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General Tabletop Discussion
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Best Adventure Path (spanning 10+ levels) of all time?
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<blockquote data-quote="toucanbuzz" data-source="post: 8914430" data-attributes="member: 19270"><p>In no particular order of stuff I've run, and I can't reconcile a level 1-20 style campaign with #5 (not overly complex to DM) as every one of these needs help and a lot of tweaks/fixes.</p><ul> <li data-xf-list-type="ul">Savage Tide (3E, Dungeon mag). Classic, epic high adventure feature the Isle of Dread and Demogorgon and an invasion into the heart of the Abyss. If done right and with a few tweaks, a totally despicable bad guy (early on and with tweaks later) and totally memorable NPCs that you spend time on a ship with. Tons of campaign journals on Paizo, ran using Pathfinder.</li> <li data-xf-list-type="ul">Age of Worms (3E, Dungeon mag). Amazing starting adventure, fabulous dungeons. Needs tweaks on some adventures that drag and is dungeon-heavy, deadly if run with original lethality of monsters. Epic conclusion with a demigod. Tons of campaign journals on Paizo. Ran using Pathfinder.</li> <li data-xf-list-type="ul">Kingmaker (Pathfinder). It's a coloring book with the most campaign aid from DMs in the history of anything I've ever seen. 10 years later I ran it in 5E and still found folks providing advice or asking for it. If filled in properly (as in a LOT of work), could be the most satisfying campaign you'll ever run, taking you to crazy feyworld. Having just finished it to completion, a 2 year campaign, yeah. But #5 criteria, nope. Hit level 15.</li> <li data-xf-list-type="ul">Dragons of Despair, et all (AD&D). The original Dragonlance modules. Yeah, it's a railroad, but gamers are entering into this on purpose to play some epically high fantasy knowing they're staying on the rails. It violates the "start at 1" idea, but when converting to 5E, I worked around this and am currently running it. Epic encounters and scenery, imagery sticks with you, and nothing more epic than stopping the goddess of all evil. Should hit around level 14-15.</li> <li data-xf-list-type="ul">Out of the Abyss (5E). Amazing start, totally fun NPCs like a gelatinous cube, and demon lords. Needs a TON of work up front and a TON of work around the seams, and a TON of work at the end-game when there's not enough going on to warrant going up levels, and some work to make eons-old Demon Lords scary combatants because as-written they suck. But at the end, totally worth it (if you run the "players control demon lords" battle option). Hits levels 12-14.</li> </ul></blockquote><p></p>
[QUOTE="toucanbuzz, post: 8914430, member: 19270"] In no particular order of stuff I've run, and I can't reconcile a level 1-20 style campaign with #5 (not overly complex to DM) as every one of these needs help and a lot of tweaks/fixes. [LIST] [*]Savage Tide (3E, Dungeon mag). Classic, epic high adventure feature the Isle of Dread and Demogorgon and an invasion into the heart of the Abyss. If done right and with a few tweaks, a totally despicable bad guy (early on and with tweaks later) and totally memorable NPCs that you spend time on a ship with. Tons of campaign journals on Paizo, ran using Pathfinder. [*]Age of Worms (3E, Dungeon mag). Amazing starting adventure, fabulous dungeons. Needs tweaks on some adventures that drag and is dungeon-heavy, deadly if run with original lethality of monsters. Epic conclusion with a demigod. Tons of campaign journals on Paizo. Ran using Pathfinder. [*]Kingmaker (Pathfinder). It's a coloring book with the most campaign aid from DMs in the history of anything I've ever seen. 10 years later I ran it in 5E and still found folks providing advice or asking for it. If filled in properly (as in a LOT of work), could be the most satisfying campaign you'll ever run, taking you to crazy feyworld. Having just finished it to completion, a 2 year campaign, yeah. But #5 criteria, nope. Hit level 15. [*]Dragons of Despair, et all (AD&D). The original Dragonlance modules. Yeah, it's a railroad, but gamers are entering into this on purpose to play some epically high fantasy knowing they're staying on the rails. It violates the "start at 1" idea, but when converting to 5E, I worked around this and am currently running it. Epic encounters and scenery, imagery sticks with you, and nothing more epic than stopping the goddess of all evil. Should hit around level 14-15. [*]Out of the Abyss (5E). Amazing start, totally fun NPCs like a gelatinous cube, and demon lords. Needs a TON of work up front and a TON of work around the seams, and a TON of work at the end-game when there's not enough going on to warrant going up levels, and some work to make eons-old Demon Lords scary combatants because as-written they suck. But at the end, totally worth it (if you run the "players control demon lords" battle option). Hits levels 12-14. [/LIST] [/QUOTE]
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