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modules that easily fit on the Purple Planet?

Posted: Mon Nov 16, 2015 4:44 pm
by Kruvil
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?

Posted: Wed Nov 18, 2015 9:07 am
by ragboy
Kruvil 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?
One Who Watches
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.

Re: modules that easily fit on the Purple Planet?

Posted: Wed Dec 02, 2015 6:19 pm
by MutoX
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.

Re: modules that easily fit on the Purple Planet?

Posted: Tue Dec 08, 2015 11:13 pm
by catseye yellow
just like mutox said. only straight urban things like carnifex, blades against death or jeweler that dealt in stardust would need more work.