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General Tabletop Discussion
*TTRPGs General
Recommend me a mega-module or adventure path.
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<blockquote data-quote="timbannock" data-source="post: 3450266" data-attributes="member: 17913"><p>I'm running a somewhat higher-than-average level group through Rappan Athuk Reloaded...and that module rocks pretty hardcore.</p><p></p><p>We started World's Largest Dungeon and loved it, but we'd started it as a pick-up game....without the time investment necessary for something that freakin' big we've had to drop it, but with the idea that we WILL get back to it as a center-piece campaign. It's also easy to pull the dungeon apart into separate areas to use as one-off or smaller dungeons.</p><p></p><p>I've heard a lot of good about Shackled City, but haven't gotten to it myself.</p><p></p><p>I've read the Red Hand of Doom and -- although somewhat smaller than a typical "super-module" -- there is enough setting and background info in there for a campaign. Toss in a couple lower-level adventures from Dungeon or some other generic source and you've easily got enough material for a good long time.</p><p></p><p>Although separate adventures, the Dungeon Crawl Classics line by Goodman Games has a few paths where you can put a bunch of the adventures together to get a good campaign. I've a few of the DCC modules and they are so far excellent and easily adaptable.</p><p></p><p>I had Return to the Temple of Elemental Evil, and found it pretty boring and unbelievable, story-wise, but that's just me. It's out of print, so not sure if it's even an option for you.</p><p></p><p>Ummmm, that's all I got. My group mostly does all-original stories, but we've worked in outside adventures, and are starting to find the time-investment requires us to use pre-made stuff more and more. Let me know what you choose, and what you're experiences are!</p></blockquote><p></p>
[QUOTE="timbannock, post: 3450266, member: 17913"] I'm running a somewhat higher-than-average level group through Rappan Athuk Reloaded...and that module rocks pretty hardcore. We started World's Largest Dungeon and loved it, but we'd started it as a pick-up game....without the time investment necessary for something that freakin' big we've had to drop it, but with the idea that we WILL get back to it as a center-piece campaign. It's also easy to pull the dungeon apart into separate areas to use as one-off or smaller dungeons. I've heard a lot of good about Shackled City, but haven't gotten to it myself. I've read the Red Hand of Doom and -- although somewhat smaller than a typical "super-module" -- there is enough setting and background info in there for a campaign. Toss in a couple lower-level adventures from Dungeon or some other generic source and you've easily got enough material for a good long time. Although separate adventures, the Dungeon Crawl Classics line by Goodman Games has a few paths where you can put a bunch of the adventures together to get a good campaign. I've a few of the DCC modules and they are so far excellent and easily adaptable. I had Return to the Temple of Elemental Evil, and found it pretty boring and unbelievable, story-wise, but that's just me. It's out of print, so not sure if it's even an option for you. Ummmm, that's all I got. My group mostly does all-original stories, but we've worked in outside adventures, and are starting to find the time-investment requires us to use pre-made stuff more and more. Let me know what you choose, and what you're experiences are! [/QUOTE]
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