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Adventure Recommendation (levels 11+)

PaulKemp

First Post
My group is soon to wrap up the Red Hand of Doom mini-campaign and I'm looking for a mega-adventure or series of linked adventures that run from 10th-11th through the 18th+ level range. The hook doesn't matter. I'll link it to RHoD somehow. I'm just looking for well-done, pre-packaged, follow on mini-campaign.

I considered City of the Spider Queen but dismissed because I just don't have the time right now to convert a 3.0 adventure to 3.5, which is what we're playing.

I'd be grateful for any help here. Enworld powers....ACTIVATE!
 

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are you looking for a dungeon slugfest or something more global impact?

paizo had a bunch of adventures tied together in a mini style campaign. ;)
 

DaveyJones said:
are you looking for a dungeon slugfest or something more global impact?

paizo had a bunch of adventures tied together in a mini style campaign. ;)

I'm open to just about any subject matter. I know Paizo has its various APs but those start at 1st level and run through to 20th. I think it would be hard to jump in at the midway point.

So what I'm hoping is that Necromancer (could the website be any more annoying to navigate, btw?) or Goodman or someone similar has a mega-adventure that starts around tenth and runs for a while, or has a string of connected adventures that does the same thing. I'm just a bit too out of the loop with third party material to know what's out there, much less what is good.
 


Well from WotC there is also the latter two of their recent FR trilogy that is about the right levels.

Shadowdale: The Scouring of the Land is a Dungeons & Dragons adventure designed for four 9th-level characters. Player characters will advance through 10th level and into 11th level during the course of the adventure, and perhaps reach 12th or 13th level by its conclusion.

Anauroch: The Empire of Shade is a DUNGEONS & DRAGONS
® adventure designed for four 13th-level characters. Player
characters will advance through 14th level and into 15th level
during the course of the adventure, and perhaps reach 16th or
17th level by its conclusion.
 

Drow War Part II, levels 10-20

http://www.mongoosepublishing.com/d20/detail.php?qsID=937&qsSeries=34

The Drow War II - The Dying Light

Author: Adrian Bott
Series: Complete Campaigns

Price: £25.00
Format: Hardcover (256 pages)
On sale now
Ref: ISBN 1-904854-49-4 | 3103

A strange messenger arrives, bearing a missive for the Players from ‘a friend’. This urges them to head to the kingdom of Jehannum, the most strongly fortified country in all of eastern Ashfar. It seems bizarre that so militaristic and entrenched a nation could be at risk, but that is exactly what the letter says. Moreover, the letter refers to the Players as the Starborn, so the writer clearly knows more about them than most. The letter urges the Players to warn the ruling war barons of Crom Calamar of a coming onslaught from the Drow caverns beneath the city, and whether they succeed or fail, to meet a messenger at an inn in the city’s outskirts.

So begins The Dying Light, the second part of the Saga of the Drow trilogy. This 256-page hardback book takes the Players further along the road to the epic climax of the series. Packed with marvellous detail, expressive artwork and a great storyline, The Dying Light is a thrilling campaign for anybody who likes the drow.
 


PaulKemp said:
I'm open to just about any subject matter. I know Paizo has its various APs but those start at 1st level and run through to 20th. I think it would be hard to jump in at the midway point.

War of the Burning Sky was actually designed to have jump-in and jump-out points. Among the 12 adventures you can do 1-12, 1-4, 1-8, 4-8, 4-12, and 8-12 (and other options too, of course, but those are what we designed for).

The closest match for you would be to go from adventure 5 (for 9th and 10th level), and end maybe at adventure 9 (the furthest we've gotten so far). By that point the war is already started, which fits well with RHoD, and the adventures would look like this:

  • Mission to the Monastery of Two Winds. Go to a mountain monastery, fight off the soldiers who are oppressing it, and gain the aid of the monastery's wind-worshipping monks. 9th-10th.
  • Tears of the Burning Sky. With their aid, pass through a deadly firestorm to a castle overrun with flaming undead, where supposedly lies an artifact that can be used to end the war. 11th-12th.
  • Trial of Echoed Souls. Seek out how to fix the damaged artifact, while being chased by enemies who want it to. Featuring a haunted forest, the coolest Predator-esque battle in a D&D game ever, and a battle inside the PCs' own souls. 13th-14th, by Ari Marmell.
  • O Wintry Song of Agony. Use the artifact to teleport an army and attack a tundra fortress where the villains are building one of those classic 'superweapon' style eldritch machines. 15th.
  • Festival of Dreams. Take on the grand army of the enemy in order to liberate a mighty city during a New Year's festival. 16th level. Best cover art of the whole series, by the way:
attachment.php


I know the PCs might have a bit of war fatigue, but I'm confident we keep things diverse enough that they'll enjoy themselves. Ask me if you have any questions.
 


Not sure about how much work your willing to put into turning an old 2nd edition adventure into 3.5 but there is the Dragon Mountain adventure that starts around those levels if I recall right. Would probably need a bit of work but might be up your alley if your looking for a dungeon crawl type.
 

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