Best non-dungeon scenario?

grendel667

First Post
After playing some mega-dungeon modules with my group for the last few years (Axe of the Dwarfish Lords, City of the Spider Queen), I am looking for a different setting.

I'd be grateful for recommendations of good non-dungeon scenarios (e.g., urban or wilderness). Some minor dungeon locations (e.g., castle cellars :-) would be OK, but the action should take place mainly in other settings. Ideally, the modules would have a mystery/diplomacy focus. As for levels, mid-to-high level would be most interesting. But since these characters are close to retiring anyway, even low level suggestions are welcome.

Any hints are appreciated!
 

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I tend to prefer non-dungeon scenarios, so I can share a bunch of ideas I have that you can flesh out at your leisure. Right now, I'm a bit tied up, but I'll be sure to get back to you, especially if you have more specific questions.
 


You could have a large, abandoned city (in whatever terrain you wish), perhaps a very old one, abandoned for no apparent reason, maybe recentl uncovered by an earthquake or a sandstorm or something.

The city might be inhabited by a new or strange race of beings or holds an ancient plague--threats that the PCs might need to deal with.
 

Many thanks for the comments thus far. But I should clarify: Given my current and foreseeable workload, I am looking for suggestions of pre-written scenarios (or modules, for us oldtimers :-).

I am not lacking for ideas to come up with something on my own, just the time to do so. That's the main reason I've been resorting to pre-made stuff.

I'll try to lookup the scenario in Dungeon 29 (a friend of mine might have it in his library), but I'd be grateful for pointers to more material.
 

As far as modules go, i would consider the early UK modules (secrets of salt marsh, danger in dunwater?, and the final enemy) to be excellent. Assassins Knot which is also tied to Secrets of Bone hill are also good non dungeon modules and can be easily integrated.

Other ideas are to start the PCs of in an isolated town with some background history (there are tons of these in dungeon magazines and you can easily ovelap the plot lines) and work from there.
 

I also believe the following 3e modules to be good scenarios:

Witchfire triology - will take a bit of modification

Gryphons Legacy by Wulfgang Bauer? unfortunately further modules were not put out as the company went out of business. There were also there 20 dollar modules with CDs etc which you can pick up cheaply on ebay (dont remember the title of the top of my head).
 

I also believe the following 3e modules to be good scenarios:

Witchfire triology - will take a bit of modification

Gryphons Legacy by Wulfgang Bauer and Zombie wood, the follow up adventure. unfortunately further modules were not put out as the company went out of business.
There were also these 20 dollar modules with CDs etc which you can pick up cheaply on ebay (dont remember the title of the top of my head).
 

I really enjoy the Freeport modules (Terror, Death, and Madness in Freeport, as well as Hell in Freeport). I actually imported the city into my Realms campaign, and based my group there. The main book has dozens of adventure hooks, and there is another book, Tales of Freeport, that has more adventures already written out, along with even more hooks. Great setting for the money.
 


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