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Any adventures of value from the D20 dustbin?

Started by Spinachcat, February 07, 2020, 07:23:08 PM

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Dimitrios

Before they started Castles & Crusades, Troll Lord Games made a series of d20 adventures set in their world of Aihrde. One I remember fondly is Heart of Glass. It's sort of a combination minisetting and adventure. The setting is a run down coastal city and the adventure features a mcguffin (the titular heart of glass) and a sect of assassins, among other things.

Scrivener of Doom

Quote from: GameDaddy;1122751... Forge of Fury.

Rich Baker.

Quote from: S'mon;1122733Red Hand of Doom from WotC.

Rich Baker.

And the best 4E adventures? Rich Baker.

Of course, WotC retrenched him and kept Mike "OGL Spambot" Mearls.
Cheers
Scrivener of Doom

Godfather Punk

I remember our group had fun with the first 3 Freeport modules (Madness, Terror, Death? Anyway, an escalating title sequence). But then, I was a bit of a Mythos fan.

Green Ronin iirc.

S'mon

Quote from: Scrivener of Doom;1122799Rich Baker.



Rich Baker.

And the best 4E adventures? Rich Baker.

Of course, WotC retrenched him and kept Mike "OGL Spambot" Mearls.

Also the man behind Primeval Thule. I ran Forge of Fury a couple times. I am currently running Thule, Red Hand of Doom, and Princes of the Apocalypse - by Rich Baker.

Haffrung

Tomb of Abysthor - Not quite a megadungeon, but at 6 levels, close enough. Jaquay-esque layout, colourful and thematic encounters.

Red Hand of Doom - Proof that not all scripted adventures suck. RHoD is epic done right.

Lost Kingdoms: Mesopotamia - Badly marketed as a historical sourcebook, when really it was an outstanding sword and sorcery lost ruins sandbox.
 

VacuumJockey

Vault of Larin Karr was a cool little sandbox campaign/mega-adventure. Necromancer Games, I believe?

grodog

My favaorites include some of the early titles from Necromancer Games (although I was less impressed with Rappan Athuk):
- Wizard's Amulet/Crucible of Freya
- Tomb of Abysthor
- Demons & Devils
- Vault of Larin Karr

Other d20 modules that I still return to from time-to-time include:
- Three Days to Kill  by John Tynes for Atlas Games
- Dark Chateau by Rob Kuntz (part of the Castle Zagyg series, TLG)
- Dark Druids by Rob Kuntz (TLG, but later reprinted as AD&D stats by Chaotic Henchmen)
- Black Ice Well (Monkeygod, who also had several other good adventures)
- "The Watchers" series of solo thief adventures from Wyvern's Claw Design were also excellent
- Erik Mona Greyhawk work in Living Greyhawk ("River of Blood" and "As He Lay Dying"), and "The Whispering Cairn" (along with the rest of "The Age of Worms")
- Wolfgang Baur's Open Design books, in particular Castle Shadowcrag, Empire of the Ghouls, and Arabian Nights

Allan.
grodog
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S'mon

Quote from: Haffrung;1122947Tomb of Abysthor - Not quite a megadungeon, but at 6 levels, close enough. Jaquay-esque layout, colourful and thematic encounters.

Red Hand of Doom - Proof that not all scripted adventures suck. RHoD is epic done right.

Lost Kingdoms: Mesopotamia - Badly marketed as a historical sourcebook, when really it was an outstanding sword and sorcery lost ruins sandbox.

Red Hand of Doom works really hard to avoid being a railroad. I saw a good deal of divergance from the default without harming the core story at all - quite the reverse. It is excelently done with the timeline and victory points system.

Melan

Necromancer Games produced most of my favourites.
  • The Tomb of Abysthor is a six-level dungeon that is just large enough to feel vast, but just small enough not to wear out its welcome. It has a lot of fun navigation possibilities, strong factions, and altogether well-made encounters. This is the most fun we have had with a published d20 module.
  • Rappan Athuk has since been reissued numerous times, but the first version is the leanest (the others start to become too much of a good thing). With the first two installments, you have a charismatic, difficult-as-hell megadungeon where you can send your players to obtain some rare item, seek some kind of wisdom, or defeat a great evil. And die. Die a lot of times.
  • The Vault of Larin Karr is one of the purest realisation of what is now called a "sandbox campaign" (and it helped define the term in its time). You get a small valley, its communities, its adventure sites, its underworld, and all of this is linked together in both physical and relational ways. High level of craftmanship.
  • The Crucible of Freya is a good intro module that starts campaigns with a bang.
  • Raise the Dead was plain fun - a collection of scenarios to use when your players need someone raised, but aren't powerful enough yet. Some of it is a bit on the meaner side.
These are the standouts; most of their line was good to excellent, but the modules written by Clark Peterson & Bill Webb are what defined "Third edition rules, first edition feel". Granted, I think Bill was running OD&D all along, and others did the conversion for him. :cool:

