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What are the greatest Core mods of Year 5?

What are the best Year 5 Cord modules?

  • COR5-20 Phantoms on the Bright Sands by Tom Kee

    Votes: 4 8.7%
  • COR5-19 Retribution

    Votes: 4 8.7%
  • COR5-18 Kusnir by Stuart Kerrigan

    Votes: 3 6.5%
  • COR5-17 Time's Tide on Bright Sands by James Dempsey and Bruce Paris

    Votes: 7 15.2%
  • COR5-16 Here Comes the Sun! by Pierre van Rooden

    Votes: 4 8.7%
  • COR5-15 Immortal Longings by Mike Hinds

    Votes: 1 2.2%
  • COR5-14 All Roads Lead ot Rauxes by Chris Chesher

    Votes: 6 13.0%
  • COR5-13 The Price of Power by Craig Hier

    Votes: 1 2.2%
  • COR5-12 Return to the Undercity by Christian Alipounarian

    Votes: 7 15.2%
  • COR5-11 Dark Deceit on Bright Sands by Chris Chesher

    Votes: 4 8.7%
  • COR5-09 Gateway to Bright Sands by Theron Martin

    Votes: 4 8.7%
  • COR5-08 Clipping Wings by Shawn Merwin

    Votes: 8 17.4%
  • COR5-07 Rings within Rings by Rainer Nagel

    Votes: 1 2.2%
  • COR5-06 Blood on Bright Sands by Creighton Broadhurst

    Votes: 7 15.2%
  • COR5-05 A Marked Man by Matt Maddy

    Votes: 4 8.7%
  • COR5-04 Desecrators of the Lord’s Tomb by Bruce Paris

    Votes: 5 10.9%
  • COR5-03 Atonement by Theron Martin

    Votes: 12 26.1%
  • COR5-02 The Voice of Reason by Pierre van Rooden

    Votes: 2 4.3%
  • COR5-01 The Stone Man’s Missive by Ron Lundeen

    Votes: 4 8.7%
  • None, I hated all of them!

    Votes: 19 41.3%

  • Poll closed .

Firebeetle

Explorer
The Year 5 mods are about to be retired, what do you believe are the greatest mods of this last year? You may vote for as many as you like, so don't worry about picking. Feel free to share why you voted the way you did below. Descriptions are provided for your reference.

COR5-20 Phantoms on the Bright Sands by Tom Kee
The legacy of Clan Highforge is once again sought. Dark forces move in the desert, searching for the knowledge to reclaim the lost star metal. The lady Karistyne, fears that the metal is vital to Rary's dark schemes and so needs brave adventurers to thwart the Traitor's plans. An expedition for the brave of heart. APLs 2-16.


COR5-19 Retribution
An old map purporting to show the location of a hitherto unknown tomb and an eccentric cartographer have sent you tramping around the Cairn Hills for a week of fruitless searching. Your expedition ending in failure you have returned to the Free City; perhaps there adventure can be found! A one-round core adventure set in the Free City of Greyhawk for APLs 2-8.

COR5-18 Kusnir by Stuart Kerrigan
The Lady of Fate is a cruel and terrible mistress, but some scholars believe that she also has a sense of irony. Kusnir is one such example - where the slavers are now the slaves. Part one of Under an Iron Fist. A one-round core adventure set in the Hold of the Sea Princes for APLs 2-8.

COR5-17 Time's Tide on Bright Sands by James Dempsey and Bruce Paris
Time is running out, and gathering what you need to change the future, may only be found by looking to the past. This adventure is Part five in the Blight on Bright Sands series for APLs 2-16.

COR5-16 Here Comes the Sun! by Pierre van Rooden
Blistering heat has plagued the town of Hardby for weeks, and it has not been without incidents-people get irate, all work has slowed to a crawl, and now the tinder-dry homes fall victim to frequent fires. Mere incidents? Or is there a history to it all? A one-round core adventure for APL 2-8.

COR5-15 Immortal Longings by Mike Hinds
The agents of the Whispered One are everywhere! Too much is happening around the Flanaess for all things to be merely coincidental. A grand plot has spawned, clawed its way past infancy, and seems ready for a horrific emergence. The Voice of Vecna has gained in power, what is next? A one-round core adventure set throughout the Flanaess for APLs 10 to 16.

