Top Ten Favourite Published Adventures/Modules

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I never know whether to laugh or be shocked when I see this attitude...:grin:


:thumbsup:


The D&D book with the stats for the gods agrees with you:tongue:.
Or, as you said, "if you have a boat" (and your Warhammer Referee doesn't burn it)...go right ahead (and through:skeleton:)!

And I just realized that I don't actually have 10 adventures I can recommend. At most, I can get to about six, and two or three of those are Delta Green, one is Monster Island, one is Knight's Tale for Dragon Warriors, and the rest is Traveller.
I wonder what this says about me. Other than "has not been using adventures in the last couple of decades, so is kinda new to the field" (but OTOH, my interest is growing:shade:).
I’m working on my list and right now 4 out of the 10 is Delta Green. It’s just that the Delta Green stuff is so good.
 
It's very like Rendezvous with Rama in feel, although the ship isn't as alien as Rama. There are so many versions at this point that there are a few that include stuff like that, but in most versions no nothing really heightens the tension that much. At some point the solar collectors begin to retract to prepare for jump but the PCs would probably know enough at that point to know it's not really threatening.


Reading up on New Orleans historically is useful, although the book explains the various parts of the city well, it's more to get examples of food etc. Beyond that some reading on Vodou. Deadlands is a fairly cheesy setting, not a historically serious one, so it's handy to bring in the feel from stuff like Valiant Comics Shadowman, the original more than the one based on the game. Also the high society social clubs are a big part of the setting, so check out how they were laid out historically. Any familiarity with film Noir as well. Either watching the movies or reading the odd thriller.

Soundscapes from New Orleans are pretty useful as well, especially including wind chimes in certain parts of the city. Instrumental Jazz and Blues stuff is great for clubs. Any film Noir soundtracks. Grim Fandango's soundtrack has a nice vibe.

Things I drew from include: Boardwalk Empire, Grim Fandango, Shadowman, Lovecraft Country, several Noir films, Cowboy Bebop (for feel and music not the SciFi), some old Vodou fiction and even the Princess and the Frog as a base for two NPCs and some music.
Just what I was looking for. Thanks!
p.s. I can't believe I hadn't even been thinking about the rich musical cultures of New Orleans. I'll definitely have to include some dixieland band marching down the streets for s funeral!
 
IV. Wings of the Valkyrie (Champions)
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A Time-Travel adventure that presents a classic moral dilemma for the players, questioning the very notion of what it means to be a Superhero
Tristram do you happen to know which version of Champions Wings of the Valkyrie is far? I am searching of Heroe Game's website but theres a LOT of stuff there. Its not on DriveThruRPG... Maybe I should try Ebay...
 
Tristram do you happen to know which version of Champions Wings of the Valkyrie is far? I am searching of Heroe Game's website but theres a LOT of stuff there. Its not on DriveThruRPG... Maybe I should try Ebay...

Hm, it doesn't specify , but it was published in 1987, so I'm guessing 3rd edition?
 
I don't think I've run more than a couple published adventures in the entire 42 years I've been gaming.

Let me see:

Dare Devils Adventures 1 from the boxed set. More noir than pulp and the system's nothing special but a good starting point for doing pulp.

in Search of The Unknown

Keep On The Borderlands

The Palladium Fantasy Roleplaying Game 1e Tombs of Geseridi (do you like vampires? this dungeon has vampires!) Arms of Nagash Tor, more for the detail on Timero Kingdom but a decently set up situation in point form.

GURPS Harkwood, a medieval tournament with treachery and half a dozen potential villains.

GURPS Fantasy Adventures Fighters Of the Purple Rage (the top contenders of the grand elimination gladiatorial event escape into the sewers, go get them), Mordag's Little Finger (so the wizard's staff is the finger bone of a giant vampire who wants it back)

V&V Crisis at Crusader Citadel with its nicely set up heroes and villains with relationships and motives and everything, a really good example of how it's done.

