The best modules from Necromancer Games

I really like Tomb of Abysthor, Vault of Larin Karr, Demons & Devils, Crucible of Freya, and the Maze of Zayene series (MoZ1-3 published by NG, MoZ4 by Different Worlds).

If I had to pick just one, though, I'd also go with Tomb of Abysthor.
 

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The Demon Gods Fane by Monte Cook
Its basically 12th level module into a shrine of Orcus. Awesome

But IMO MOnte Cook and Bruce R Cordell write the best high level modules in the whole universe/

I recommend everyone runa monte cook adevnture. Then another one and soon you will learn this guy is great. GO MONTE
 

foehammerx said:
The Demon Gods Fane by Monte Cook
Its basically 12th level module into a shrine of Orcus. Awesome

But IMO MOnte Cook and Bruce R Cordell write the best high level modules in the whole universe/

I recommend everyone runa monte cook adevnture. Then another one and soon you will learn this guy is great. GO MONTE

Can't argue with that, but Demon Gods Fane isn't a Necromancer Games Module.
 

My top 5 Necro modules would be:

#5 Book of Taverns
#4 What Evil Lurks
#3 Tomb of Abysthor
#2 Lost City of Barakus
#1 Grey Citadel
 

Barendd Nobeard said:
I've also read Necropolis and I like it a lot. There might be some difficulty for all but the most completely thorough, anal-retentive players--or the DM may have to spoon feed a bit in parts.
I seem to recall that the party must have several items with them as they enter the final tomb; without them, they're in deep trouble but they won't know that until they get there. Ah, classic Gygax! :)

I vote against Necropolis - there's maybe £10 worth of source material in the 80+ pages of appendices, but the scenario itself is _horrible_ IMO, it nearly killed my campaign - in fact, we never really recovered. It's written as a railroad that punishes any deviation, plus there's so much convoluted text (black on grey), so poorly ordered, that it's almost impossible to work out what's happening. The conversion to d20 is horrible too, you get EL 18 encounters followed by EL 5 'climactic' battles and things that just make _no_ sense at all... I had to use a literal deus-ex-machina to escape its grasp.
 

Also although Necropolis is a railroad, to succeed you have to both (a) do what the boxed text tells you, (b) open the guts of every monster to find the items that may be inside it(!) and (c) be able to defeat monsters of arbitrarily powerful CRs, following the rails into obvious death-traps set up by the enemy.
 


First things first, I'd buy Tomb of Abysthor. It is the best dungeon type module Necromancer Games has released - the environments are varied and interesting, and the scope of the adventure is just right. It is large enough to feel expansive but not overwhelming. The various NPC groups have an interesting dynamic, and may be dealt with in several ways from cooperation to simple hack & slash. It took me and my players about 60-70 hours to finish and we all agreed that it was great fun.

Raise the Dead is often overlooked, but the adventures inside are among the best Necro has published - these are all short "quest" type mini-modules in the case one party member really has to be resurrected... and important enough to - in true Necro fashion - risking even more death and dismemberment.

On the same note, Demons&Devils and Vampires&Liches are both collections of three deadly high level modules. I prefer the first one, but the second is also playable.

Finally, Ancient Kingdoms: Mesopotamia is just right if you are looking for a loose, exotic mini-campaign. I believe it comes close to Necropolis in imagination, plus it is much easier to use in a game.
 

Heres my recommendations on NG's best. In no paticular order.

Wizard's Amulet/Crucible of Freya.
Tomb of Abysthor.
What Evil Lurks.
Hall of the Rainbow Mage.
Morrick Mansion.
Seige of Durgam's Folly.
Fane of the Witch King.
Trouble at Durbenford.

RA is good but far far too big for my tastes. Theres no way my players are interested in a single dungeon as their campaign, and I don't think I could handle it either without going mad.
 

S'mon said:
Also although Necropolis is a railroad, to succeed you have to both (a) do what the boxed text tells you, (b) open the guts of every monster to find the items that may be inside it(!) and (c) be able to defeat monsters of arbitrarily powerful CRs, following the rails into obvious death-traps set up by the enemy.

I've seen Necropolis in the marked down section of my LGS. Now I know why (and am glad I didn't buy it - $30 CAN is still too much for it). I hate railroads.

The only NG modules I own are Demon and Devils and the first Rappan Athuk module. I really like Demon & Devils but RA left me cold.
 

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