COR5-14 All Roads Lead ot Rauxes by Chris Chesher
"When there is no more room in Acheron, the dead shall dwell upon the Oerth…” – Battle Hymns of the Herald, Scriptures of Hextor. From the border barony of Stel, pursuit of the Footmen leads towards the magical wasteland that was once Rauxes, Capital of the Great Kingdom. To even penetrate the magical veil that surrounds the wasteland is a feat, thus it is not something you or your enemies would do lightly. What ever awaits on the other side will be extremely powerful and deadly, but answers and results never come free for a true (anti)hero. A two-round adventure for APL 6-12 and not for the faint of heart. Part five in the Running with the Baatezu series.
A Two-round core adventure set in the Great Kingdom of Northern Aerdy for APLs 6-12.

COR5-13 The Price of Power by Craig Hier
Ages ago a lone group of monks sought the secrets of the mind. Time has almost removed them from the knowledge of Oerth. Scattered tales and misremembered legends still encourage some to seek the lost treasures and knowledge of these monks. Will you tempt fate and search for the monastery?
A one-round core adventure for APLs 2-14. This adventure is a continuation of the Tome of Clarity and Mists series.

COR5-12 Return to the Undercity by Christian Alipounarian
Homes are burned to the ground and whole families vanished. There have been humanoid raids on lands within the elven nation of Celene itself. Along the Wild Coast, dark rumors are spoken about slaver vessels flying yellow sails along the Wild Coast. And now an agent sent to investigate the rumors of the return of the Slave Lords has disappeared. Can you ascertain if this sinister force has returned?
A one-round Core adventure set in Celene, the Wild Coast and the Pomarj for APLs 2-8.

COR5-11 Dark Deceit on Bright Sands by Chris Chesher
At the behest of Lady Karistyne, you are needed to travel into the Bright Desert. There are rumors of dragons afoot and some things just don't add up. Some claim to have slain, others claim to have allied, whiles others still just scratch their heads. The only fact that is for certain is that the sinister sands have something to hide.
A one-round Core adventure set in the Bright Desert for APLs 2-8. Part four of Blight on Bright Sands.

COR5-09 Gateway to Bright Sands by Theron Martin
Hardby, City of the Scorned, was for centuries a bastion of independence and female rule, but that changed when it fell under Greyhawk’s control in 582 CY. Now the word is out that Despotrix Ilena, the city’s nominal leader, is dying. Many factions – both within and without – have begun to vie for the right to fill her influential position. Surely a city so fraught with intrigue is a fertile ground for adventure. . .
A one-round adventure set in the city of Hardby for APLs 2-8. Part two of the Blight on Bright Sands series.

COR5-08 Clipping Wings by Shawn Merwin
Many secrets lie hidden in the obsidian darkness of the Land of Black Ice. The fate of the afflicted children of a Keoish barony may rest in the hands of a few adventurers willing to brave the unknown. But are forces in the North hiding a bigger threat? A Living Greyhawk Core scenario for APLs 2-14, and Part Two of the Windows to the Serpent’s Soul series, which began with COR4-01 Shedding Scales.

COR5-07 Rings within Rings by Rainer Nagel
You are en route in the North Kingdom, near the city of Nonsburgh in the Blemu Hills. While investigating some unusual phenomena of nature, the PCs stumble upon… a giant-sized dead frog with some weird skin colouring? But that's not all… There is also a human corpse, literally torn apart, and a very weird trail leading to Nonsburgh… reminding some of you of an incident a year and a half ago… A one-round Core adventure set in the North Kingdom for APLs 6-12. This adventure is a loose sequel to COR3-14 Hunt for the Rogue.

