Tomb of Horrors or Ravenloft?
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CharlieRock
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Tomb of Horrors or Ravenloft?
Tomb of Horror
Ship of Horror
From the Shadows
Roots of Evil
Which is the best stand-alone adventure module?
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Ship of Horror
From the Shadows
Roots of Evil
Which is the best stand-alone adventure module?
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The Rock says ...
Know your roll!
- moriarty777
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Re: Tomb of Horrors or Ravenloft?
CharlieRock wrote:
Tomb of Horror
Ship of Horror
From the Shadows
Roots of Evil
Which is the best stand-alone adventure module?
What would you like to see in terms of party survival rate?
If no one has experienced the 'Tomb of Horrors', I'd go with that. It's a classic and one that's always talked about. Just don't tell them what you're running.
M
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CharlieRock
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Re: Tomb of Horrors or Ravenloft?
moriarty777 wrote:
What would you like to see in terms of party survival rate?
If no one has experienced the 'Tomb of Horrors', I'd go with that. It's a classic and one that's always talked about. Just don't tell them what you're running.
M
Ah, thanks.
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- DangerDwarf
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Hawkwinter
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Stand alone modules
Tomb of Horrors is Iconic in its devastation to parties throughout time. Its just plain nasty, and people like being abused it would seem. I always liked White Plume Mountain and Expedition to the Barrier Peaks as interesting modules, that while not always terminal, made for some real fun role-playing challenges.
I used to always get a kick out running Ship of Horrors. The plot is slowly revealed each day on the ship. I used to make the nighttime scenes even spookier by turning off the lights and lighting a candle. When morning came around, I'd blow the candle out and flip the lights back on. All in all, its a very spooky module that is very underrated.
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- Jyrdan Fairblade
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The only Ravenloft module I've run was the zombie-based swamp-one. Called The Living Dead, I think? I wasn't too fond of them, but I think back then I was just trying too hard with Ravenloft to make it the spookiest ookie thing possible.
Tomb of Horrors for the win....errr, make that for the lose. If you run that one, I'd recommend not running it with people using their regular PCs. That could get nasty.
Tomb of Horrors for the win....errr, make that for the lose. If you run that one, I'd recommend not running it with people using their regular PCs. That could get nasty.
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CharlieRock
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Re: Stand alone modules
Hawkwinter wrote:
Tomb of Horrors is Iconic in its devastation to parties throughout time. Its just plain nasty, and people like being abused it would seem. I always liked White Plume Mountain and Expedition to the Barrier Peaks as interesting modules, that while not always terminal, made for some real fun role-playing challenges.
I ran White Plume Mountain this last september. The team broke out all the iron safety doors and then blew the bubble in the crab room. Flooded the whole dungeon.
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- Omote
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For the utter challange, I'd go Tomb of Horrors. However, I have not run the other modules though.
-O
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-O
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CharlieRock
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Omote wrote:
For the utter challange, I'd go Tomb of Horrors. However, I have not run the other modules though.
-O
I'm thinking so, too. Already we have done WPM, Temple of the Frog (OD&D version), and ToH will fit nicely in this "Iconic Series".
Though I'm going to have to take Ship of Horror to work now and read it. It might be next (it says to level 12 so ...)
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SpencerWright
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Philotomy Jurament
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Hawkwinter
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CharlieRock wrote:
I'm thinking so, too. Already we have done WPM, Temple of the Frog (OD&D version), and ToH will fit nicely in this "Iconic Series".
Though I'm going to have to take Ship of Horror to work now and read it. It might be next (it says to level 12 so ...)
How long are you willing to run a single point goal campaign? Cause if they are approaching 10th level, the next "Iconic" module you would want would have to be Temple of Elemental Evil. That one should keep your party busy for months, with all the nasty goodies you'd expect from an old series module.
- moriarty777
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Hawkwinter wrote:
How long are you willing to run a single point goal campaign? Cause if they are approaching 10th level, the next "Iconic" module you would want would have to be Temple of Elemental Evil. That one should keep your party busy for months, with all the nasty goodies you'd expect from an old series module.
T1 (the first part of the ToEE) is intended for starting (or low level) characters.
M
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Hawkwinter
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CharlieRock
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Unfortunately, ToEE is one I do not have yet.
I've had ToH sitting around for awhile, and I just got a box of used Ravenloft modules I hadn't read yet. It came with Night of the Walking Dead, Feast of Goblyns, Touch of Death, Ship of Horror, Roots of Evil, and From the Shadows. I've never played anything Ravenloft.
The character level range is one 9, three 10s, and one 11.
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I've had ToH sitting around for awhile, and I just got a box of used Ravenloft modules I hadn't read yet. It came with Night of the Walking Dead, Feast of Goblyns, Touch of Death, Ship of Horror, Roots of Evil, and From the Shadows. I've never played anything Ravenloft.
The character level range is one 9, three 10s, and one 11.
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CharlieRock
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serleran wrote:
I have one offered for sale / trade. Its missing the original map booklet, but I printed those contents out, so everything is there and accessible. Let me know.
Quite tempted, but I'm fine with the ToH for now. I'll pm you in january if you still have it then.
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Alcahaelas
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serleran wrote:
I have one offered for sale / trade. Its missing the original map booklet, but I printed those contents out, so everything is there and accessible. Let me know.
I'm interested in the Temple of Elemental Evil, depending on price and method of payment. Especially interested if you've already converted it over to C&C usage and it'll come with notes.
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- moriarty777
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Hawkwinter wrote:
Yes, but Village is adaptable....early notes in the module show that, and the temple is definately for 8-10th level characters.
Just a suggestion, not an answer to his original post....
True... only the Moat House would really need to be re-worked. I wasn't dissing the idea -- just a casual observation since I ran T1 not too long ago.
M
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Hawkwinter
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moriarty777 wrote:
True... only the Moat House would really need to be re-worked. I wasn't dissing the idea -- just a casual observation since I ran T1 not too long ago.
M
Nope didn't see it as a dis...just a valid point. Yeah, Moat house is really just to introduce characters, help new players, and get the info that something nasty is out there...lol. Why not let a high level group chop up the place, before the nastiness starts in the Temple....bwahahaha....
ahem...yes....
