die - there are some very nasty encounters in there.

Of Sound Mind is a fine way to start a campaign. If you can find it, Evil's Lesser Minions is also a good introductory adventure. Dungeon magazine also has many fine introductory adventures.
 

Crucible of Freya is definitely a character killer. If you have a large group of six characters they might be able to handle it as written, with as few as two of them dying. Otherwise do not use the Manticore encounter, it can easily kill a 3rd level or lower character, or two. Plus the main encounter of the module at the tower can definitely go TPK if the PC's get into any kind of all out fight. Those are the two big PC killers in the module. Plus realize that the module is also 3.0, so if you use 3.5 some adjusting will need to be done.

Use the Wizards Amulet download to start off the adventure, it even has pre-gen characters you can use as PC's or NPC's, plus there is an additional download that gives a lot of extra flavor to Fairhill's surrounding environs.

Use it and come to the Necromancer Messageboards and we will help you out with any further advice or rules questions. Just post in the Crucible or Wizards Amulet forums.

Lost City of Barakus is also very good, but it is meant for long term use, even though you could easily just use it for a few beginning adventures and have the party move on from there. However, it is too good and too expensive to use in such a minor way.

Also take a look at Ed Cha's Village of Oester/Whitehorn modules. A well fleshed out campaign starter that will give you a lot of mileage. However, together, they cost about $30.00 plus shipping, when you can find them. But I like them, so I am glad i bought them.

I also ran NeMorans Vault and had a great time with it. However, unless you are familiar with the rules, be careful. Its bad editing makes it confusing plus there are some treasures in there you probably won't want a low level party having. It also is a 3.0 module. It is very difficult to find, usually possible on eBay. The downloads at Fiery Dragon are worth getting as well.

If you decide to use Crucible a good follow-up module to it is Morrick Mansion, also by Necromancer Games. This one is not as lethal as most Necromancer Modules, but it is very original, fun, and lots of role play opportunity.

If you are willing to do pdf I believe you can find Crucible and Morrick Mansion at Drivethrurpg, or some name like that. They often appear in the ad banner at the top of this web page.
 

The "treasure problem" in NeMoren's Vault is handled in its expansion "Quest For Amelia"... I have run NeMoren's Vault as my first fling as Dm after 6 years pause, and it was a blast...

Otherwise try to get the Dungeon 82 and 83 (first and second ones with 3rd Edition), they have several adventures in the low-level range that can easily be pulled together to form a mini-campaign...
 

If you can scare up a copy of Nemoren's Vault, use that. It's pretty mucha perfect introductory module for newbs; providing not only a wicked adventure, but a nice reason for everyone to form a party.
 

Like the others, I'd pimp Nemoren's Vault - played it once and ran it once. A very good module.

Also Freeport - ran that as a campaign and found it a lot of piratey fun!

IMO, the Wotc adventure path is really good in places and not so hot in others. I'd be somewhat careful with that. The Shattered Citadel and The Standing Stone I found a lot of fun. On the other hand, Tower of Nightfang Spire killed that campaign. :(

I found En Route by Atlas Games to be a decent buy. It's about 20 fleshed out encounters. Found them very useful filler if the plot goes wandering off for a while. Some of them were a bit 'railroady' and not so good, but a few of them were really memorable - particularly the Hell Cow. Good diversions taking between half an hour and a session.

I'd suggest having a pick through the D20 reviews section of the site. Give you a good idea about any of the stuff mentioned in this thread.
 

As a player I've been through the Wizards Amulet/Crucible of Freya and would recommend them, but luckily all the players were veterans of earlier editions or the bodycount would have been high. Morrick Mansion would be a good follow up.

The adventures Evil Unearthed and Playing with Fire from Dungeon issue 82 are a good intro and Evil Unearthed can be expanded out quite readily to a longer campaign, but having DM'd it watch for the lethality as it is not that hard to kill PCs in this adventure.

Lost City of Barakus is a good option if you want a longer ready made campaign.
 

B1 In Search of the Unknown
B2 Keep on the Borderlands
B4 Lost City
T1 Village of Hommlet
U1 Sinister Secret of Saltmarsh
N1 Against the Cult of the Reptile God

any of the modules before 1985 are good.
 

diaglo said:
B1 In Search of the Unknown
B2 Keep on the Borderlands
B4 Lost City
T1 Village of Hommlet
U1 Sinister Secret of Saltmarsh
N1 Against the Cult of the Reptile God

any of the modules before 1985 are good.


I totally agree!! (I love the Keep)
 

diaglo said:
B1 In Search of the Unknown
B2 Keep on the Borderlands
B4 Lost City
T1 Village of Hommlet
U1 Sinister Secret of Saltmarsh
N1 Against the Cult of the Reptile God

any of the modules before 1985 are good.

Good modules, but I think for a novice DM it'd be easier to run with one that was written with 3e in mind rather than 1e.

And I'd second the idea of looking at reviews as it can give you an idea of whether the module appeals to you.
 

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