COR5-06 Blood on Bright Sands by Creighton Broadhurst
War rages across the Bright Sands. Scouting the wastes at the behest of the paladin Karistyne the PCs are caught up in a battle between forces loyal to Rary and nomads yet free from his insidious influence. They must win free to reach their goal, the mysterious and dragon-infested pinnacle of Dagger Rock. A one-round Core adventure set in the Bright Desert for APL 2. This adventure is the first part in the Blight on Bright Sands series and heavily utilises the Sandstorm supplement.
COR5-05 A Marked Man by Matt Maddy
Sometimes you make the wrong enemy, and you don't know where to turn. The man in front of you seems to have that look in his eye. Are you willing to stick your nose into something dangerous? A one-round Core adventure set in the Free City of Greyhawk and its environs for APLs 2-12.

COR5-04 Desecrators of the Lord’s Tomb by Bruce Paris
Christa, wily Greyhawk City thief and darling of the Green Dragon Inn, was about to retire at the glorious age of 29. However, she had to do one last job for an old friend, so she found a way to break into the legendary Lords' Tomb and steal some priceless jewels which once belonged to the dearly departed of that dread complex. For a while it all looked pretty easy...far too easy. A one-round Core adventure set in the Free City of Greyhawk for APLs 2-12.

COR5-03 Atonement by Theron Martin
"I have led a wicked life, “the man says "and paid a dear price for it. I have changed my ways and tried to start anew, but the sins of my past now threaten my family. I need your help." A role-play intensive adventure set in the City of Greyhawk. A one-round Core adventure set in the Free City of Greyhawk for APLs 2-8.

COR5-02 The Voice of Reason by Pierre van Rooden
Something stalks the people in Moorwych. Something steals their cattle and invades their houses. The people know who these are and they seek justice but are the usual suspects the enemy this time around? Countess Tasali Bregohan hopes the truth will prevent blood being shed, but the pitchfolks are readied and the torches are set aflame. If the truth can be found, you had better be quick. A two-round Core adventure set in the Solnor Compact for APLs 2-14. This adventure utilises NPCs first presented in SND4-01 Arrows of the Sun. It is not necessary to have played this adventure first.

COR5-01 The Stone Man’s Missive by Ron Lundeen
Drell, the peaceful and reclusive stone giant, has gone visiting some local miners in the Abbor-Alz Hills. All he finds are empty homes, discarded tools and signs that his friends disappeared in the middle of their daily tasks. Drell asks the help of trusted adventurers to solve this mystery: who would want to spirit away a clan of miners? A one-round Core adventure set in the Abbor-Alz for APLs 6-12. This adventure is a loose sequel to COR4-02 A Stone Man’s Puzzle.
 
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I'm an RPGA member, though I've never gone to an event. It is possible to get these and other retired adventures for home use, without having to sign up to host a game day? I'd like to have adventures to incorporate into home games, but I've never figured out where I could download RPGA material that didn't involve having to formally schedule a home event.
 

Olgar Shiverstone said:
I'm an RPGA member, though I've never gone to an event. It is possible to get these and other retired adventures for home use, without having to sign up to host a game day? I'd like to have adventures to incorporate into home games, but I've never figured out where I could download RPGA material that didn't involve having to formally schedule a home event.

No. Quite simply, the adventures are *only* for RPGA-sanctioned play. After they retire, the copyright reverts to the author, but the author no longer has any rights to Greyhawk-related material, and must strip it from the adventure before distributing it again. Oh, and the author doesn't have the rights to any non-SRD material used - which is generally quite a bit. This is generally seen as too much of a bother.

However, sanctioning home games is... simple. Really, really simple. You need a Herald+ level DM and 4-6 players, and the ability to tell the database where and when and what you'll be playing 5 or more days in advance.

The one *tricky* bit is getting membership cards for those who aren't members, and that generally just requires you to get someone nearby to send you some cards/applications.

A home game is a private affair for only you and your friends.

Cheers!
 


Merric, is it too late to add a "what are you talking about?" option? That way you can also see what percent of the ENWorld population even knows what these are.
 

Here's one "option"

Set up your home game and order two mods. Ask around among your friends to see if they have LG characters that can play the mod. Maybe they can. If so, play it.

If no, you still have the pdf, and there's not *really* anything stopping you from using the scenario as part of a personal, non-RPGA campaign that you are running. Don't spring it on LG players who will resent you spoiling a mod they may not have played or re-running a mod they already know.

