Best 3.5 Adventure?

Of the Dungeon Crawl Classics in the 7-12 range, Aerie of the Crow God is great.
The best I've read from them!

But without a doubt, If you're looking for just a one-shot adventure: The Styes! The Styes! THE STYES!!!!

Pure. Distilled. Awesome.
 

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Banewarrens is really outstanding. Be warned, though - it's a meatgrinder!

It may need a few tweaks for 3.5 (one of the creatures in it got its CR upped by 3 or so between editions), but it will still work very well.

-O
 

I think Banewarrens was a lot longer, but maybe my memory is just faulty, is has been so long. I really liked that adventure as a player. Played a Kobold Sorcerer in it. Good times...

Banewarrens is quite long, but good. Id actually suggest Night of Dissolution. Its a little shorter and easier to cut parts out. :) (Of course I mixed the two and side things in Ptolus to make a mega campaign, but you did mention a time crunch).

Also a number of people have posted the maps of both in grid form.
 
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There's those WotC adventure modules for 3.5 that they put out when they first started getting back into producing adventures. One of them was something about an Ice Rift and there was another one called something like Hellspike Prison.

Those adventures were quite short (probably only a couple sessions) but with a little work the DM could flesh them out nicely and fill up some more sessions. From what I recall, the modules had additional adventure seeds already in them.

You didn't say how often you play so it's hard to say what constitutes too long a module. You've got pretty much 2 months of time until October. Unless you're playing a lot, you won't get through any of the hard cover adventures in that amount of time (although the Ravenloft/Strahd adventure has several different adventure versions in it that might fit nicely into your time frame... and could even finish up right at Halloween!). Not exactly Greyhawk though (but perfect for a one-shot adventure).
 
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There's those WotC adventure modules for 3.5 that they put out when they first started getting back into producing adventures. One of them was something about an Ice Rift and there was another one called something like Hellspike Prison.

Those adventures were quite short (probably only a couple sessions) but with a little work the DM could flesh them out nicely and fill up some more sessions. From what I recall, the modules had additional adventure seeds already in them.


Hellspike Prison, Fane of the Drow, Fields of Ruin, Dragondown Grotto, City of Peril and the Frostfell Rift were part of the Fantastic Locations line that include some battle maps, for those who like that sort of thing. So if you see them in the discount bin, might be worth a look on that score, too.
 
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Great adventures:

The Sunless Citadel - Just in case you haven't ran it...


The Mad God's Key (Dungeon) was freaking awesome.
The Harrowing (Dungeon) - Evil Greyhawky type Drow goodness no Drizzt clones arround
Raiders of Galath's Roost (Dungeon) - also awesome. Nothing like beating down some giant ants before taking on a castle full of Banites.

Both Ptolus adventures are solid.

Every Pathfinder module I've read thus far looks like it'd be fun to run.
 

Just another person chiming in to say that Red Hand of Doom was solid. It was a very good mix of scenarios, with a reasonable amount of diplomacy-hoohah to boot.
 

Yes, Red Hand of Doom is great! It can easily be cherry-picked if a shorter module is wanted. It's a setting whithin itself. Really, Brindol is a detailed place, great for adventure, but the players will never know if you follow the path laid out in the module.
As it gets sacked.
.

Maze of Screaming Silence from Monkey God is interesting. Or disturbing, to be exact.
 

Secret of Smuggler's Cove, Sunless Garden, and Aerie of the Crow God are 3 excellent adventures, and all take place in 3.5's "sweet spot" of 5th-9th level. Great stuff your players will talk about for years after.:)
 

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