Tamago
RPG Superstar 2014 Top 16
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1) There are probably better ones out there, but this is what I found in a couple minutes of looking.
2) Do you mean scary for the players or scary for the characters? The second module has a VERY well done haunted mansion set-piece. I ran it on Halloween for my group and people were getting really into it! It wasn't super-scary, in my opinion, but it was very gripping.
Also in the second book, there is a scene involving ghouls in a farm field. The scary thing is that
3) The third module is probably the most disturbing. A good part of it involves a family of really creepy inbred ogres. A lot of their stuff is just really nasty and disgusting. But of course, as the GM, you can very the intensity of this with what you decide to play up.
| Stazamos |
Bah, lost post :( Trying again:
I second Tamago's post. Also, there is a link in his/her first sentence, but it's hard to see (depending on view settings): the word "this" is a link.
To add
Here is the general feel of each module, but do note I got this by reading the 3.5e edition of it, and plan to run the PF version in a couple months.
1. Cartoon violence: those goblins are so silly. Threats are very real, but small scale at this stage.
2. Creepy horror vibe. People are going insane, getting hurt, and killed.
3. Downright disturbing. And there's an imminent threat that could devastate a town.
4. Well if it wasn't obvious before, the heroes have evidence they made some enemies. I don't know how to sum up a feel for this, so I just wrote that.
5. Massive dungeon crawl, sins are really taking a front stage appearance now.
6. A treacherous journey capped off with an epic showdown (depending on how high levels play out in a given group).
(Side-topic)
But since you mentioned other APs, while I'm here, I endorse Council of Thieves (I was a player in that). I just loved Westcrown, it had good social events, and the dungeon crawls didn't feel tiresome.