Picking a module to run...

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onmyoji
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Picking a module to run...

Post by onmyoji »

Another quick query. I have a mini-campaign coming up that I'd like to run a Ravenloft module or two for, but I'm not sure which one to do. Asking for opinions on a great Ravenloft module NOT INCLUDING the following:

— I-6 and its derivatives, incl. Curse of Strahd
— I-10, House on Gryphon Hill
— The Grand Conjunction modules
— The Grim Harvest Trilogy
— Bleak House
— Free Barovia
— Thoughts of Darkness

I'm looking primarily for good and engaging narrative—something that shouldn't be missed by players heading to Ravenloft. Domains close to Barovia are a plus since the players are already familiar with it there. I was thinking about possibly "The Evil Eye"—since experience with Malocchio might complement their future experience with Hyskosa in the GC series—but I haven't settled on anything yet, and the remaining modules apart from those I listed seem rather nebulous. I'm not familiar enough with anything outside of the above list to be a good judge of any of it.

The module in question is going to be for one beginner player, one intermediate player, and one player in-between those. I'm also not worried about intended levels, since the module will have to be adjusted for Pathfinder 2 anyway. Since I'm going to have to restructure most of the mechanics anyway, making it friendly to level 1 characters is hardly significantly more work.

— onmyoji

P.S. Since this campaign isn't likely to run in the next couple of months, it's also POSSIBLE—not likely, but possible—that I'll wait to see what the new VR Guide has to offer, in case there is anything there that might scratch this itch. In the meantime, though, any recommendations are appreciated.
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Re: Picking a module to run...

Post by Drinnik Shoehorn »

I ran the Awakening in 5e recently. That was fun.

Neither Man nor Beast is good too, as it’s a tropical setting but close to the Core.
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Re: Picking a module to run...

Post by Mephisto of the FoS »

If you want to play the GC series and keep everything historically canon, I would say that most adventures except the GC series are post-CG. That said I continue...
VIEW CONTENT:
Adam's Wrath. Since it already has a f*up chronology you can use it. Interesting adventure where the PC's become golems in the beginning and continue the adventure as cloned construct's of themselves based on 3e rules. The White Wolf products can enrich the domain and Adam's cavern is very difficult.

Awakening. Interesting adventure I played it almost 20 years ago I wished I knew about the Gentelman Caller back then and Nova Vaasa being closer to Cossacks, because of the fine horses I had then the domain being closer culturaly to Middle Eastern countries because of the fine horses.

Castles Forlorn. Love it but needs a lot of work since it is more appropriate for a mini campaign there (lots of reading), Castle Tristenoira and it's time defiling walls make it a bit complicated to play but really interesting, this is one of my favourite Ravenloft products, great background story.

Dark of the Moon. Difficult deadlly probably they will die of exposure to the cold :)

Howls in the Night. Low level kind of The Hound of the Baskervilles with a real hound though. Alternative endings, the hounds of the marsh have to be made more menacing, my players would call them something similar to doggies, spoiling the atmosophere , but half of the party that played it platyed AD&D for the first time and we were 15.

Web of Illusion. Needs lots of work and I don't like the ninja-like sisters it is for high levels.

Dungeon#76: House on the Edge of Midnight. Havent't read it yet cause I wasn't intrigued, but maybe I have a wrong impression on it.

Mini Valachan campaign?
Dungeon#42: The Price of Revenge. Interesting adventure and has been canonised in 3E set in Ungrad.
Dungeon#52: Laughing Man side treck with no real purpose but you could use it as they travel, Maybe change it a lot...
Dungeon#50: Felkovic's Cat. I liked this one and defeating Urik makes the whole place tremor is a good introduction to the events of the GC 740BC maybe the tremors begin as the GC unfolds.


Dungeon#58: The Baron's Eyrie. Flying citadel in Sithicus? not really for me.
But you could play When the Black Roses Bloom, using the illusionary mirror's for some mini campaign in fake Dragonlance in Soth's mind. If you work the mirror event's to become more like a mini epic adventure except than the go in, accomplish this, get out can be great. The end with the portal is a bit akward...

