Great Modules for RPGs

Hey guys (any gals listening!). We have been through a few rough months (surgery is a bitch!) Now we have our chance to come back with a bang! We are going to discuss pre-made modules and give out a few suggestions from different systems. So sit back, grab the popcorn and see what you think!

 

Harlequin Adventure Series 

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Description:

Harlequin: 

“Imagine a hatred that has endured for 5000 years….”

The shadowrunners are sent on a string of missions, collecting obscure items, all seemingly unrelated… or are there? From the streets of Seattle to the frigid heights of the Bavarian Alps, from the magical mayhem of Columbia, Missouri to the headwaters of the Amazon, the adventure unfolds.

Who would go to all this trouble to destroy one man… and why?

  • A datafile
  • An ancient magic tome
  • A Flower
  • A collection of Elven ears
  • The manuscript of a soon-to-be-released bestseller
  • A young woman of mysterious heritage
  • A world-famous Elven social theorist

All are pieces to the puzzle.

Finding them is one thing.

Putting it all together is another!

 

Harlequin’s Back: 

Harlequin’s Back…
…and the world may never be the same!
It’s long been said that trouble follows Harlequin around like a loyal dog, but this time he’s taking the lead and dragging some shadowrunners along on his waking nightmare. It’s clear that the level of magic is rising in the Sixth World, and bigger magic makes the world a more dangerous place. But the particular danger Harlequin’s worried about isn’t supposed to be a problem for another two thousand years…

My Thoughts:

So, these two adventures are considered to be some of the best modules ever written. Even if you are not a fan of Shadowrun, these adventures are what Shadowrunning is about. As you can from the above descriptions, these adventures are designed to test you in every way (Matrix, combat, social, and knowledge. They even threw in some magic).

Dark*Matter: The Killing Jar

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Description:

This first stand-alone adventure for the DarkMatter campaign setting reveals a disturbing reality beneath the blissful ignorance of everyday life. A case of grand theft auto quickly escalates into a more serious investigation, leading heroes to a sinister forensics lab, a forgotten burial mound, and into a conspiracy of lies best left buried.

My Thoughts:  This is one of the best modules that TSR put out in the 1990s. It was deep and took quite a bit of quick thinking for the players to get to the bottom of it. This module is a great introduction in the world of Dark*Matter!

 

The Darkening of Mirkwood

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Descriptions:

The Necromancer may have been cast out of Dol Guldur, but a lingering darkness remains over Mirkwood, a shadow that will grow ever longer as the years draw on – unless a fellowship of heroes step forward and hold back the gloom.

The Darkening of Mirkwood is a complete campaign for The One Ring, set in Mirkwood over the course of three decades. It allows you to tell your own epic saga, following your heroes in their quest as the tale of years unfolds before them.

This supplement includes enough adventure material to keep you playing for months or even years, as well as new rules that give your heroes a real stake in what happens to the world around them. Rules for Holdings allow them to carve out their own corner of Middle-earth, whilst new options for the Fellowship Phase and Undertakings to achieve allow them to chart their own path.

Visit the Parliament of Spiders, do battle with the Nazgûl, meddle in the affairs of Wizards and enter the Halls of King Thranduil. Stand firm against the Shadow and maybe the Darkening of Mirkwood can be averted. Falter for even a moment and all that you know and love will be lost.

My Thoughts: This module is freaking beautiful! It takes place over the 40 years after the Necromancer was banished. The system gets a ton of play in it (there are plenty of modules that don’t do it) and it feels like you are playing around in the books.

 

DCCRPG: Frozen in Time

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Description: 

Eons-old secrets slumber beneath the forbidden Ghost Ice. Since the time of the Elders, the local tribes have shunned the crawling glacier, knowing it as taboo land that slays all who tread its frigid expanse. Now, the Ghost Ice has shattered, revealing hints at deeper mysteries entombed within its icy grasp. Strange machines and wonderful horrors stir beneath the ice…

My Thoughts: This module is perfect for running a funnel (even though it is rated for 1st Level Characters). Think “Barrier Peaks” without all the nonsense. The game is about exploration as much as it is about combat. It is super deadly (like most DCC modules) and plays well every time.

 

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