Sunderstone
First Post
Most memorable module - RA1 - Feast of Goblyns.
I think I DMmed this 3-4 times which is the most use Ive ever gotten from a premade module.
This module was imho the pinnacle RL module (Ship of Horrors was the only other remotely close).
We had two party members fail multiple checks, and one (Mage/Thief) was responsible for killing 2 other party members via "accidents" before being killed on his 3rd attempt at it.
The other (scholar priestess of Deneir) just weirded out the rest of the group with empty eye sockets with pinpoints of light, a brooding demeanor, and not needing any kind of sustenance. They kept expecting her to turn on them next.
Good Stuff.
Other "Oh yeah? Top this...." adventures/scenarios/modules/whatever on my list include...
1) Castle Whiterock and Night Below. IMHO, the way all boxed set adventures should be done. Even though they have a main plot, they are open enough to expand very easily.
2) Erik Mona's Whispering Cairn , Jason Buhlman's Mad God's Key, and Harley Stroh's DCC #35a Halls of the Minotaur.
All three are perfect campaign starters. Mad God's Key is a little easier from a character hook standpoint and has a perfect balance of roleplay/dungeons. Cairn is one of the best designed tombs with enough background fluff to make it memorable. Harley's is a 0 Level adventure that nearly lets you choose your future path through the course of the adventure. I cant believe no one else does 0-level
.
The above are just some that standout from recent years. Long ago stuff would include ToEE, ToH, Lost Caverns of Tsojcanth, The Eternal Boundary (Planescape, One PC was Harmonium, another was a Thief from the Fated, the RP alone between them was worth all the DM work
). etc
I think I DMmed this 3-4 times which is the most use Ive ever gotten from a premade module.
This module was imho the pinnacle RL module (Ship of Horrors was the only other remotely close).
We had two party members fail multiple checks, and one (Mage/Thief) was responsible for killing 2 other party members via "accidents" before being killed on his 3rd attempt at it.
The other (scholar priestess of Deneir) just weirded out the rest of the group with empty eye sockets with pinpoints of light, a brooding demeanor, and not needing any kind of sustenance. They kept expecting her to turn on them next.
Good Stuff.
Other "Oh yeah? Top this...." adventures/scenarios/modules/whatever on my list include...
1) Castle Whiterock and Night Below. IMHO, the way all boxed set adventures should be done. Even though they have a main plot, they are open enough to expand very easily.
2) Erik Mona's Whispering Cairn , Jason Buhlman's Mad God's Key, and Harley Stroh's DCC #35a Halls of the Minotaur.
All three are perfect campaign starters. Mad God's Key is a little easier from a character hook standpoint and has a perfect balance of roleplay/dungeons. Cairn is one of the best designed tombs with enough background fluff to make it memorable. Harley's is a 0 Level adventure that nearly lets you choose your future path through the course of the adventure. I cant believe no one else does 0-level

The above are just some that standout from recent years. Long ago stuff would include ToEE, ToH, Lost Caverns of Tsojcanth, The Eternal Boundary (Planescape, One PC was Harmonium, another was a Thief from the Fated, the RP alone between them was worth all the DM work
