modules that easily fit on the Purple Planet?
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modules that easily fit on the Purple Planet?
I'm going to start with the 0 level funnel. What DCC adventures fit well on the Purple Planet with just minor tweaking needed? Any suggestions?
Re: modules that easily fit on the Purple Planet?
One Who WatchesKruvil wrote:I'm going to start with the 0 level funnel. What DCC adventures fit well on the Purple Planet with just minor tweaking needed? Any suggestions?
Emerald Enchanter
Tower out of Time
Frozen in Time (party of the beastman things...can't remember their names)
Colossus Arise
off the top of my head.
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The Mystic Bull: Check out our two FREE prehistoric adventures: The Steading of the Nergalites AND The Tribe of Ogg and the Gift of Suss
In the Prison of the Squid Sorcerer (PDF) and softcover: 12 Short Adventures for DCC!
The God-Seed Awakens: 3rd Level Adventure for DCC. New patron, new spells, lots of new monsters and the living weapons of the Empire of Thal!
My Gamer Profile
Re: modules that easily fit on the Purple Planet?
Really any of the Modules with a little imagination could be set on the Purple Planet, in "Sailors" The keep could be a blasted out ancient kith stronghold, the beastmen, mutants instead.
"The Savage Kings" could be interesting as well the village could be a kith village (which would make the distrustful villagers more distrustful due to the heros being non-kith) the Jarl a warlord instead.
Any dungeon is a hook to go underground to avoid the weirdling sun and/or roving warbands.
"The Savage Kings" could be interesting as well the village could be a kith village (which would make the distrustful villagers more distrustful due to the heros being non-kith) the Jarl a warlord instead.
Any dungeon is a hook to go underground to avoid the weirdling sun and/or roving warbands.
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Re: modules that easily fit on the Purple Planet?
just like mutox said. only straight urban things like carnifex, blades against death or jeweler that dealt in stardust would need more work.