• Critical-Hits Studios
    • Criminals Card Game
    • Sentinel Comics: the Roleplaying Game
  • Downloads & Tools
    • Critical Hits Fantasy Name Generator
    • Drinking D&D 2010
    • Drinking D&D 2011
    • Fiasco Playset: “Alma Monster”
    • MODOK’s 11 for Marvel Heroic Roleplaying
    • Refuge In Audacity RPG
    • Strange New Worlds RPG
  • Guides
    • Gamma World
    • Guide to 4e Accessories
    • Guide to Gaming DVDs
    • Skill Challenges
  • RSS Feed
  • Facebook
  • Twitter

Critical Hits

Everything tabletop gaming since 2005

  • News
  • Reviews
  • Columns
    • Dire Flailings
    • Dungeonomics
    • Musings of the Chatty DM
    • Pain of Publication
    • The Architect DM
  • Podcasts
    • Critical Hits Podcast
    • Dungeon Master Guys Podcast
  • Roleplaying Games
  • Tabletop Games
  • Game Hacks & Content
  • Video Games

My Favorite Published Adventure

January 5, 2007 by Dave

A little break from my boardgame design tribulations, as I take a look at tabletop rpgs…coc2.jpg

Publishing adventures is a tough business nowadays. While the Open Gaming License meant that there is a wealth of adventures to choose from, it also means that anyone can put out an adventure. While review sites like ENWorld have a huge community that can buy all these adventures and advise us, it still spreads everything out. In the old days, before d20 and the OGL, only one company was making (legal) adventures: and that was TSR. In the early days of D&D especially, everyone knew about Tomb of Horrors and Keep on the Borderlands. It created a shared experience between players and DMs from all over, as they would discuss how a certain monster was beaten or a clever item they used or the weird variant setting the DM set it in. As came afterwards in videogames, they were shared “levels” to which everyone who played it had their own story, or could give advice to other people who were going to take the journey themselves.

My favorite published adventure has this same community feeling, but is also an extremely solid adventure and hits everything an adventure should do.

The adventure I’m speaking of is “The End of Paradise” in the Call of Cthluhu d20 book. Unlike it’s bigger family members in the d20 system, this is an introductory adventure included in the rulebook itself. D&D and d20 Modern have some setting information but no introduction to sink your teeth into: you’re supposed to buy other books for that. But “The End of Paradise” is included in the main book, and offers suggestions on how to drop it into just about any kind of Call of Cthulhu game that you care to run.

(I should note that the CoCd20 book contains a second adventure that I’m not nearly as fond of- it’s more limited in dropping it into a campaign, is not a starting adventure, and reads more like a dungeon crawl than the horror investigation genre. So it’s not simply enough that an adventure be in the rulebook, there are other qualities too.)

As it is designed for first level characters and beginning players, the adventure does not rely on the characters having super psychic powers or being specialized in the Uzi. From what I remember, there’s only one combat, and it’s quite obvious that you can’t fight it. While the whole adventure is on a timeline, the characters have ample time to search and gather clues and can take extra time so as not to blow an all-important roll.

It’s also a great intro to everything that can be done in CoC. There’s searching, investigating, research… and then there’s the horror. With CoC it’s easy to fall back on a “Monster Manual” style approach and just throw a random Lovecraft critter at the players. “You see… a byhakke!” But this adventure features just general creepiness and haunted houseness- ghosts, sex carpets, bizarre ceiling holes… it’s got it. But it also touches on the Lovecraft mythos in the origin of the “big bad” and has an insanity causing book of weirdness for the players to discover. Everything that a CoC game should be about is in there. Insanity checks? You betcha! Plus, because it’s not a huge jump into the obvious supernatural, it allows the characters to slowly be drawn into horror, for greater verisimilitude.