The DNA DOA Dave Arenson's Shadowrun dungeon crawl.

I've at least had a go at running all of those except Fighters of the Purple Rage and Mordag's Little Finger. I don't think we ever got through any of them. Theres others like Traveller's Exit Visa and Shadows which I've run but wouldn't put in any kind of top ten list. Really, I most run things off the cuff with homebrewed material.
 
Top ten huh? I'm going to have to give this some thought.
 
OK, I have my list...

Keep on the Borderlands – B2

Temple of Elemental Evil – T1-4

Sinister Secrets of Saltmarsh – U1

Scenic Dunnsmouth (LotFP)

Death, Frost, Doom (LotFP)

Stygian Library – OSR – Emmy Allen

Fever Dreaming Marlinko – LL – Chris Kutalik

Impossible Landscapes – Delta Green - Dennis Detwiller

The Between Season One – Jason Cordova

Trilemma Adventures Compendium Volume One – Michael Prescott
 
Ok, so in no especial order

  1. Masks of Nyarlathotep. We played it with characters from Adventures into Darkness (Nedor superheroes with a Lovecraftian twist) and it was great
  2. Halls of Tizun Thane from the early days of White Dwarf. Draws heavily from the Conan novella Red Nails
  3. Ravenloft (the original version)
  4. The Lichway (also early White Dwarf and by the same author as Tizun Thane - the late Albie Fiore)
  5. NEO in the 25th Century for the Buck Rogers rpg by TSR. Cheesy but fun - I especially liked the way the PCs don't really know why everyone is after them for much of the adventure, and the whacky professor they are initially working for, whose theories of alien presence in the solar system is all bullshit
  6. The Traveller Adventure. A bit railroad-y, but great
  7. Strikeback (from White Dwarf, for the Golden Heroes Superhero rpg). Time travel, Dracula, Frankenstein, Sherlock Holmes, Captain Nemo and a monstrous machine menace. Fabulous stuff
  8. Queen Victoria and the Holy Grail (also for Golden Heroes). Queen Victoria, the Holy Grail, Morgan le Fay and a gateway to hell...
  9. B6 - The Veiled Society. Not especially easy to read and grasp in parts, but a lovely sword and sorcery vibe and a good feel for a city wracked by intrigue and secrets
  10. Black Claws, from the Daredevils box set by FGU. The only pulp adventure I've run multiple times. It's a bit problematic in parts but is easily rewritten, and really feels like the plot of an old Doc Savage novel
 
I'm not sure I can come up with 10. There are a couple of more recent adventures that have impressed me in terms of having a strong story line without being linear while at the same time not being excessively wordy or overburdened by unneccessary detail or padding.

Sins of the Past (ICONS). It's short, cheap but it delivers an authentic-feeling superhero comicbook story without railroading the players into a specifc path. It's got a large cast of unique supervillains (something most supers adventures skimp on) but above it's got heart.

They Rode To Perdition (Owl Hoot Trail) This is the adventure that comes with Owl Hoot Trail, a D&D-inspired fantasy/western. It's small horror sandbox with different personal side stories that all converge neatly towards the end. Horror is not really a genre I normally run, but this adventure made it easy.

Other than that, I don't know, most of the Pendragon adventures were generally really good.
 
7. Befallen (EverQuest)
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But I actually liked EQ... I barely played the MMO (and that years later), but think the tabletop game is underappreciated.
While everyone was making craphouse versions of their settings under the D20 license, the EverQuest RPG used the looser OGL to give a masterclass on changing 3e to make it fit a setting. Flush all the Races, Classes, and Spells, and redesign using the source material. Mongoose Conan did the same thing, which is why it's also one of the best versions of 3e.
 
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As a general rule, I try and use one official adventure for each new game that I've run. With that said, the ones that spring to mind are:

Arrival Vengeance (MegaTraveller)
I never got to run this, but I really want to. It has "epic" written all over it (though I wouldn't touch the original system with a 10' barge pole).

