Role-Playing Modules

 

TOURNAMENT MODULE 1:

  • ONCE IN A LIFETIME: Essentially a tragic tale involving four “damaged characters” who have to solve a mystery and achieve their destinies at the end of their careers and the end of their lives. Played in ICON in 1995, AD&D 2nd Edition format. Role-Playing intensive, little or no combat. Revised to RPGA Format in 2000, and played as a “Classic” at RSA GENCON 2000.

TOURNAMENT MODULE 2:

  • THE TRAGIC TOWER: Another experiment with four “damaged characters” who start out expecting a simple adventure and find themselves in over their heads. Played at the LAHEE mini-con in 1994, AD&D 1st Edition format. Role-Playing intensive, some combat. Riddles and problem solving very important. Played again at WITSCON 2001 in AD&D 2nd Edition format. Reworked into D&D 3.xE for the Greyhawk series of linked Modules.

TOURNAMENT MODULE 3:

  • THREE DAYS OF THE CONDOR: A “Council of Wyrms” Module for an unusual group of (four to six) DRAGON Player Characters. A tough series of encounters to uncover ancient foes. Played at OUBLIETTE 1996, AD&D 2nd Edition format. Difficult situations, Role-Playing intensive. Most Recently offered as a RPGA Games Day Module in 2001.

TOURNAMENT MODULE 4:

  • LAST DAYS OF THE CONDOR: A “Council of Wyrms” Module for an unusual group of (four to six) DRAGON Player Characters. Essentially a continuation of the ‘Condor’ Tale where the Player Characters confront their ancient foes. Played at ICON 1997, AD&D 2nd Edition format. Massive Combat, Role Playing important. Most Recently offered as an RPGA Games Day Module in 2001.

TOURNAMENT MODULE 5:

  • TIME AND TIDES: An Underwater Module with all the complications and different aspects of perspective that comes with it. A simple task turns into a nightmare on the Sea Bed for four Characters. Played at ICON 1997, AD&D 2nd Edition format. Deadly Combat, Character intrigue. Reworked into D&D 3.xE for the Greyhawk series of linked Modules.

TOURNAMENT MODULE 6:

  • GO WEST YOUNG MEN, GO WEST: A tale set in the Ice Ages. No cities, no metal-working. The (four to six) Characters have to rescue the kidnapped princess so she may be taken back to the tribe and sacrificed to the Deity of the Next Spring. Played at OUBLIETTE 1997, at RSA GENCON 1999 and at WITSCON 2001. AD&D 2nd Edition format. Tough Combat, tricky situations, Character intrigue.

TOURNAMENT MODULE 7:

  • UNDER A BLOOD RED SKY: Finally played at WITSCON 2002 as an AD&D 2nd Edition Module. Advertised with caveats and warnings and reports were that it was ‘…tough’. At last, Under a Blood Red Sky gets to see some play. Played again at IMBOLCON 2004.

TOURNAMENT MODULE 8:

  • ONCE IN A BLUE MOON: One of my favorites. A tale set in the dark confines of gothic horror. The four Player Characters all have secrets they must protect and they must find someone else to blame. The first of my ‘consensual’ style Modules. Played at OUBLIETTE in 1997 to AD&D 2nd Edition format. No Combat, Role Playing essential. Tough moral dilemma’s. Played again in RSA GENCON 2000 “Classics” Section.

TOURNAMENT MODULE 9:

  • DESTINY COMETH FOR THOSE WITH PATIENCE SUFFICIENT… : The last of the “Council of Wyrms” Tournament Modules. The last remaining (four to six) Dragon Player Characters try and fulfill their destinies and put the souls of their lost brothers at rest against overwhelming odds. Played at OUBLIETTE 1998 in AD&D 2nd Edition format. Massive Combat, Role Playing important. Played together with the “Condor” Modules for RPGA Games Days in 2000.

TOURNAMENT MODULE 10:

  • TIKBALANG AHOY!: A Module set in a Filipino/Eastern Asian setting where palace intrigues have to be solved and the (four to six) Player Characters have to sort out their differences or be put to the sword. A ‘consensual’ style Module with problem solving important, as is Role-Playing. Combat can be deadly. Played at RSA GENCON 1999 to AD&D 2nd Edition format.