I was favourably impressed by the Freeport modules, although more for the setting than the scenarios. Cthulhu + pirates + D&D, and it works like a charm. On the weirder side, The Scarred Lands was a visionary take on modern D&D - a land ravaged by titans, and still trying to recover from the devastation. There were a lot of highly specific d20 settings which are rather neat (e.g. Testament, for Biblical-era roleplaying), and a far cry from the cynical cash grabs which ended up damaging the reputation of 3rd-party stuff, but many of these are probably better off with a non-d20 system.
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Scrivener of Doom

Quote from: S'mon;1122817Also the man behind Primeval Thule. I ran Forge of Fury a couple times. I am currently running Thule, Red Hand of Doom, and Princes of the Apocalypse - by Rich Baker.

I've been meaning to have a proper look at Thule. I really want to run a 13th Age campaign but don't like the included world. I've been digging into Midgard a bit as a possible alternative but also want to take a close look at Thule simply because of the Rich Baker connection.

Quote from: Haffrung;1122947(snip) Lost Kingdoms: Mesopotamia - Badly marketed as a historical sourcebook, when really it was an outstanding sword and sorcery lost ruins sandbox.

We've been looking at a Dark Sun campaign and I cannot help but think how so much of this would be perfect for Athas with minimal adaptation.
Cheers
Scrivener of Doom

S'mon

Quote from: Scrivener of Doom;1123084I've been meaning to have a proper look at Thule. I really want to run a 13th Age campaign but don't like the included world. I've been digging into Midgard a bit as a possible alternative but also want to take a close look at Thule simply because of the Rich Baker connection.

Yeah, I have 13th Age and I like Thule a lot better than the default world. Some of the Thule Icons are maybe a bit iffy for 13A, though it's nice they include them in every version of Thule as it makes for good PC background. I especially like the good mortal icons like Orethya the Last Hero of Imystrahl, and the Sage of Atlantis Hyar Thomel.

Philotomy Jurament

#26
I was going to post, but realized I'd just be repeating what grodog and Melan said. The Bill Webb modules that originated from his TSR D&D games were my favorites. I think the first module of the Rappan Athuk series was pretty good, but I wasn't as impressed with the later additions. Also agree with Melan on Green Ronin's Freeport and setting books like Testament. Their Black Company setting book was interesting, too, although I would never run it (or others like Testament) with 3E, these days.
The problem is not that power corrupts, but that the corruptible are irresistibly drawn to the pursuit of power. Tu ne cede malis, sed contra audentior ito.

TJS

Quote from: Scrivener of Doom;1123084I've been meaning to have a proper look at Thule. I really want to run a 13th Age campaign but don't like the included world. I've been digging into Midgard a bit as a possible alternative but also want to take a close look at Thule simply because of the Rich Baker connection.



We've been looking at a Dark Sun campaign and I cannot help but think how so much of this would be perfect for Athas with minimal adaptation.

Scarred Lands is good for 13th Age.  Just use gods and titans as icons.  You want the original gazetteer or campaign setting however, not the awful Onyx Path redo.

RPGPundit

Freeport seems to have been very well remembered. I never ran it myself, or even read it, that I recall.
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Scrivener of Doom

Quote from: S'mon;1123092Yeah, I have 13th Age and I like Thule a lot better than the default world. Some of the Thule Icons are maybe a bit iffy for 13A, though it's nice they include them in every version of Thule as it makes for good PC background. I especially like the good mortal icons like Orethya the Last Hero of Imystrahl, and the Sage of Atlantis Hyar Thomel.

Interesting.

I also love how the narratives work so well as expanded backgrounds - and backgrounds, of course, are fundamental to the 13A skill system.

Quote from: TJS;1123110Scarred Lands is good for 13th Age.  Just use gods and titans as icons.  You want the original gazetteer or campaign setting however, not the awful Onyx Path redo.

Thanks for that suggestion. I will give that a look at some point - and avoid Onyx Path as you suggest. I must admit, I thought deities worked really well as icons in my Realms game, especially if you have access to the 2E trilogy that began with Faiths & Avatars as the manifestations suggested in there are often really good suggestions or models for using icon dice in play.
Cheers
Scrivener of Doom