Harlequin
While it has "GM NPC(s)" writ large, I like it for the way that it brought together (for the first time) Earthdawn into the Shadowrun setting.

Maria Mercurial
This was the first adventure that I ran for my group after peeling them away from (at the time) AD&D. They loved it and, therein, my own love for the setting(s) was born.
 
Tristram do you happen to know which version of Champions Wings of the Valkyrie is far? I am searching of Heroe Game's website but theres a LOT of stuff there. Its not on DriveThruRPG... Maybe I should try Ebay...
I realize this is several years old but that module got pulled out of retailers very quickly as I recall.
 
Huh yeah, I just saw that on it's write up at BGG. I can't recall where I got my copy, probably a used bookstore. I'm a bit surprised it was considered controversial way back in 87. It could lead into uncomfortable areas , but that's why I recommended it, as an adventure that forces a lot of moral quandries for the players.
 
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This is a module for 1E Chivalry and Sorcery (probably also compatible with 2E). On first inspection it is non descript in a way similar to lots of old modules with minimal graphic design elements. but the MAP SET!!!! I have used the cardstock, tesselated maps from this thing for decades, for games run in every imaginable fantasy or historical TTRPG system. They basically present a sort of county-scale environment but with every road, path, farm, village, crossroads, etc. depicted, all on nicely produced printed maps that can be joined together to cover a space on your floor like ~4x4'.
 
:sad: the best options have already been listed multiple time :sad:

hey! but this leaves room for... shameless self promotion!! according to my customers the ten best adventures out there are:

10. GLORANTHA: The search for the Throne of Colymar


9. GLORANTHA: Rivers of Blood


8. GLORANTHA: A trek in the Marsh

7. RAVNICA: Rescue Mission


6. RAVNICA: The Raiders of the Lost Relic

5. THEROS: The Temple at the World's edge
4. RAVNICA: The Laboratory of Dr. Roalesk
3. RAVNICA: Crypt of Horrors
2. An EBERRON Adventure: The Goose of the Golden Eggs
1. Sins of war: an Eberron story

ps: merry Xmas :smile:
 
Convergence - Delta Green is one of my all-time favorites.
The Enemy Within - Shadows over Bogenhafen
The Isle of Dread (Probably for the nostalgia)
Fish Feckers (stupid title but a good adventure).
Curse of the Rickenbaks (WFRP)
Masks of Nyarlathotep

Definitely a few more CoC games but I can't think of the names at the moment as they were years ago.
 
Well, lessee. Probably not 10, but.

I started with AD&D 2e, so some of the adventures I played (and like) the most are actually from DUNGEON mag.

The fountain of health by Ann Dupuis, a simple temple ruins exploration which can be run in a couple of hours. Lots of fun but very basic. Basic D&D

Prism Keep by Rich Baker. Castle in the sky with gems and puzzles. Loooved this one as a kid. Advanced 2e

Old Man Katan and the incredible, edible, dancing mushroom band by Ted James Thomas Zuvich. Grumpy singing ranger and his adorable friends, the campestri (intelligent mushrooms). Showed me you can do humor and D&D. Adv 2e.

Sinister Secret of Saltmarsh (love the haunted house trope) and Keep on the Borderlands (running it right now in 5e for a bunch of newbies).

Shadows of the City, by Scott Sigler for (Dark) Champions 4e. Actually three interconnected adventures and with tips and suggestions to interweave your own. I prefer to work from pre-written adventures so this was very helpful.

Two spanish language only for Call of Cthulhu:

Escrito en piedra (Written in stone*) by Francisco José Campos, Ricard Ibañez and Miquel Aceytuno. Antoni Gaudí, the great architect of the Sagrada Familia church in Barcelona has died... but why does the temple resemble such a horrible nightmare... and who did he build it for?

