Which "Expedition" to get?

Which "Expedition" should I get

  • Get Expedition to Castle Ravenloft

    Votes: 61 57.5%
  • Get Expedition to the Demonweb Pits

    Votes: 17 16.0%
  • Get Expedition to Undermountain

    Votes: 8 7.5%
  • None of them are worth it get...(please post)

    Votes: 20 18.9%

Well I had planned on getting the Greyhawk one(to run in my next C&C campaign)...I haven't played 3.5 in a while(been playing C&C) and I've decided to give it a go again(for a couple of months). I have enough splatbooks to last a lifetime (only thing I'm getting in this area is ToB) and was interested in checking out one of the "Expedition" modules or even a regular adventure (though I'm wary of these as they seem a little overpriced). We will be playing in the Ghostwalk setting(I downloaded the 3.5 conversions) and I was going to get one of these mega-modules sort of as a preview for the Greyhawk one.

After reading the comments, I'm kinda on the fence about any of current ones. For their price it seems they aren't that high in quality. I loved the Planescape setting and was leaning towards EttDwP but I'm getting the vibe that it probably will have little of what I'm looking for. I really don't want a "pure" dungeoncrawl...My players enjoy mystery, problem solving, and roleplaying as much or more than pure combat. I don't if the previous information helps in any way but I'm still open to being sold on any of the three(though, after doing some research I am not that interested in the Undermountain one.). So guys I'm still open to suggestions, and I'm really trying to give D&D another shot.

P.S. I would be interested in any other adventures that you feel would be a pretty good fit for my game, taking into consideration what I posted above.
 

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Lancelot said:
Previous 1e/2e releases seem to have covered Undermountain in more breadth.
Expedition to Undermountain has more breadth than any other Undermountain source, with its overview of a score of dungeon levels.
Imaro said:
I really don't want a "pure" dungeoncrawl...My players enjoy mystery, problem solving, and roleplaying as much or more than pure combat. I don't if the previous information helps in any way but I'm still open to being sold on any of the three(though, after doing some research I am not that interested in the Undermountain one.).
Undermountain excels in exactly the things you're looking for, with its factions and plots quite as important as the dungeon layout. Though how well the presentation in Expedition will work for you depends on specific campaign needs.
 

ivocaliban said:
Personally, I'd wait until August and see what happens with the Greyhawk "Expedition" book. If it falls flat, I'd go with Ravenloft.

I'll second that opinion. I am awaiting the release of this book so I can get a good look at it before deciding what to go with... and I was looking last night at the number of adventures I have and thinking why do I even need any more right now... I have more than I could even run in my lifetime here.
 

I had high hopes for this series after Ravenloft but this is how I feel about these products:

Ravenloft

This is a really good module and I say that despite not liking the original when it was released for 1E.

Demonweb Pits

The second choice... and a distance second at that. The plot doesn't quite hold water. It just doesn't seem to be what tanar'ri would do. Overall this module feels like it was Gygaxed... ie, slapped together at the last minute and rushed into publication. Oh and it was....

Undermountain

Horrid.

I'm a big FR fan but this was rubbish. Don't buy it. Don't be disappointed. Don't even look at the incomplete maps online. If you really want to run Undermountain spend USD8.00 and buy the two boxed sets for 2E as PDFs from Paizo.com (heck, spend USD12.00 and also pick up Skullport) or buy the excellent maps from 0One Games at RPGNow and make it up yourself.
 





I have Undermountain, and wish I didn't.

I have played in 2 Ravenloft games and if you can get by some of the insanity of the interior castle its not too bad. The areas leading up to the castle are good. There are sections of the castle proper that have made more than one party think that Strahd isn't the lord of the castle so much as a prisoner stuck behind aggro creatures he can't hurt, waiting on PCs to clear a way out for him. Playing with an "open mind" ready for some nasty encounters that make no sense to the person who hasn't read the DM's section is the way to go. I would warn the party ahead of time that there are LOTS of different damage reductions. In one sections you have magic, adamantine, cold iron, and either silver or lawful (don't rem what Lucian was) within 5 rooms/hallways of each other.

I haven't played the Demonweb Pits yet.
 

I like the flexibility of Ravenloft. There's tips on if you want to run it in one session, a month or two worth of sessions (6-8) or as a mini-campaign. Correct me if I'm wrong, but I think it also has tips on running it as a d20 modern....

Haven't read the others. I've heard great things about Red Hand of Doom though.
 

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