I've posted before about the campaign I'm running using Five Torches Deep.
We started with The Forbidden Caverns of Archaia, moved to Tomb of the Serpent Kings and now are in the midst of N1 Cult of the Reptile God.
My players have let me know (very politely) that they are sick of dungeon crawls. Of clearing rooms of traps and monsters. That doesn't mean they don't want fights or exploration. But they feel - and I agree - the campaign has lacked role playing opportunities and variety.
So, I'm looking for a low level module (the party is currently 2nd level) that offers something other than a dungeon crawl. It can have dungeons in it, but it's go to offer memorable NPCs and/or significant faction play. The combat options in FTD are limited, so the more there is to do besides/in addition to combat the better.
At the same time...Five Torches Deep is gold for XP, so there needs to be monetary rewards as combat or social interaction alone won't allow for advancement.
I'm open to anything old school, OSR or 5E (FTD is a simplified version of 5E). It can't be the above modules, or Tomb of the Iron God, Kidnap the Archpriest, Saltmarsh or The Fall of Whitecliff because these players have been through those.
Right now I'm thinking about B10 Night's Dark Terror, as there seems to be a nice mix there. I've been going through Bryce's list but it seems like it weighs heavily towards dungeon crawls (which isn't a bad thing, the party just needs a break).
I feel like I'm constantly asking for recommendations on this forum, but I really do value you opinions and would appreciate any suggestions.
Thanks in advance.
Mark
PS It's been suggested I write my own adventure which I do hope to, but as my day job is writing and my prep time is limited that's not an option for now.
We started with The Forbidden Caverns of Archaia, moved to Tomb of the Serpent Kings and now are in the midst of N1 Cult of the Reptile God.
My players have let me know (very politely) that they are sick of dungeon crawls. Of clearing rooms of traps and monsters. That doesn't mean they don't want fights or exploration. But they feel - and I agree - the campaign has lacked role playing opportunities and variety.
So, I'm looking for a low level module (the party is currently 2nd level) that offers something other than a dungeon crawl. It can have dungeons in it, but it's go to offer memorable NPCs and/or significant faction play. The combat options in FTD are limited, so the more there is to do besides/in addition to combat the better.
At the same time...Five Torches Deep is gold for XP, so there needs to be monetary rewards as combat or social interaction alone won't allow for advancement.
I'm open to anything old school, OSR or 5E (FTD is a simplified version of 5E). It can't be the above modules, or Tomb of the Iron God, Kidnap the Archpriest, Saltmarsh or The Fall of Whitecliff because these players have been through those.
Right now I'm thinking about B10 Night's Dark Terror, as there seems to be a nice mix there. I've been going through Bryce's list but it seems like it weighs heavily towards dungeon crawls (which isn't a bad thing, the party just needs a break).
I feel like I'm constantly asking for recommendations on this forum, but I really do value you opinions and would appreciate any suggestions.
Thanks in advance.
Mark
PS It's been suggested I write my own adventure which I do hope to, but as my day job is writing and my prep time is limited that's not an option for now.