La frecuencia Bauman (The Bauman frequency) by Xabier Ugalde. Wendy McGee has being missing for four years. For four. Years. For. Four. Years.
I played this one with supers actually, but it's a splendid CoC tale.

*: I think it should be "Etched in stone" but chose to go literal.
 
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Huh yeah, I just saw that on it's write up at BGG. I can't recall where I got my copy, probably a used bookstore. I'm a bit surprised it was considered controversial way back in 87. It could lead into uncomfortable areas , but that's why I recommended it, as an adventure that forces a lot of moral quandries for the players.
Wings of the Valkyrie sounds like the Dirty Dozen 2 for Champions - that movie had the same logic. Why the fuck is that such a big deal:shock:?!?
I mean, "your best ally is sometimes someone you despise and who despises you" shouldn't be a logic that's so far beyond the grasp of some people:shade:!

On the bright side, I can now get to 10 adventures to recommend... I've been learning:grin:!

(Only problem is, I'm not very far beyond that. I make it a point to only read adventures from trusted sources, which slows down my adventure-reading...whether this means I'm only absorbing good practices, or that I've got too little to base my opinion on, is in the eye of the beholder:thumbsup:!)

Eye_of_the_Beholder-799370695-mmed.jpg
 
Escrito en piedra (Written in stone*) by Francisco José Campos, Ricard Ibañez and Miquel Aceytuno. Antoni Gaudí, the great architect of the Sagrada Familia church in Barcelona has died... but why does the temple resemble such a horrible nightmare... and who did he built it for?



*: I think it should be "Etched in stone" but chose to go literal.

I did not know about this one and I see it was published in an old Dragon Magazine. I think I'll use it as an introductory adventure soon.

Many thanks!
 
No love for the innovative adventure in Palladium’s Beyond the Supernatural where you play 13 year old girls?

TEENY-BOPPER TERROR OR THE TOMB OF THE PERPETUALLY COOL ADOLESCENTS
A Beyond the Supernatural Adventure Scenario BY ERICK WUJCIK

NOTE: This is an beginner-level adventure designed for Victim characters. It works best if the player characters are rolled up specifically for this adventure. Total play time, including character generation, should be about four hours. WARNING: This is a pretty silly adventure; just remember that it's supposed to be fun.
 
No love for the innovative adventure in Palladium’s Beyond the Supernatural where you play 13 year old girls?

TEENY-BOPPER TERROR OR THE TOMB OF THE PERPETUALLY COOL ADOLESCENTS
A Beyond the Supernatural Adventure Scenario BY ERICK WUJCIK

NOTE: This is an beginner-level adventure designed for Victim characters. It works best if the player characters are rolled up specifically for this adventure. Total play time, including character generation, should be about four hours. WARNING: This is a pretty silly adventure; just remember that it's supposed to be fun.
...well, I remember we played two girls in this age range in a CoC adventure once.

Let's just say that we leveraged our knowledge of US pop culture in the 80ies to avert and destroy a Mythos agent:grin:!
 
Not 10, but ...

B4 The Lost City for B/X. Brilliant. I loved all the roleplaying opportunities from interacting with the various cults. Plus they had fireworks, which were pretty cool ... The upper levels were fully fleshed out, making a ready-to-play dungeon crawl. The Lost City itself was a brilliant sandbox. The optional lower levels were briefly sketched out, allowing the DM to put their own spin on it. The final monster was, in retrospect, a lovely nod to Lovecraftian-style horrors.

A+++
 
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Wings of the Valkyrie sounds like the Dirty Dozen 2 for Champions - that movie had the same logic. Why the fuck is that such a big deal:shock:?!?
I mean, "your best ally is sometimes someone you despise and who despises you" shouldn't be a logic that's so far beyond the grasp of some people:shade:!

On the bright side, I can now get to 10 adventures to recommend... I've been learning:grin:!

(Only problem is, I'm not very far beyond that. I make it a point to only read adventures from trusted sources, which slows down my adventure-reading...whether this means I'm only absorbing good practices, or that I've got too little to base my opinion on, is in the eye of the beholder:thumbsup:!)

