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The Audience - Do you feel like you're the target audience?
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<blockquote data-quote="Lanefan" data-source="post: 9179091" data-attributes="member: 29398"><p>I think <em>Night Below</em> was one, though the nearest I've got to it was playing through some of it in the mid 90s. B10 <em>Night's Dark Terror</em> almost approached being another - there was enough in that thing to cover the first 3 or 4 levels easily, if the party went on all the little side quests. And if 3pp stuff counts, Judges Guild had the <em>City State of the Invincible Overlord</em> in place before any of this, the followed up with <em>...World Emperor</em>.</p><p></p><p>Personally, I far prefer standalone modules that I can string together - along with homebrews - in my own way in order to create an adventure path I can embed into the bigger campaign I'm running. One series I did went:</p><p></p><p><em>Adventures in the Dune Sea</em> (conversion of 4e's <em>Marauders of the Dune Sea</em>)</p><p><em>Clergy of Halai-Zek </em>(homebrew)</p><p><em>Sataka's Doom</em> (<em>Tomb of the Lizard King</em>, tweaked so some players who'd seen/run it before wouldn't recognize it right away)</p><p><em>The Glass Pyramid</em> (homebrew)</p><p><em>Razor's Edge</em> (<em>Forgotten Temple of Tharizdun</em>, again tweaked to be less recognizable to those who had seen it before)</p><p></p><p>I overlaid a backstory on it all, and I dare say - to my pleasant surprise - it worked out quite well. Ten-plus real-world years later and the campaign is still unknowingly dealing with consequences from things that happened in <em>Razor's Edge</em>, and probably will be until the campaign ends. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="Lanefan, post: 9179091, member: 29398"] I think [I]Night Below[/I] was one, though the nearest I've got to it was playing through some of it in the mid 90s. B10 [I]Night's Dark Terror[/I] almost approached being another - there was enough in that thing to cover the first 3 or 4 levels easily, if the party went on all the little side quests. And if 3pp stuff counts, Judges Guild had the [I]City State of the Invincible Overlord[/I] in place before any of this, the followed up with [I]...World Emperor[/I]. Personally, I far prefer standalone modules that I can string together - along with homebrews - in my own way in order to create an adventure path I can embed into the bigger campaign I'm running. One series I did went: [I]Adventures in the Dune Sea[/I] (conversion of 4e's [I]Marauders of the Dune Sea[/I]) [I]Clergy of Halai-Zek [/I](homebrew) [I]Sataka's Doom[/I] ([I]Tomb of the Lizard King[/I], tweaked so some players who'd seen/run it before wouldn't recognize it right away) [I]The Glass Pyramid[/I] (homebrew) [I]Razor's Edge[/I] ([I]Forgotten Temple of Tharizdun[/I], again tweaked to be less recognizable to those who had seen it before) I overlaid a backstory on it all, and I dare say - to my pleasant surprise - it worked out quite well. Ten-plus real-world years later and the campaign is still unknowingly dealing with consequences from things that happened in [I]Razor's Edge[/I], and probably will be until the campaign ends. :) [/QUOTE]
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