#38: Horror's Harvest set in Falkovnia 737BC is an Invasion of the Body Snatchers for D&D adventure). Nice one!

Evil Eye is more appropriate as a post GC since Mallochio is born after Hyskosa but a great module.

Neither Man Nor Beast again post GC cause it is somewhere else but it is cool with nice Dr. Fran collecting strawberries or something...

Circle of Darkness is the reason I bought two Nalfeshnee miniatures and thinking to buy a third one but is post GC since G'Henna is an island of terror. Appropriate for a mini campaigns in the domain.

Chilling Tales: Has some good adventures evey single one involving Van Richten . Most could be set prior GC. The one with the Vassalich wasa killer, his death spell killed the whole party unfortunatelly but everyone loved this mini adventure (but it was a one of single day game with character's they made for that adventure). The one set in Valachan shouldn'd be there you can use the Sea Wolf adveture from Dungeon magazine #55, but better set it in the Musard River maybe Arkandale, Verbrek or Invidia.
Last edited by Mephisto of the FoS on Wed Mar 24, 2021 1:22 pm, edited 1 time in total.
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Re: Picking a module to run...

Post by onmyoji »

Thanks for your great response, Mephisto. I should've probably clarified that the campaigns are happening at separate times in the chronology, so it doesn't matter if it's pre- or post-GC. (When they finish up with GC 5 and 6 in the main campaign, it's going to be by way of a dream sequence playing as different characters earlier in time.)

The point being that in this case, chronology isn't really an issue. It's more me looking for something fun and narratively cool to run to get this (different) crew used to Pathfinder a bit more.

That said, I do appreciate your extensive write-up on those modules. I'll give it a closer look once my workday ends.

Thanks!

— onmyoji
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Re: Picking a module to run...

Post by Mephisto of the FoS »

Don't mention it...

Since it is more chonological fluid...

VIEW CONTENT:
Servants of darkness has many good ideas but it needed to be bigger and needs a lot of work with the various encounters. Also the cave of Tristessa is missing the element of horror found in The Wailing in the Novel anthology Tales of Ravenloft.

SoD sequel The Shadow Rift needs to be rewritten, too much hack-n-slash with impossible enemies, it needs to be more role playing oriented. Also info from the Gazetteer V and VRGtt Shadow Fey could be useful in enriching it Role Playing wise and encounterwise.

Dungeon magazine #64: Last Dance: Easy but horrifying good for Role Playing, set in Pont-a-Museau

Now for lesser adventures from Children of the Night
One of my favourite is the one with Jander in Falkovnia, I would combine it with info from Gazetteer II and gladiatorial fights, also I ve written a Dread Possibility in Quoth the Raven27 Borcan Epic.

Azenwrath not a great adventure more like an encounter but it can be linked to Forlorn or Rokushima Tayoo
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Re: Picking a module to run...

Post by onmyoji »

Thanks!
Mephisto wrote:Don't mention it...

Since it is more chonological fluid...
VIEW CONTENT:
One of my favourite is the one with Jander in Falkovnia, I would combine it with info from Gazetteer II and gladiatorial fights, also I ve written a Dread Possibility in Quoth the Raven27 Borcan Epic.
Response:
VIEW CONTENT:
That particular mini-module with Jander and its prelude in the same volume are already set to go, since Jander actually plays a big part in the overall campaign. I do appreciate the idea to combine it with Gaz II and you QTR piece.
Thanks again!

— onmyoji
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Re: Picking a module to run...

Post by Resonant Curse »

Could look at When Black Roses Bloom.
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Re: Picking a module to run...

Post by alhoon »

I successfully ran the first adventure of Grim harvest in 5e with only minor issues. For the daggers I had them do +3d4 necrotic damage as energy drain. Most of that damage would return with a rest but 3 necrotic were permanent loss.
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Re: Picking a module to run...

Post by Igor the Henchman »

In addition to 2E modules, maybe give Candlekeep Mysteries a look. Some of the short adventures in that book (especially Book of the Raven, A Deep and Creeping Darkness and Shemshime's Bedtime Rhyme) simply scream Ravenloft.

Also the Dark Tales and Disturbing Legends book has The Curse of Ashington Manor, a great haunted house adventure.
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