Frontier, lower power monsters moving up later, sandbox, point of light type area.
A great one is Frandor's Keep for Hackmaster 5e.
Vault of Larin Karr is also good.
What other ones are out there, new or old? I don't care what system.
Ironwood Gorge (http://tenfootpole.org/ironspike/?p=806)
Sweet, thanks. Any others you can think of?
S4 Lost Caverns of Tsojcanth - base yourself out of the Gnome Vale, roam around the Lortmils, deal with various creatures therein, explore the fabled caverns, etc.
Basic Fantasy has Morgansfort, which is pretty good, IMHO
http://www.basicfantasy.org/downloads.html
The trouble with Larin Karr (and S4) is they are largely aimed at experienced parties who are closer to being able to build their own strongholds than visit one.
I would say Lost City of Barakus is probably Necromancer's best starting sandbox. It's bigger than Karr, and is for levels 1-5.
Quote from: bryce0lynch;649583Ironwood Gorge (http://tenfootpole.org/ironspike/?p=806)
Wow. That sounds like a great module.
Quote from: bryce0lynch;649583Ironwood Gorge (http://tenfootpole.org/ironspike/?p=806)
An excellent module, along with its prequel The Sanctuary Ruin.
I saw this thread title and came to post about Frandor's Keep.
But I don't have too, since it's mentioned in the OP.
Frandor's is pure awesome.
Ok I know nothing of this Frandors Keep. But if its half as cool as the Frandor Shopping center, which is not to far from me. Count me in:)
Would Snakepipe Hollow qualify?
'Scuse ignorance, but what's B2?
Quote from: catty_big;649762'Scuse ignorance, but what's B2?
The D&D module
B2 Keep on the Borderlands.
To answer the OP:
Dungeon Crawl Classics #28: Into the Wilds (http://www.therpgsite.com/showthread.php?p=611217&h#post611217)
It details the small border town of Wildsgate and four distinctly different dungeons in the nearby mountains. The description of Wildsgate is better than the Keep (but less intricate as, for instance, Hommlet). There's a curse on the town, lots of rumors and adventure hooks.
N5 Under Illefarn, one of the best intro modules that ever appeared for a new campaign setting.
It was a bit like Keep on the Borderlands, with a small keep/town as a base of operations, but this time fully integrated in a setting. Lots of descriptions of local movers and shakers, and a dungeon not far away. (Sadly, that dungeon itself was quite bland and not nearly as iconic as the Caves of Chaos.)
I am not a fan of the Forgotten Realms but I'd use this module almost as written, and let "My Realms" grow from it.
David Bezio's
The Phoenix Barony (http://www.lulu.com/shop/david-bezio/the-phoenix-barony/paperback/product-1707882.html).
Other than those, seconding
BF1 Morgansfort: The Western Lands Campaign, plus their companions
BF2 Fortress, Tomb, and Tower: The Glain Campaign and
JN1 The Chaotic Caves that all share the B2 vibe.
Also, Ludibrium Games' trilogy (http://www.rpgnow.com/index.php?manufacturers_id=3400) is most excellent:
The Sanctuary Ruin, Ironwood Gorge, and
Kingmaker. (I have fond memories of running the first one with Riddles & Rings (http://mondbuchstaben.wordpress.com/2013/04/17/ratsel-ringe/).) Too sad that only the first one ever appeared in print.
I'm rather a fan of Necromancer Games Crucible of Freya with it's extra info from the website downloads.
They are going to be re-releasing Wizards Amulet/Crucible of Freya/Tomb of Abysthor in one combined/updated volume, at this point I'm not sure if I want it for PF or S&W.
0one games Caverns of Chaos (http://www.rpgnow.com/product/12204/0one%27s-Blueprints%3A-Caverns-of-Chaos?cPath=214_407&it=1). Not statted out, just a map with a blank key, so you can put the encounters you want using the system you want.
Quote from: thedungeondelver;649594S4 Lost Caverns of Tsojcanth - base yourself out of the Gnome Vale, roam around the Lortmils, deal with various creatures therein, explore the fabled caverns, etc.
One of my favorite modules. Full of cool stuff.
Great for exploring until you get in over your head.
Any party of non twinked out, four 7th, or six 5th level characters that go in there thinking they are bad ass will be taken to school. Harshly.
B5 Horror on the Hill: I think this was actually an attempt at making a more plausible B2. Small wilderness to explore, multi-level dungeon with surface ruins above it, several factions both on and beneath the Hill. The PCs' home base itself (Guido's Fort) isn't really detailed, but that's never bothered me, as it was always just a place to pick up supplies and henchmen, and that just meant creating a handful of NPCs on the fly. Probably my only real complaint about the module was the linearity of the dungeon itself. Had a lot of success DMing this one.