Since you couldn't get anyone together to play the scheduled LG game, you go into your scheduled home gameday and say "deactivate session". You get no reward points for play, but occasionally sessions just don't come together. You made a good faith effort to get a session together, so your conscience is clear.

I suppose if you did twenty sessions that never had any legit play, the RPGA would notice, assume you are just downloading mods for personal use and ban you. But that would only happen if you weren't acting in good faith.
 

I voted for Atonement, All Roads Lead to Rauxes, and Time's Tide on Bright Sands. Let's try to keep this spoilerless...

I thought Atonement was an excellent investigative module. It presented a well-crafted scenario that required us to use our brains and skills instead of raw power. The plot was solid, and the last battle scene was great.

All Roads Lead to Rauxes was a worthy continuation to the Running with the Baatezu series. Points for creative encounter writing, funniest AR entry yet, and letting us finally see Rauxes, even if it wasn't in a Splintered Suns metaregional. (Rauxes is ours, dammit!)

While most of the Bright Sands modules were pretty strong (Gateway to Bright Sands and Dark Deceit on Bright Sands especially), I thought Time's Tide on Bright Sands was the best of the lot. The plot was very cool, and in my opinion, it used the setting's lore very skilfully, working with what was known previously and fleshing out the new concepts.
 

heirodule said:
Here's one "option"

<snip>

Egads! It would be so much easier just to play!

Look, the mods are for RPGA play. They were never intended to be used as an idea mine. Would it be so terrible to go to some events, meet some new people, and play some good D&D? If you judge, you'll start collecting mods in no time. I started just recently and I've got a dozen or more on the hard drive already.

If there is nothing close to you (I drive at least forty minutes to events) homeplay is really easy to do. I personally organize a gameday, Pair-a-Dice Lost, and honestly it isn't hard.

For those who have no idea what we are talking about, I refer you to http://www.wizards.com/default.asp?x=lg/welcome
for more information.

Lots of view but very few votes! Hrm.
 

NiTessine said:
I voted for Atonement, All Roads Lead to Rauxes, and Time's Tide on Bright Sands. Let's try to keep this spoilerless...

I thought Atonement was an excellent investigative module. It presented a well-crafted scenario that required us to use our brains and skills instead of raw power. The plot was solid, and the last battle scene was great.

All Roads Lead to Rauxes was a worthy continuation to the Running with the Baatezu series. Points for creative encounter writing, funniest AR entry yet, and letting us finally see Rauxes, even if it wasn't in a Splintered Suns metaregional. (Rauxes is ours, dammit!)

While most of the Bright Sands modules were pretty strong (Gateway to Bright Sands and Dark Deceit on Bright Sands especially), I thought Time's Tide on Bright Sands was the best of the lot. The plot was very cool, and in my opinion, it used the setting's lore very skilfully, working with what was known previously and fleshing out the new concepts.

I've heard these exact three from other sources. I'm definately going to have to play them before the year is up.
 

Firebeetle said:
I've heard these exact three from other sources. I'm definately going to have to play them before the year is up.

Another good thing about the LG modules is that they are authorized for Online play. If you can't get 4-6 players in your local area, you can probably still find 4-6 players willing to play the mod online.

I started with the RPGA about 2.5 years ago. I've met some really cool people that I enjoyed playing with. I've met some jerks too but the vast majority have been good people. My RPGA experience also got me a slot at a pretty fun FR home campaign.

My experience with the RPGA has been mostly positive, even with some of the weird snags over the last year. The mods, like anything else, can range from good to bad. However, the design of them is much more restrictive than for a "home campaign". If you are aware of this and willing to live with the restrictions then I'm sure you'll have fun.

As far as recommendations, I'd say the Bright Sands modules, and All Roads Lead to Rauxes are very good and with the right group can be stellar. Here comes the sun is an interesting investigative module. Atonement is very cool because of the different twists. Return to the Undercity was a fun one because of the weird group I played in, even though the module is not stellar. Clipping wings is a fun mod, specially if you played the previous mod Shedding Scales. IMO, Desecrator's of the Lord's Tomb is only average, and only if you play with a good DM and a good group.

In other words, from most of the mods, you'll get what you put into them. Even the worse stinker can be good with the right group and the right attitude.
 
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