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wmullen
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« on: January 31, 2009, 02:08:41 AM »

Does anyone have a list of the Modules? I'm not looking for any secret info. What I want is the Module ID, Name, and brief teaser description. The kind of info that goes into a program book or up on a con website. I want to include such into the Database I am writing so that people can keep track of which adventures their characters have played in.

While on the subject of modules, are there any multi-session modules, i.e. you must play in part A in order to play in Part B and having played in A you want to continue to B. I know that scheduling such multipart modules could be a pain. However, the longer story line of two or three 4 hour sessions could allow for some very interesting adventures.

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« Reply #1 on: January 31, 2009, 02:25:20 AM »

I had an early list, but Rakor should have a complete one.

There are no 2 part modules directly, though there are a few that continue on with an idea started in an earlier one I believe.
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« Reply #2 on: January 31, 2009, 11:34:54 AM »

To this point we have stayed away from the 'must play scenario A to play scenario B' mentality. There are some scenarios where it is better if you have played some of the earlier ones, but that is not required.

Here is the list of scenarios made thus far...

DI01: Voyage of Destiny, by Smith & Perkins. A character creation adventure for new players.  You are coming of age and are excited about going to Festival Day.  You will have a choice of joining the military, various guilds, secret societies, etc.  But you must first complete your Right of Ascension by going to Mystery Island.
DI02: The Road that Never Ends, by Mark Perkins.  Hired to protect a merchant caravan you run across some very unusual people and strange things.  Will you make it to your final destination?
DI03: The Enemy of My Enemy, by Scott Smith. The raids on the northern territories of the Kingdom have been increasing and the evidence points conveniently to the northern barbarians, but they claim that they are being raided by forces of the kingdom. A party of newly recognized citizens has been gathered and sent to sort out the truth.
DI04: The Simple Things, by Tim Bruns. You have been hired by the Dafoe family, noble family native to Danai Kordath, to escort their youngest son, Duncan, to a wedding celebration on Danai Borvath. An escort job and a party at the end, this should be simple enough.
DI05: A Thing of the Past, by Mark Perkins. A great discovery of an ancient magical artifact has been made.  But no mage has been able to unlock its secrets.  Perhaps the Hymagefolk can?  Only you can bring it to them in secret, but there are those who would kill for such an item.
DI06: An Unexpected Ally, by Scott Smith. A minor danai to the east of the Dragon Isles Kingdom, not yet officially part of the Kingdom, has petitioned the Kingdom for aid.  With an opportunity to prove your worth to king and country you hire on to investigate the unusual goings on.  But things are not exactly as they seem …
DI07: In the Dead of Night, by Tony Vodicka. A competition on Danai Hurai lures you – but as the plot thickens you discover …
DI08: A Small Favor, by Scott Smith. You have been recruited by the Society of Bone to travel with one of their masters on a pilgrimage he is making, simple enough. It has been over 1500 moons since this journey was last made, so you must be prepared for anything.
DI09: A Little Matter of Rescue, by Scott Smith. You have once again answered the call from King and country. It seems that a cultural ambassador who was sent to make contact with the Lizard-Men has not been heard from in two moons. You have bravely volunteered to find out what is going on and bring the ambassador home safely.
DI10: To Catch a Thief, by Jay Davenport. You have been approached by the local authorities and told that strangers have been interfering with trade at the docks and there have been rumors of a new ‘black market’. You have been asked to find out who is organizing this new ‘black market’ and report back to the authorities.
DI11: In the Darkness the Silence Speaks, by Jay Davenport. You have been approached by a trio of local merchants and have been told that local smugglers have been gaining power lately. The merchants have information about the head of the smuggling ring and have asked for your help in discovering exactly how influential these smugglers have become and report back to them.
DI12: Mission to Sarbane Danai, By Mike Bisberg. You are to inform an heir of his inheritance. Can you locate him in the wastes of Sarbane Danai?
DI13: A Little R & R, By Mark Perkins. King gives you an all expense paid stay at Rec Danai.  But sometimes R & R is not all it is cracked up to be.
DI14: A Call to Aid, By Scott Smith. News has reached you that Lord Helfang has been injured in a recent raid and several important items have been stolen. You have bravely volunteered to sail north, in to the Polar Sea, and assist the Lord Helfang’s warriors in recovering what was stolen. If successful, you will most certainly be rewarded.
DI15: Wish Upon a Star, By Jeff Harms. A recent star shower may provide a unique opportunity for those willing to brave the danger…
DI16: Goodies or No Goodies – That is the Question, By Mark Perkins. An ancient castle is discovered.  You are asked to retrieve artifacts for Lord Sandova, but you may not find exactly what you are looking for.
DI17: An Emissary to the Rural Lizardmen, By Mike Bisberg. You have been asked to return to Worter Danai, to assist in making more formal contact with the Rural Lizardmen who live there.
DI18: Trouble in the North, By Scott Smith. The wedding of Helfang’s nephew and Raven Heart’s daughter is close at hand, but all is not well in the lands of the north. You have once again been called upon to aid the Kingdom’s allies in the north.
DI19: The Late Mr. & Mrs. Blackstar, By Bill Parsons. The Keynote Speaker for the exclusive Mage Convention is missing. Attempts to learn why magically have backfired.  The players must investigate the old fashioned way.
DI20: The Lost Colony, By Scott Smith. The Guild of Antiquities needs your aid in investigating what appears to be a lost colony of the Kingdom, but no records of it can be found.
DI21: An emissary to the Exiled Lizardmen, By Mike Bisberg. You have been charged with contacting the lizardmen who have been exiled by their brethren to the catacombs that lie beneath Worter Danai. Are you courageous enough to meet this challenge?
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