Eye_of_the_Beholder-799370695-mmed.jpg

Actually really like that film.
 
Hmmm, top 10 I have had fun with, no specific order:
1. Dark Tower - already covered
2. Caverns of Thracia - already covered
3. The Spire of Iron and Crystal - Matt Finch, S&W, creates a great, unique environment for the PCs to explore with just enough details to inspire the GM, rewards clever play
4. The 2-headed Serpent, CoC (Pulp), note I just played rather than ran this so I am not sure how much work our GM did but we had a great globe-trotting time, managed to spot the twist just a little to late, had intra-party conflict driven by the campaign and were able to foil our opponent's plots with good planning.
5. Shadows of Yog Sothoth, CoC - again just a player but had a fantastic time.
6. Hmmm, have to think of more...

(I agree with the negative remarks about Horror on the Orient Express, I have run it and we had fun but the railroad vibe is real!)
 
Huh, surprised I didn't already post in this necro'ed thread. Here's my top 10 in no particular order.

1. Night's Black Terror - A great Basic D&D adventure, terrific mini-sandbox teaching tool for new GMs. Several imaginative touches including actual interesting goblins, great NPCs, a Slavic Flavour and extra surreal/horror-like final mini-sandbox. lt became my model of how to run an adventure going forward.

2. Isle of Dread - See above, ditto.

3/4/5. The Masks of Nyarlathotep, The Dracula Dossier & The Great Pendragon Campaign - Need I say more?

5. In Media Res - A very dark, crazy CoC one-shot.

6. Vault of the Drow - Probably the beginning of my love of city adventures, consider this as my top pick for many other cool city/location supplements including Night City, Marlinko, Greyhawk, Dunnsmouth, Hommlet, the Keep in the Keep on the Borderlands, Skullport and Rock of Bral.

7. Deep Carbon Observatory - The Watchmen of the OSR. The real 'what if D&D was for adults.'

8. Ravenloft - Didn't want to make this just a list of D&D classics but I think the fine construction and imagination of this adventure stands the test of time. Hickman is underrated as a dungeon designer: Castle Ravenloft, the Pharoah modules and the dungeons in his DL modules are all first rate.

9. Ogres of the Blinding Light - One of the one sheet adventures in the City of Greyhawk boxset, I believe it was written by the talented Carl Sargent. Short, simple, flexible and easy to run and lots of fun to role-play. Memorable, clever and even surprisingly melancholy.

10. Thulian Echoes - Remember when LotfP didn't title every release based on Fratboy-level humour? A great concept well executed, I haven't had the chance to run this one but would love to. Or even better, get a mind-wipe and get to play it as a player.
 
So my list, but keep in mind: these aren't ordered, except "in the order I thought of them".


Monster Island for Mythras, by TDM - "Lost World" kind of set-up, sandbox adventure, with explorers, wild natives and ancient sorcer...err, I mean, other natives:shade:! There's no Chthulhu...I mean, you should just beware the sleeping gods, that's totally not Mythos...:grin:

Strange Land of Li Fan by our own BedrockBrendan BedrockBrendan - wuxia sandbox with a strong SE Asia inspiration (IMO and I might be wrong, but that's how I'd run it).

Sons of Lady 87 by the same author - wuxia sandbox with a strong "gangster movie" vibe! What more do you want? There was a Let's Skim thread on this site, too...

From the Tideless Sea for Raiders of R'lyeh: WORLD-spanning sandbox campaign in the 1900-1910s, i.e. Pre-WWI! (It's presumed the PCs have access to a ship, so you can go at it kinda like Traveller).

Lover in the Ice for Delta Green (non-Chthulhian horror, but horror it is, definitely - if you'd even think of using anything like an X-Card, that's probably NOT an adventure for you:skeleton:). Incidentally: that's the FIRST non-sandbox adventure on this list! It's more of an "investigation against a ticking timebomb" kinda setup. (Except there's no bomb. But you still have no time).

