View Full Version : Favorite Modules

2009-10-23, 11:51 AM
So, Im in a module buying mood, having just received a rather nice bonus from work, and would like ya'lls opinion on what to blow it on. D&D 3.5 or 7th Sea only, please. I've got a strong preference for very large, complicated dungeons, and level isn't that important.

2009-10-23, 11:54 AM
For 3.5? Castle Whiterock (http://www.goodman-games.com/5050preview.php) is what you're looking for. It's an homage to Castle Greyhawk and very Gygaxian in design which means devious traps, insane dungeon design, and monsters everywhere.

Guinea Anubis
2009-10-23, 12:29 PM
for 3.5 I have to say tomb of haggemoth. I like it because its a HUGE module there is a lot in it and there is a little bit of everything to make just about everyone happy.

2009-10-23, 12:47 PM
Here's (http://www.giantitp.com/forums/showthread.php?t=120782) a compiled list of some of the best prefab adventures. Quite a few have been adapted to 3.5 so it might be a good place to start. I've heard that White Plume Mountain is a great trap-filled, puzzle-solving adventure. My group plans on playing it and the DM is cackling evilly about needing lots of people who don't die easily.

And Tomb of Horrors is on that list, but you've probably already played through that, right? If not, do so soon. It's the archetypal PC meat grinder. Filled with traps, traps, and spheres of annihilation. Some puzzles too, to keep things interesting. The Lich who made the tomb literally made it that way because he's a sadistic bastard.

Expedition to Castle Ravenloft is a massive dungeon in a Castle filled with all sorts of classic horror monsters (mostly undead though) and the penultimate goal is destroying the vampire master of the castle. There are quite a few traps in it too. It's also a good launchpad for a campaign in the plane of Ravenloft, a sentient plane that amuses itself by taking the most evil villains from across realities and letting them war with each other. The PCs are naturally stuck in the middle.

If you want to take a break from dungeoneering to the extreme, The Red Hand of Doom (http://en.wikipedia.org/wiki/Red_Hand_of_Doom) is a fantastic adventure. It's really long but it's an absolute blast to play. The entire campaign centers around preventing a massive hobgoblin army from ravaging the lands, and later stopping the Tiamut (the evil dragon goddess) from entering the world. Every action in the first two acts alters the outcome of later encounters. Overall, it's a fantastic way to have a sweeping war campaign while keeping the focus on the actions of your PCs.

More stuff about RHoD if you will pardon my nerdy gushing:

There have been a bunch of campaign journals posted on here:

Saph's (http://www.giantitp.com/forums/showthread.php?t=94243)

AslanCross' Eberron-themed one (http://www.giantitp.com/forums/showthread.php?t=110022)

and Two (http://www.giantitp.com/forums/showthread.php?t=100257) Parts (http://www.giantitp.com/forums/showthread.php?t=123078) of kjones'

I've also personally DMed it and give it two thumbs up. If you let in more than core classes for it, you might want to rebuild some of the main baddies to be more challenging/awesome encounters. It's ~150 pages if I recall correctly but it's very fun throughout.