Which is a better intro module?

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SaveVsFail
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Which is a better intro module?

Post by SaveVsFail »

Going to be running some C&C for a new group of people, since all of our marines got butchered in the Deathwatch game we were in. (that game is broken btw)

Was wondering what the consensus on which would be a better intro module would be.

Rising Knight, Halfling Hall, or something else?

Pretty experienced group, one has played C&C before in my sandbox game.

Cheers folks!
Heroes aren't born. They're cornered.
"We aren't pirates... We're pro-active salvage enthusiasts." Lord-Captain Horatio Aloysius Drax
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maasenstodt
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Re: Which is a better intro module?

Post by maasenstodt »

Both of those are very good but, as an intro, I like the Beacon at Enon-Tor best.

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AGNKim
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Re: Which is a better intro module?

Post by AGNKim »

First to fourth level! 100 rooms! Classic dungeon crawl!

http://www.trolllord.com/catalog/produc ... 4cqjh9lr40

Whats not to love?!


(I'm biased)

Ozreth
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Re: Which is a better intro module?

Post by Ozreth »

I'm curious about this too, although between rising knight and dark journey...

tylermo
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Re: Which is a better intro module?

Post by tylermo »

I own Dark Journey pdf, but still need to read it. Rising Knight is the beginning of the A series of which 7 parts are available beyond that. More adventures are still on the horizon in that series. Lots of good npc opportunities in RK, as well as the meat of the adventure with the arch nemesis later on. I'm sure you can't go wrong either way.

tylermo
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Re: Which is a better intro module?

Post by tylermo »

I own Dark Journey pdf, but still need to read it. Rising Knight is the beginning of the A series of which 7 parts are available beyond that. More adventures are still on the horizon in that series. Lots of good npc opportunities in RK, as well as the meat of the adventure with the arch nemesis later on. I'm sure you can't go wrong either way.

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Tadhg
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Re: Which is a better intro module?

Post by Tadhg »

Beacon looks real good, but I haven't run it.

I hope to get Dark Journeys soon, it seems very interesting.

I can speak to Rising Knight and Shadows of Halfling Hall ~ both excellent and very well written. Both allow for CK customization and have good tools and NPCs to "help" or "direct" the action. Especially, if your group are new to the game.

Since your guys are veterans, they should be able to handle RK or Shadows very well.

My favorite is The Rising Knight. The module has almost everything that most CKs will need to kick off a C&C game/campaign.

It's the module we started in our C&C game back in 2004. All my players loved the mod.

They are now 3rd and 4th level chars and some of them are building houses in Malforten. The town has grown and prospered and is becoming an important town in the World of Aihrde.

Enjoy the game,

Rhu. :)
Count Rhuveinus - Lejendary Keeper of Castle Franqueforte

"Enjoy a 'world' where the fantastic is fact and magic really works!" ~ Gary Gygax

"By the pricking of my thumbs, Something wicked this way comes:" - Macbeth

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Frost
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Re: Which is a better intro module?

Post by Frost »

Are you looking to introduce the C&C game or just fire up a campaign in general?

SaveVsFail
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Re: Which is a better intro module?

Post by SaveVsFail »

@Frost - Little of both possibly. This is meant to intro them to C&C and act as a filler game while another GM preps his campaign, though it could turn into something more if people get into it. Kinda leaning towards RK for that reason, but the idea of zombie hobbits kinda makes me giggle/laugh maniacally so I'm sorely tempted by that as well...
Heroes aren't born. They're cornered.
"We aren't pirates... We're pro-active salvage enthusiasts." Lord-Captain Horatio Aloysius Drax
http://www.savevsfail.com/

SaveVsFail
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Re: Which is a better intro module?

Post by SaveVsFail »

Two Gnomes, a Halfling and a Dwarf walk into a bar...

Dwarf Paladin with a 4 int and a Gnome Wizard with a 4 con btw, awesome!

Decided on Rising Knight, after charcter generation they ended up in Malforten. In hindsight I should have just run Halfling Hall because the group was expecting a much more linear experience since we arent planning on playing C&C for an extended period.

That said the game went well, didnt get much past one encounter. They decided to camp out in the town and wait for the goblins to come in and demand their tribute and then ambush them. I had some of the goblins run away for them to track abck to the temple since they dont seem inclined to do much exploring on their own.

Next session should see them into the temple and getting properly stabbed.
Heroes aren't born. They're cornered.
"We aren't pirates... We're pro-active salvage enthusiasts." Lord-Captain Horatio Aloysius Drax
http://www.savevsfail.com/

tylermo
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Re: Which is a better intro module?

Post by tylermo »

Only playing temporarily? Maybe that'll change after a few sessions. Good luck.

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