Knight's Tale for Dragon Warriors...another non-sandbox game (yes, I do other stuff as well:tongue:), this one is Events-Based: it happens in the days of a tournament in the Totally Not Spain area of the Legendarium* setting. Amusingly, it has a "what to do if you're playing with Sherlock Holmes" (i.e. players guess what's about to happen)!

Exit Visa/Stranded on Arden for Traveller is all about dealing with bureaucracy. While it might look weird as a choice, it's also a great way to start a campaign - the PCs, if smart, would accrue a host of allies and contacts; if not, a host of enemies. Either way: adventure fodder! (Also: it's a pointcrawl at best, not a full-on sandbox).

Secrets of the Ancients for Traveller is another pointcrawl, basically - but I just love how it plays with the themes of the Great Maker. I won't say any more to avoid spoilers, but...ahem, my players ended this with a sure-fire way to get a technological jump forward for their side:shock:.

Scourge of the Demon Wolf by Robert S. Conley (a.k.a. robertsconley robertsconley) is another sandbox adventure, that's mostly held back by its system (OSR)...yeah, there's a trend in my preferences.

Honourable mention: Road to Monsterberg by our own Peter Von Danzig Peter Von Danzig...though I admit I'm still working on cutting it down to its components and re-assembling it in the form I'd want, i.e. as a basically-sandbox supplement to the Medieval Baltic setting. (That said, I'm still to finish my first read-through, it seems something crops up as soon as I start reading this one...and if I start FtTS before that, it might be some years before I run it:thumbsup:!)


*Legendarium is my name for the Dragon Warriors setting, because I think it fits better.
Thulian Echoes - Remember when LotfP didn't title every release based on Fratboy-level humour?
...there was such a time:devil:!?!
 
Some of my favorite ones are already in the thread, so let's see what I can I find that are new or so important to me that merit being here:

1. Traveller: The Traveller Adventure by John Harshman, Marc W. Miller, J. Andrew Keith, Loren Wiseman, Frank Chadwick

The original Traveller rules had an underdeveloped setting. This campaign helped to define the Third Imperium as its cannon. The great thing about it is that the campaign uses a show, don't tell structure that is extremely attractive to read and play. This was somewhat common in Travellers' first adventures — not only Travellers' Digest Magazine did the same with its campaign, but the Keith's brothers did the same with:

2. Traveller: The Skyraiders Trilogy Series by J. Andrew Keith, William H. Keith Jr.

Another show, don't tell campaign that using the same rule set as The Traveller Adventure. Surprising that using the same 3 little black books as a baseline created a completely different universe and tone, closer to Indiana Jones than to what we expect from Traveller today.

3. Stormbringer: Sea Kings of the Purple Towns by Fred Behrendt, Nick Hagger, Mark Morrison, Anthony Utano, Richard Watts

Difficult to select which module campaign is better for Stormbringer/Elric, but I would probably select this one by Chaosium. Not only the adventures included are great, but the Gazateer chapters will provide years of fun. Rogue Mistress is probably a more structured campaign, but it can be slightly alien to those Stormbringer players that expect a Sword & Sorcery campaign rather than a Planes of Chaos tour.

4. Aquelarre: Danza Macabra
by Ricard Ibañez

One of original Aquelarre modules. Six chained adventures in St. James' Way where the driving force is death's, the Danse Macabre of the title, equalizes Middle Ages social classes. For many of us in Spain this campaign helped us to understand death in the middle ages much better than reading Manrique's Verses on the Death of His Father in high school

Sadly not translated to English.

5. Twilight 2000: The Polish Campaign by William H. Keith, Jr. et al

It's difficult to understand the impact of this campaign to the Twilight 2000 community. The Third World War happened and you were on your own. We still discuss today if we took the right decision in Krakow supporting General Zygmunt, but what we did not realise at that time while travelling Polland is that this was our first sandbox and the maps were as real as the ones being sold by Michelin. And remember: the best way to survive in a war is not to shoot a single shot.

