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<blockquote data-quote="Ash Adler" data-source="post: 7835685" data-attributes="member: 7016710"><p>Seconded on T1, U1, and L1 being excellent starters. I haven't gotten to run N1 yet, but from reading it, it seems lacking on support for the investigation phase aside from the timeline of cult activity progression. I know someone who wants to play it, though, so I'm planning on trying it once I figure out how to adapt it for a solo player.</p><p></p><p>I also found The Sunless Citadel to be lacking. The adventure as written is pretty linear, and 1 random encounter check per 12 hours is WAY too low for what's supposed to be an active compound. Adding a couple of extra doors (along the lines of <a href="https://thealexandrian.net/wordpress/13132/roleplaying-games/jaquaying-the-dungeon-part-5-jaquaying-for-fun-and-profit" target="_blank">Justin Alexander's advice in comment #7 here</a>) helps significantly.</p><p></p><p>Side note: if you don't care about following up on the Gulthias tree plotline, you can place the Crucible of Freya in the tree instead, have the party recover it for a local temple of Freya, and then kick off the Crucible of Freya adventure with it. That gives them some more emotional involvement in it than the default hooks for that adventure, and I think it makes sense for a relic of a fertility goddess to be used to create mutant plant monsters.</p><p></p><p>What I tend to look for in a starter is adventure is something that (a) is fun to play in and of itself and (b) sets the stage for further adventures. Based on that, some favorite starters of mine:</p><p>-Book 1 of <a href="https://www.drivethrurpg.com/product/17087/Night-Below-An-Underdark-Campaign-2e" target="_blank">Night Below</a> (if you don't care to run the rest, you can segue into any sort of underground shenanigans from Broken Spire Keep, although it works best if there's at least some follow-up to the mind control stuff)</p><p>-<a href="https://coinsandscrolls.blogspot.com/2017/06/osr-tomb-of-serpent-kings-megapost.html" target="_blank">Tomb of the Serpent Kings</a></p><p><a href="https://www.drivethrurpg.com/product/17087/Night-Below-An-Underdark-Campaign-2e" target="_blank">-</a><a href="https://www.drivethrurpg.com/product/116452/Better-Than-Any-Man" target="_blank">Better Than Any Man</a></p><p><a href="https://www.drivethrurpg.com/product/17087/Night-Below-An-Underdark-Campaign-2e" target="_blank">-</a><a href="https://www.drivethrurpg.com/product/252257/0e-Tomb-of-the-Iron-God-Swords--Wizardry" target="_blank">Tomb of the Iron God</a></p><p><a href="https://www.drivethrurpg.com/product/17087/Night-Below-An-Underdark-Campaign-2e" target="_blank">-</a><a href="https://www.drivethrurpg.com/product/105954/The-God-that-Crawls" target="_blank">The God that Crawls</a></p><p><a href="https://www.drivethrurpg.com/product/17087/Night-Below-An-Underdark-Campaign-2e" target="_blank">-</a><a href="https://www.drivethrurpg.com/product/82999/Tower-of-the-Stargazer" target="_blank">Tower of the Stargazer</a></p></blockquote><p></p>
[QUOTE="Ash Adler, post: 7835685, member: 7016710"] Seconded on T1, U1, and L1 being excellent starters. I haven't gotten to run N1 yet, but from reading it, it seems lacking on support for the investigation phase aside from the timeline of cult activity progression. I know someone who wants to play it, though, so I'm planning on trying it once I figure out how to adapt it for a solo player. I also found The Sunless Citadel to be lacking. The adventure as written is pretty linear, and 1 random encounter check per 12 hours is WAY too low for what's supposed to be an active compound. Adding a couple of extra doors (along the lines of [URL='https://thealexandrian.net/wordpress/13132/roleplaying-games/jaquaying-the-dungeon-part-5-jaquaying-for-fun-and-profit']Justin Alexander's advice in comment #7 here[/URL]) helps significantly. Side note: if you don't care about following up on the Gulthias tree plotline, you can place the Crucible of Freya in the tree instead, have the party recover it for a local temple of Freya, and then kick off the Crucible of Freya adventure with it. That gives them some more emotional involvement in it than the default hooks for that adventure, and I think it makes sense for a relic of a fertility goddess to be used to create mutant plant monsters. What I tend to look for in a starter is adventure is something that (a) is fun to play in and of itself and (b) sets the stage for further adventures. Based on that, some favorite starters of mine: -Book 1 of [URL='https://www.drivethrurpg.com/product/17087/Night-Below-An-Underdark-Campaign-2e']Night Below[/URL] (if you don't care to run the rest, you can segue into any sort of underground shenanigans from Broken Spire Keep, although it works best if there's at least some follow-up to the mind control stuff) -[URL='https://coinsandscrolls.blogspot.com/2017/06/osr-tomb-of-serpent-kings-megapost.html']Tomb of the Serpent Kings[/URL] [URL='https://www.drivethrurpg.com/product/17087/Night-Below-An-Underdark-Campaign-2e']-[/URL][URL='https://www.drivethrurpg.com/product/116452/Better-Than-Any-Man']Better Than Any Man[/URL] [URL='https://www.drivethrurpg.com/product/17087/Night-Below-An-Underdark-Campaign-2e']-[/URL][URL='https://www.drivethrurpg.com/product/252257/0e-Tomb-of-the-Iron-God-Swords--Wizardry']Tomb of the Iron God[/URL] [URL='https://www.drivethrurpg.com/product/17087/Night-Below-An-Underdark-Campaign-2e']-[/URL][URL='https://www.drivethrurpg.com/product/105954/The-God-that-Crawls']The God that Crawls[/URL] [URL='https://www.drivethrurpg.com/product/17087/Night-Below-An-Underdark-Campaign-2e']-[/URL][URL='https://www.drivethrurpg.com/product/82999/Tower-of-the-Stargazer']Tower of the Stargazer[/URL] [/QUOTE]
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