D&D 3E/3.5 3.5 Campaign designed for Two Groups

jreegs

First Post
Does anybody know of a D&D 3.5 campaign that is designed to be taken up by two groups simultaneously? We have a large group (8-9 players and 2 DMs) and we would like to split into 2 groups of 4 or 5 and run a campaign where the two smaller groups work together towards a common goal. One of the DMs thinks he heard of one that took place in or around Waterdeep.
 

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I don't know that particular Waterdeep adventure. But some of the published adventure can be played by two separate adventuring patties with appropriate modifications.

A campaign with "the opponents do this in day X" type timeline, such as Red Hand of Doom, can be playable by two adventuring parties. There are a lot of options for the adventurers to take. Usually, one adventuring party chooses which way to take next. But if there are two adventuring parties, they can split the force and, say, while one party is investigating something happening in northern land, the other party can pursue other clues. Then, when some big event happens, those two parties can gather and fight a big battle together.


Also, some mega-dungeons like Return to the Temple of Elemental Evil or the World Largest Dungeon can be playable by 2 or more adventuring parties simultaneously.

Especially, the main dungeon or RTTE is known to be rather redundant when played by a single party. It is a big donut like dungeon and encounter levels are in similar range anywhere in the dungeon. It is rather an old style dungeon adventure and does not run well much as a typical 3.Xe adventure IMHO. DM of my play group who run that adventure actually skipped most part the main dungeon intentionally. Because both the DM and players have been bored.

But if there are two adventuring party, on can conquer the dungeon clock wise while the other one delve the dungeon counter-clockwise.
 

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