6. Mekton: Operaton Rimfire by Michael McDonald

But not everything fun has to be a sandbox. Operation Rimfire is the best adaptation of a mech anime to any rpg, completely faithful to its cinematic format and full of teen romance and personal drama.

Playing it is like hours and hours of watching Saturday morning cartoons: flirt with beautiful aliens while planning tactical operations, meet space emperors or bomb space carriers from your mektons and be always alert... someone is planning to betray you.


7. 2300AD: The Kafer Modules by Keith Brothers et al

For a long time Traveller Refree the 2300AD universe was like the small, forgotten brother than nobody loved. But it had some interesting gems. The Kafer saga was the main one. Many describe it as a copy of Cameron's Aliens, but it was much bigger than that. It was mankind international effortto survive against an alien race, much closer to what we read in the press than Traveller's Third Imperium.

8. Space 1889: The Complete Canal Priests of Mars by Marcus Rowland

Probably someone should write a book about Marcus L. Rowland and his love for Scientific Romances. Maybe this is not his best work — check his self published Forgotten Futures — but the hardcover published by Heliograph is a great campaign with Ether Flyers, Martians and evil fenians using the Space 1889 rules. The Complete Canal Priests of Mars is the best way to introduce roleplaying to older players uninterested in fantasy or science fiction with excellent updated art.

Please ignore the GDW edition, it was highly edited and Marcus disavowed it.

9. Cthulhu: La Bestia no debe nacer by Ricard Ibañez

This was our first campaign for Cthulhu in Spain. With the Spanish edition just published we had no adventures to play. Lider, the grandaddy of Spanish rpg magazines, published monthly the four chapters of this campaign. The players, WW1 american soldiers wake up amnesic in a French hospital with the same strange tatoo in their right shoulder.

Discovering why the Beast should not be born will require to travel around the world and be ready to die. Because it's a deadly adventure and without some master hand waving the players won't succeed.

It has been recently updated for CoC 7th Ed, but has never been translated to English.

10. WEG Star Wars: The Darkstryder Campaign by al

This is probably the most ambitious campaign ever written. With Timothy Zahn's writting this Extended Universe campaign presented something different to previous WEG adventures. Its use of a troupe game model, a big ship and tens of possible playing characters, Darkstryder was closer to a Grand Opera to a Space Opera, but its twists, surprises and hidden agendas are still unsurpassed.

Extra bonus: En Garde by Darryl Hany, Frank Chadwick and Paul Evans

Ok, ok... this is not a module or campaign, but we probably had the longest and most satisfying adventures with it. When the rules were not enough, the masters created new ones, and when rules where not applicable they had no issue to invent something new. Probably the best PBEM ever created.
 
This was a harder assignment than expected :-). Here are ten roughly prioritized scenarios:
  1. Tell Me Have You Seen the Yellow Sign – Cosmic Horror - Call of Cthulhu.
  2. Ladybug, Ladybug Fly Away Home - Cosmic Horror - Call of Cthulhu.
  3. Trail of the Gold Spike – Pulp - Hero / Justice.
  4. Ravenloft (I6) – Horror / High Fantasy- AD&D.
  5. The Teeth of Gwahlur – Sword & Sorcery – AD&D (If you are in my group, please don't read this.)
  6. In Search of the Trollslayer – High Fantasy - BRP
  7. The Haunting – Cosmic Horror – Call of Cthulhu
  8. The Edge of Helium – Space Travel / SciFi – Orbital 2100 / Cepheus Engine (If you are in my group, please don't read this.)
  9. Massacre on Cass Avenue – Urban Adventure / X-Files / Monster Hunt – Bureau 13
  10. Wormwood Arena – Cosmic Horror – Delta Green
 
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