TOURNAMENT MODULE 11:

  • ONCE IN A FAIRY LAND FAIR… : A tale of (four to six) Fey Heroes trying to rescue their wonderful Land from a sinister invading force. Difficult, Hell yes! What would you expect from a ‘Once…’ Role-Playing intensive, tough moral considerations. Played at RSA GENCON 2000 to some acclaim. Not bad as a Swan-song for ICON/GENCON premiers.

TOURNAMENT MODULE 12:

  • ONCE WERE BANNERWALLS…: A Tale set some three hundred years after the details and events from “Once in a Blue Moon”. The (four to six) player characters face difficult situations in a dark setting. Role Playing intensive, tough moral considerations based on the avoidance of their extinction. Played at UPCON 2000.

TOURNAMENT MODULE 13:

  • THE MUMMERS FAIRE: A Tale of tragedy and of heartache. The Mummers Faire has been described as “challenging”, “adult” and “horrible”. I kind of like it, though. It is unusual in that I have insisted on having 5 (five) players for it, and have not stuck to many of the RPGA Conventions regarding design and content. The Module will not be available for general consumption. Ever… The Module was, however played to a hidden and secret session at RSA GENCON 2001 for an invitational-only slot of adult and experienced Role-Players.

TOURNAMENT MODULE 14:

  • DEAD TO RIGHTS: A Module designed as a prequel to “Once in a Lifetime…”. I have set it as an Intermediate level Module to give some players a feeling of depth with some of the Modules which come before and after in my Module Life Cycles. Played at RSA GENCON 2000.

TOURNAMENT MODULE 15:

  • THE WORM OUROBOROS: The Working title from my only “Planescape” excursion so far. The Module was snapped up for RSA GENCON 2001 and after the session I was subjected to a barrage of comments including “…this is not like OUR Planescape Campaign…”. Well, the (four to six) AD&D 2nd Edition Characters have the odds stacked against them. And… No, ‘The Worm’ is not like anyone’s Planescape campaign. Difficult, mysterious and definitely not for the beginner. Oh yes, … beware the Lady…

TOURNAMENT MODULE 16:

  • ONCE THERE WAS ONE: The last of my “Once…” Series, played to ICON 2002 in a hidden and ’secret’ session. The 4 player characters have to discover what is going on, and resolve tensions between themselves as best they can. Two players walked out of the Session claiming “…religious and moral objections…” to playing with the characters. Well, be warned… adult content not for beginners. Another Module that will never again see a release.

TOURNAMENT MODULE 17:

  • TO DIE IN ITALAR: My only Alternity Module thus far. We had an open spot, and I was asked to consider something SF for it. Played at RSA GENCON 1999 and at the UK GENCON 2001. A simple enough plot with little enough convolution. What a pity it is the only Module of mine to play through Internationally, and the one I consider my “least” Module. The Module comprises four to six 1st level Alternity Characters.

TOURNAMENT MODULE 18:

  • DIES IRAE: A D&D 3rd Edition Module for the “Living Greyhawk” Campaign in ZA. Set for 20 levels of Characters, it is a massive Dungeon Crawl, with some interesting intrigues. Launched in RSA GENCON 2001. This Module has been disqualified from the Living Greyhawk Campaign and removed from circulation since then.

TOURNAMENT MODULE 19:

  • MINE IS MINE: A D&D 3rd Edition Module for the “Living Greyhawk” Campaign in RSA. Set for 30 Levels of Characters, it is a political Module designed to test Players Role-Playing and quick thinking. Played at ICON 2002. This Module has been disqualified from the Living Greyhawk Campaign and removed from circulation since then.

TOURNAMENT MODULE 20:

  • EMERALD DREAMS: AD&D 2nd Edition Module. Asamaranth the Balor of Strife creates havoc in the Specularum School for Mages and only the PC’s can stop him. Interesting twists for PC, tricky challenges and pathos up the wazoo. Experienced Players only for 4-6 surprising Characters. Role-Playing very important. Booked to play at  ICON 2003, never released.

TOURNAMENT MODULE 21:

  • THE MUMMERS TROUPE: AD&D 2nd Edition Module. The Mummers Faire has returned home to rest and recharge. Someone has sprung a deadly ambush and now all things look lost. A group of ‘Circus Freaks’ associated with the Faire has got to go out and find out who and what wishes them harm. Quirky, home truths are paraded before the Players. Experienced Players only for 4-6 surprising Characters. Role-Playing very important. Played at  IMBOLCON 2004 and at UPCON 2010.

