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Module/AP suggestions?

Snapdragyn

Explorer
I'm about to dip my toe into the DMing waters - 3rd time's the charm?

I'm hoping to find an adventure module or AP (3.5 or Pathfinder) which can easily be refluffed (& to some extent recrunched) to fit the details of the game world I have planned. The main essentials [w/ thoughts on desired characteristics in a module]:

- 3.5 or Pathfinder

- an Ice Age world. [Anything that doesn't depend on hot climates or jungles for story could probably be retooled for this, though.]

- society fairly 'Dark Ages'. The great wonders of the past age are distant memories, & finding relics from that culture is a path to fortune... or death. [Magepunk out. High fantasy magic out.]

- low- to medium-magic: probably using some version of spell points/vitality coast, lots of banned types of magic (any sort of teleport, any sort of summoning, probably any sort of polymorph or at least very restricted). [See last point.]

- melee classes have some degree of access to Tome of Battle maneuvers (w/ same restrictions as magic, i.e. no teleport, etc.). [Probably easy to add, just may need to bump encounters up a bit.]

- no other planes exist (although it's at least possible that the races of the world may believe that they do). [Planar travel out. Fluff relating to other planes at least flexible enough to be retooled.]

So far I've heard of the Slumbering Tsar Saga - the feel of the Desolation is spot on, but there would be a LOT of retooling needed to remove the extraplanar references (& I've only reviews to go on, haven't seen the module itself to have any idea just how difficult that might be). Anyone have other suggestions?
 

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What levels are you looking for? And how far does the AP have to go?

You could probably work Hollow's Last Hope into what you need. It's a first level pathfinder module that's free.
 

Hm, I was going to try to recommend War of the Burning Sky, which has armies and a winter theme, and a main villain whose schtick is hunting down wizards (which means there aren't many left), and teleportation magic is on the fritz (anyone who teleports burns to death).

But then I remembered the first 4 adventures have:

1. A dragon and various wyverns working for an army that attacks a city (you don't fight them; it's background, so you could just reflavor the army).

2. A cursed forest that is perpetually on fire, which you flee through to avoid inquisitors.

3. A city that is targeted by a magically-conjured hurricane. Admittedly it's a one-off occurrence, and the spell is not performed lightly.

4. . . . This one's actually fairly low-key, magically, aside from a telepathic shapeshifting monster that has infiltrated a king's court.
 

meomwt

First Post
I ran the following recently, it might work for your party.

DCC 28 Into the Wilds - fairly low level magic, can easily be converted to icy theme

DCC 57 Wyvern Mountain - 4E, but conversion notes by me for 3.5E can be found on the Goodman Forums here. There is plenty of ice and cold on this one!

Then - assuming the party is sufficiently powerful, and I made sure mine were - Red Hand of Doom. I'm sure that the locations can be relatively easily converted to icy rather than temperate, and the final villain can be a resurrected Dragon Queen, rather than <ahem> who the module says she is. The adventure includes lots of travel which doesn't assume teleportation. The climactic battle to defend a city may need a little re-tooling (it could be similar to a Viking stronghold, for example) but I'm sure that the fluff can be re-worked. The designers also have lots of useful staging, role-playing and combat tips in side-bars, which I found very helpful.
 

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