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General Tabletop Discussion
*Dungeons & Dragons
Could you recommend - third party - long adventures (or adventure paths) for D&D or Pathfinder?
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<blockquote data-quote="Wofano Wotanto" data-source="post: 9337925" data-attributes="member: 7044704"><p>Well, if you don't mind doing a fair bit of conversion work, 13th Age has both Eyes of the Stone Thief and Shards of a Broken Sky. </p><p></p><p>The former is a series of delves into the most famous of the setting's Living Dungeons, which are just what it sounds like - dungeon complexes that are magically alive. Most of them are content to burrow up to the surface from the deep underworld and then sit there, spawning monstrous raiders that ravage the countryside until someone kills the dungeon by seeking out its heart and destroying it. The Stone Thief is famous because it's mobile, and surfaces at irregular intervals to devour building, geographical features, even whole settlements, which get digested and incorporated into its ever-changing, ever-growing structure. It's also vindictive, and after the PCs have gotten its attention with a few successful delves and escapes it will start tracking them and eating places they care about until they settle its hash. It's pretty awesome, and designed to play out as a series of dungeoncrawls with some breaks in between for other stuff - at least until the dungeon starts coming for them.</p><p></p><p>The latter is initially an exploration of a formerly isolated magical "quarantine zone" where various nastiness was confined in ages past. The wards are breaking down and letting adventurers in to explore and other things out, and the start of the story is getting to know the local communities and exploring the region. Things ramp up when a magical catastrophe reveals a formerly-invisible floating fortress overhead that was maintaining the faltering wards, which proceeds to rain debris all over the bucolic settlements below as it crashes. At that point things shift to a disaster recover mode for a while, then shifts to exploring the fallen wreckage for loot, survivors and some clue as to what's going on. It's a more diverse experience than Stone Thief but not quite as polished and you probably won't use all of the many adventure sites - but some of them could easily be cribbed for later use elsewhere.</p><p></p><p>There's also the Elven Towers, which is about short AP length, but frankly I think it's terrible and do not recommend it. It stands out as the only 13th Age thing I ever bought I was actually disappointed in - and I bought almost everything from 1st edition.</p></blockquote><p></p>
[QUOTE="Wofano Wotanto, post: 9337925, member: 7044704"] Well, if you don't mind doing a fair bit of conversion work, 13th Age has both Eyes of the Stone Thief and Shards of a Broken Sky. The former is a series of delves into the most famous of the setting's Living Dungeons, which are just what it sounds like - dungeon complexes that are magically alive. Most of them are content to burrow up to the surface from the deep underworld and then sit there, spawning monstrous raiders that ravage the countryside until someone kills the dungeon by seeking out its heart and destroying it. The Stone Thief is famous because it's mobile, and surfaces at irregular intervals to devour building, geographical features, even whole settlements, which get digested and incorporated into its ever-changing, ever-growing structure. It's also vindictive, and after the PCs have gotten its attention with a few successful delves and escapes it will start tracking them and eating places they care about until they settle its hash. It's pretty awesome, and designed to play out as a series of dungeoncrawls with some breaks in between for other stuff - at least until the dungeon starts coming for them. The latter is initially an exploration of a formerly isolated magical "quarantine zone" where various nastiness was confined in ages past. The wards are breaking down and letting adventurers in to explore and other things out, and the start of the story is getting to know the local communities and exploring the region. Things ramp up when a magical catastrophe reveals a formerly-invisible floating fortress overhead that was maintaining the faltering wards, which proceeds to rain debris all over the bucolic settlements below as it crashes. At that point things shift to a disaster recover mode for a while, then shifts to exploring the fallen wreckage for loot, survivors and some clue as to what's going on. It's a more diverse experience than Stone Thief but not quite as polished and you probably won't use all of the many adventure sites - but some of them could easily be cribbed for later use elsewhere. There's also the Elven Towers, which is about short AP length, but frankly I think it's terrible and do not recommend it. It stands out as the only 13th Age thing I ever bought I was actually disappointed in - and I bought almost everything from 1st edition. [/QUOTE]
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Could you recommend - third party - long adventures (or adventure paths) for D&D or Pathfinder?
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