Best Modules

Post/Author/DateTimePost
#1

bonemage

Mar 07, 2004 18:04:23
I was curious what modules everyone hear enjoyed playing or Dming the most. I am going to be running a module heavy campaign for the first time and was just wondering what some of your thoughts were on various planescape adventures. I have already decided against running, Great Modern March/Dead Gods and Faction War in this particular campaign. Also I think I am going to start off with Eternal Boundry but if you think another module would be a better starting place please share your stories and advice. Thanks!
#2

taotad

Mar 08, 2004 9:22:23
My choice for best adventure is Harbinger House. That's a choice many disagree with, but for my personal opinion that had the most flavor and PS charm ever. Sougad Lawshredders quotes still ring high among my chaosman PC.

I also enjoyed playing through the Well of Worlds, though many of them was belove par, it still held the magic of being the first adventures written for the setting.
(Especially the adventure were the Gate-Town of Plague Mort were slipping into the abyss. Great fun! I managed to capture so much of PS in that module.)

The adventure which was most disappointing was The Deva Spark. It was a cool idea, but poorly implemented I think, and my players were not impressed. Maybe I could blame it on a bad DM day...

I recently ran Faction War condensed into one short session. I picked the coolest parts and ran them instead of going all the way. It worked out well, and its really very well written.

Hope I didn't babble to much, but the adventures in PS really stands apart from the usual d20 experiences.
#3

zombiegleemax

Mar 09, 2004 8:32:03
I started out with a group of Primes using "To Baator and Back" in "Well of Worlds", in which one human PC contracted an illness only affecting low-level tanarri ("tanarri blood cough", only a plot device), because unknownst to him a tiny little bit of demonic blood runs through his veins. Perhaps this is not the best adventure in "Well of Worlds" but I think it sets the tone of Planescape quite nicely in showing the players not every devil is meant to be fought, and may result in a long time enemy inpersonated by Ar'kle-mens

Stranded in Sigil the players became members of a Primes' self-help group and took their first assignement to find a barmy called Eliath in the Hive ("The Eternal Boundary"). During this adventure the infected PC showed more and more demonic physical traits i.e. turning into a tiefling, because his demonic site was activated in fighting of the illness. I really enjoyed this adventure, in part because a PC Cleric got visited by a petitioner of his god (to tell him that he must return to his home world or he will get punished) but most of the group believed that this petitioner was just a fraud sent by the Illuminated. They thought it somehow resembled the "visions" of the kidnapped barmies - I never intended this sort of confusion! Another nice touch is that the player get soon some real influence and connections to most of the factions due their involvement in demasking the Illuminated conspiracy.

After destroying the Illuminated outpost, they finally found a man in Sigil called Kas'rarlin who recognized the illness and knew a source for the antidote. In exchange for the information he asked the PCs to deliver a letter to his mistress ("Love Letter" From "Well of Worlds"), of whom they will receive the sought after potion. A nice transitional adventure, dungeon crawl style, and a good change to plot-heavy stories but still interesting because of its unusual love affair (though my players didn't really get it).

But the potion was missing one final ingredient, a fresh cut piece of razorvine from the gate in Plague-Mort. So travelling the Plane of Infinite Portals and taking the gate in Broken Reach the PCs were confronted with bureaucracy and the sliding tendencies of Plague-Mort ("Recruiters" in "Well of Worlds") and realized that on the planes it is sometimes necessary to work with old advesaries to survive (they teamed up with the Illuminated to save the burg). I will never forget their faces ("We are supposed to work with THEM?"), so a very planescapesque adventure.

Next was "Harbinger House" a nice adventure, though there are some pitfalls. If you need some advice on this module, just look at the thread on this board. Apart from that, I think it is a great module, too, and its subject (the becoming of a power) is a good transition to "Dead Gods" (the resurrection of a power).
#4

zombiegleemax

Mar 09, 2004 8:32:03
That's it.
#5

zombiegleemax

Mar 09, 2004 11:52:50
My favorites (that I've run) are Eternal Boundary, Harbinger House, Tales from the Infinite Stair, and a few of the well of worlds (Plague-mort, the Mazes, and the one with the fiend love story)...

Though, I have to say that the most important part about running a module is weaving it into the rest of the campaign. The NPCs and plots from those modules never, ever left the campaign. Quimath (a villain from the Infinite Stair) turned out to have the key to the Isle of the Black Trees (plot hook from Eternal Boundary). The Illuminated (Eternal Boundary), were the secret source for Plague-Mort's shift. During that adventure, the Arch-Hatters, a mysterious and barmy sect who worshipped the Arch-Lectur sprang up and had a lot to do with the spreading of the Iron Shadow and with aiding Soungad Lawshredder (From Harbinger House).... And that's just getting started... Add in the stuff that I myself wrote and the goals of the players.... The fluidity of everything really made my players enjoy the game (and I don't think any of them even know that I used modules). Anyway, that's my advice. ;) ;)
#6

bonemage

Mar 10, 2004 12:43:53
So far it looks like I will be starting off with Eternal Boundry, then starting Doors to the Unknown, and running Harbringer House either after the 2nd or 3rd part of Doors to the Unknown.

Still got to look through a few other modules I own to see how or if they will fit into this campaign.