Because it’s so compelling an adventure, and can be used either as the kickoff to a campaign (as I did) or a one-shot/con game. (It is especially good as a con game because of the aforementioned “gives you everything you’d want in a CoC game” and ties nicely into TreasureTables’ ideas about leading with the cool stuff.) Combined, it means that I when I talk to fellow gamers, there’s a decent chance that they’ve played the adventure too. I’ve talked with other GMs on how they ran it, and with players who have played through it, and we all get to swap “How did it end?” stories. How cool is that? I can’t think of any other game I’ve played where I’ve had this sort of experience. And when I talk about the sex carpet, they know what I mean. It’s also interesting to hear what other settings the game took place in: mine ran was the kickoff in a college game, so the characters were students doing classwork, and had no access to weapons. Another GM I talked to ran a party where they had all sorts of military weapons… which ended up being the reason they died!

I can’t recommend the adventure enough. It’s almost perfectly put together, and it brings back the early days of roleplaying when everyone played the same adventures because there were only a few available. It brings me closer to other players and GMs, and let’s me hear how other people tackled the same framework. Thus, it is my favorite published adventure.

My favorite adventure of all time though? That’s a harder question, and one I’d have to split into “Favorite Adventure I’ve Run” and “Favorite Adventure I’ve Played In.” Those will have to be the subjects of future columns… after I’ve sprung them on a few PCs, of course.

Share This:

  • Tweet
  • Share on Tumblr
  • Email
  • Print

Filed Under: Critical Threats, Roleplaying Games

About Dave

Dave "The Game" Chalker is the Editor-in-Chief and Co-Founder of Critical Hits. Since 2005, he has been bringing readers game news and advice, as well as editing nearly everything published here. He is the designer of the Origins Award-winning Get Bit!, a freelance designer and developer, son of a science fiction author, and a Master of Arts. He lives in MD with e and at least three dogs.

About the Author

  • Dave

    Dave "The Game" Chalker is the Editor-in-Chief and Co-Founder of Critical Hits. Since 2005, he has been bringing readers game news and advice, as well as editing nearly everything published here. He is the designer of the Origins Award-winning Get Bit!, a freelance designer and developer, son of a science fiction author, and a Master of Arts. He lives in MD with e and at least three dogs.

    Email: dave@critical-hits.com

    Follow me:

Subscribe

RSS Feed

Archives

CC License

All articles and comments posted posted on the site (but not the products for sale) are licensed under a Creative Commons Attribution-Noncommercial-Share Alike 3.0 United States License. References to trademarks and copywritten material are included for review and commentary use only and are not intended as any kind of challenge.
Mastodon

Recent Comments

  • fogus: The best things and stuff of 2024 on Remembering the Master: An Inelegant Eulogy for Kory Heath
  • Routinely Itemised: RPGs #145 on Review: The Magus
  • The Chatty DM on Review: The Magus
  • Linnaeus on Review: The Magus
  • 13th Age: Indexing Truths — Critical Hits on The Horizon Conspiracy

Contact The Staff

Critical Hits staff can be reached via the contact information on their individual staff pages and in their articles. If you want to reach our senior staff, email staff @ critical-hits.com. We get sent a lot of email, so we can't promise we'll be able to respond to everything.

Recent Posts

  • Remembering the Master: An Inelegant Eulogy for Kory Heath
  • Review: The Magus
  • Hope in the Dark Heart of Evil is Not a Plan
  • Chatty on Games #1: Dorf Romantik
  • The Infinity Current: Adventure 0

Top Posts & Pages

  • Home
  • The 5x5 Method Compendium
  • Dungeons & Dragons "Monster Manual" Preview: The Bulette!
  • Critical Hits Fantasy Name Generator
  • On Mid-Medieval Economics, Murder Hoboing and 100gp
  • "The Eversink Post Office" - An Unofficial Supplement for Swords of the Serpentine
  • Finally a manual for the rest of them!
  • Dave Chalker AKA Dave The Game
  • How to Compare Birds to Fish
  • The Incense War: a Story of Price Discovery, Mayhem, and Lust

Copyright © 2025 · News Pro Theme on Genesis Framework · WordPress · Log in