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Yeah, definitely Dungeon mag. Go here for an index.
Also go here for downloadable adventures from wizards.com.
It helps to pick a theme. Using those two resources almost exclusively, I threaded together a very long campaign path based on vikings and snowy locales.
So browse everything, note the stuff that relates to your theme, put it all in order according to party level,and start looking for ways to add plots and subplots to string the stuff together.
It helps to mesh common NPC roles from multiple adventures together... for example, if one adventure calls for a wise old human woman in a mountain hut and another one calls for a wise old dwarven man in a cave, you'll add cohesiveness to your campaign by having both roles filled by the same NPC.
To some extent, the same goes with BBEGs, though here's a neat trick. If the main bad guy in an early adventure escapes, just up his power level and put him back into a later adventure in place of that module's listed villain. This really starts to turn him into the party's nemesis. On the other hand, if he doesn't survive, drop clues to the effect that he was a lackey of someone (or something) far more evil... and just use the next villain in your campaign path.
I can't stress enough, though, to look ahead and weave the plots together. As a player, I find it much more satisfying to draw conclusions from careful (early) groundwork laid by the DM. When I started building a campaign path using published adventures (something I'd never done before) I figured I'd just run the modules pretty much as printed, but that turns out to be pretty bland, so I had to start modifying stuff to give it more depth. YMMV.
Also go here for downloadable adventures from wizards.com.
It helps to pick a theme. Using those two resources almost exclusively, I threaded together a very long campaign path based on vikings and snowy locales.
So browse everything, note the stuff that relates to your theme, put it all in order according to party level,and start looking for ways to add plots and subplots to string the stuff together.
It helps to mesh common NPC roles from multiple adventures together... for example, if one adventure calls for a wise old human woman in a mountain hut and another one calls for a wise old dwarven man in a cave, you'll add cohesiveness to your campaign by having both roles filled by the same NPC.
To some extent, the same goes with BBEGs, though here's a neat trick. If the main bad guy in an early adventure escapes, just up his power level and put him back into a later adventure in place of that module's listed villain. This really starts to turn him into the party's nemesis. On the other hand, if he doesn't survive, drop clues to the effect that he was a lackey of someone (or something) far more evil... and just use the next villain in your campaign path.
I can't stress enough, though, to look ahead and weave the plots together. As a player, I find it much more satisfying to draw conclusions from careful (early) groundwork laid by the DM. When I started building a campaign path using published adventures (something I'd never done before) I figured I'd just run the modules pretty much as printed, but that turns out to be pretty bland, so I had to start modifying stuff to give it more depth. YMMV.