TOURNAMENT MODULE 22:

  • THE TALE OF SINUHE: RuneQuest V3.0 Module. The Tale is a rework of ancient literature Played in Old Kingdom Egypt at the end of the sixth Dynasty. Based on historical characters and romantic embroidering of events, the 4-6 Characters must rescue Sinuhe (A Courtier) from his self-imposed exile and return him to court to Pharaoh. Role-Playing very important. Play at  UPCON 2008.

TOURNAMENT MODULE 23:

  • THE NAVIGATORS PRAYER: Traveller Basic Module, with T20 Conversions. This Module is the result of a labour of love and has me re-working the 30 or so years of a Traveller campaign and meshing it with the Null-E philosophy of the Science Fiction movement of General Semantics. The 4-6 Characters must uncover a wierd mystery and play out their motivations. Role-Playing very important. Played at ICON 2005 with dual character re-writes for Basic Traveller and T20.

TOURNAMENT MODULE 24:

  • VENOMOUS FRUIT: A D&D 3E Module set in the Greyhawk area of the Hestmark Highlands. It is written for 40 levels of character and follows an investigation of the assassination of a VIP and continues on with the story from ‘Dies Irae’ and ‘Mine is Mine’. The 5 Player Characters attempt to re-create the events leading up to a pivotable moment in the areas history and clear the name of a mind-wiped innocent. Played at UPCON in 2008.

TOURNAMENT MODULE 25:

  • THE BLACK PARADE: A 3.x D&D Module that finishes off the saga of ‘The Mummers Faire’ through all its incarnations. The 4 Player Characters seek something hidden in The Faire in order to restore some balance to their war-torn pocket domain. Twists and turns in the way the Player Characters interpret their disparate races history, Role-Playing intensive. Played at ICON in 2008.

TOURNAMENT MODULE 26:

  • HARD BEACH REVISITED: A 3.x D&D Module that continues the story of the 5 Greyhawk Player Characters from previous Modules, scripted for 50 levels of character. The players are called to investigate a very tricky situation that will call for all their diplomatic skills. Played at UPCON in 2010.

TOURNAMENT MODULE 27:

  • IRON MEN: A 3.x D&D Module continuation of the 5 Greyhawk Player Characters, scripted for 60 levels of character. Hot on the heels of their previous diplomatic missions, the Player characters must head south to prevent a veritable flood of Golems that are beseiging an important cliff town of the Southern Clans. Played at UPCON in 2010.

TOURNAMENT MODULE 28:

  • DAWNING HOPE: A 3.x D&D Module for 5 Player Characters based in Mystara’s Hollow World. The Player Characters are Blacklore Elves struggling with the events and consequences of the ‘day without magic’ that has resulted from the Wrath of the Immortals scenario outcome. Booked for ICON 2010.

TOURNAMENT MODULE 29:

  • DAWNING LIGHT: A 3.x D&D Module for 5 Player Characters based in Mystara’s Hollow World. The Blacklore Elves from the previous linked module continue their struggle against their environment and their circumstances. Booked for ICON 2010.

TOURNAMENT MODULE 30:

  • ARIADNE’S NECKLACE: A 3.x D&D Module for 4-6 Player Characters based in Mystara’s Hollow World. This Module introduces the ‘Burrowers’ menace plot line and introduces an element of meta-game over a range of 22 possible Player Characters. The Module is designed to become more difficult for the original Player Characters to stay with the party as the plot line unfolds and rewards keen resource management at the meta-game level. Played at ICON in 2009.

TOURNAMENT MODULE 31:

  • ARIADNE’S DIADEM: A D&D 3.x Module set in Mystara’s Hollow World. The Burrowers menace has been exposed and the marshalling of the native forces of The Hollow World to combat them has begun. The 4-6 Player Characters continue with the meta-game and RPG game from the linked Module ‘Ariadne’s Necklace’ and steer the Hollow World defences drawing from the 22 possible Player Characters. Played at ICON 2009

TOURNAMENT MODULE 32:

  • FOOL FOR LOVE: A CoC Module for 4 Player Characters exploring the concepts of unrequited love gone sour. Role-Playing intensive, the characters set out to save the objects of their affection from a horrible fate. What they discover is certainly unexpected. Booked to play at ICON 2010.
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Date Posted: 12 Apr 2010 @ 7:44 PM
Last Modified: 12 Apr 2010 @ 07:44 PM
Posted By: admin
 

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