
Possible to make it serious, but it's a damned railroad of bad french accents, and you will love it for such. Finishing it provides lots of magic items and some artifact like items. Hidden in a vast mountain range, the lair of lost sorceress who once dominated nearby tribes and nations 100s of years ago. S4 Lost Caverns of Tsojcanth > Puzzle solving, monsters, maps, handouts, great art. Otherwise, an investigate and save the small town scenario - easily inserted. I consider it a feature that the PCs actually have to make allies to take down something that's darn tough for their level. People oft complain about the design which requires the PCs to ally with a local mage to protect them on the most likely "frontal" approach agains the BBEG. N1 Against the Cult of the Reptile God > One of my favorite low level modules ever. Easy to fit in any swamp/civilization frontier. I2 Tomb of the Lizard King > Swamp dungeon crawl with a growing power threatening near human settlements. Not thick on plot, great to drop into any world. Sets up a lost and ruined city in the middle of a jungle with a number of monsters and natives. I1 Dwellers of the Forbidden City > It's like a mini-campaign framework.

But otherwise, excellent 1E tournament module - just enough fluff about the ancient wizard and the terrible Soul Gem, and the moon hidden castle on the edge of civilization. Puzzle solving, great handouts, brutal monsters and traps.Ĭ2 Ghost Tower of Inverness > Love it. Escape or die from an ancient burial complex in the middle of nowhere from an ancient Mayan/Aztec flavored civilization. It left me so underwhelmed when I got it, and when I re-read it years later, that I remember no other details except: A gang of assassins wearing royal purple hoods/cloaks is a cool visual even if the module otherwise is completely lacking.Ĭ1 Hidden Shrine of Tamoachan > Love it.

B6 Veiled Society > It's a gang chase/fight/investigation in a Ducal City.
