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Post by Harbinger on Dec 29, 2015 15:19:44 GMT -6
All of the aforementioned modules are excellent, and I personally love B1 and B2.
For something in the 'modern' era, I highly recommend "Red Hand of Doom" (3.5e) as a great example of how to put together an 'big-bad invasion is coming' game. The campaign timeline moves forward whether the players act or not and there are a number of sub-adventures they can have before the attack. Their effectiveness in the sub-adventures affects how hard the city assault is. During the assault itself, there are a number of set scenes they can play out which again vary in difficulty depending on their actions previously.
It's all outrageously overpowered being 3.5e, but I'd use it as a template for how this type of campaign can be run.
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mindcontrolsquid
Level 4 Theurgist
"There is a fifth dimension beyond that which is known to man..."
Posts: 118
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Post by mindcontrolsquid on Dec 29, 2015 15:29:01 GMT -6
Honestly I was never particularly fond of most of the pre-made 3.x modules. I usually don't use pre-made modules in general because I don't always see eye-to-eye with the designers in terms of adventure flow and the assumed logic of the players. Besides, I'm always concerned about not properly utilizing the various components of the adventures and the psychologies of the NPCs, although this mights speak more to my own lack of confidence than any deficiencies in design.
That being said, I was rather fond of Expedition to the Demonweb Pits, mostly because of the extra monsters and magic items they packed into it, and because I'm a sucker for anything involving the various demon lords. I also have very fond memories of Sunless Citadel; it may not be the best adventure out there, but it was my first 3rd edition game and it was tremendous fun for the whole group. I especially recall screwing about with poor Meepo and our harrowing final confrontation with the druid at the end; he had us entangled for most of it and I still don't quite know how we made it out of there alive. To this day my fellow players from back then still love to capture kobolds, goblins, or other small evil humanoids to use as new "Meepos" (one even became a rather skilled crossbowman and the de facto castellan of a tower used by the party as their base of operations).
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Post by kenmeister on Dec 30, 2015 19:31:23 GMT -6
Favorite modules by edition:
OD&D: Caverns of Thracia
AD&D 1st Edition: (this is incredibly tough) G1-3 Against the Giants, but I do need to read Starstone carefully
Holmes Basic: B2 Keep on the Borderlands
Moldvay/Cook/Marsh Basic/Expert: B4 Lost City
Mentzer Basic/Expert/Companion/Masters/Immortals: B10 Night's Dark Terror
AD&D 2nd Edition: Gates of Firestorm Peak (though I need to re-read it)
D&D 3rd Edition: Speaker In Dreams
D&D 3.5 Edition: Lost City of Barakus (needs a more thorough read to be sure though)
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Post by scottenkainen on Dec 31, 2015 8:30:50 GMT -6
That's a clever way to do that, Ken. I may have to give it some thought and see if I could do the same.
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rex
Level 1 Medium
Posts: 13
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Post by rex on Dec 31, 2015 10:38:54 GMT -6
That's a clever way to do that, Ken. I may have to give it some thought and see if I could do the same. Yes, very nice, kenmeister!
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