DM newbie seeking advice

jontherev

First Post
Well, I've Dmed a few times, but I've mostly been just a player for the past 20-something years. Anway, I'm starting a campaign and I need some advice on which adventures to buy. I don't have a lot of spare time to create my own world, but I'll probably tweak things here and there. We're playing 3.5, so I would prefer something put out since the 3.5 revision. I wouldn't mind something that spans a lot of levels, although RttToEE is a bit too long for our group I think. I tried to find a web site that has a list of adventures, sortable by level (other than wizard's website), but that doesn't appear to exist. Right now I'm leaning towards the Red Hand of Doom with a few freebies from wizard's website to fill in the gap from levels 1 to 5. Has Keep on the Borderlands been updated to 3.5? That might be fun. Anyway, thanks for any advice...
 

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Nice starter: Wizards Amulet from Necromancergames with Crucible of Freya. It's essentially a small nice traditional campaign setting with lots of free stuff (you only need to buy Crucible).

Keep on the Borderlands: I think I only have the HM version.
 

jontherev said:
Well, I've Dmed a few times, but I've mostly been just a player for the past 20-something years. Anway, I'm starting a campaign and I need some advice on which adventures to buy. I don't have a lot of spare time to create my own world, but I'll probably tweak things here and there. We're playing 3.5, so I would prefer something put out since the 3.5 revision. I wouldn't mind something that spans a lot of levels, although RttToEE is a bit too long for our group I think. I tried to find a web site that has a list of adventures, sortable by level (other than wizard's website), but that doesn't appear to exist. Right now I'm leaning towards the Red Hand of Doom with a few freebies from wizard's website to fill in the gap from levels 1 to 5. Has Keep on the Borderlands been updated to 3.5? That might be fun. Anyway, thanks for any advice...

Shattered Gates of Slaughtergaard is a good campaign kicker. It covers levels 1-6. Which would be a good lead off to Red Hand of Doom. Red Hand of Doom is probably the most useful adventure WotC has created for d20.
 

D'karr said:
Shattered Gates of Slaughtergaard is a good campaign kicker. It covers levels 1-6. Which would be a good lead off to Red Hand of Doom. Red Hand of Doom is probably the most useful adventure WotC has created for d20.

I was wondering about that one as well. One thing I read about Red Hand of Doom was that it had a strict time table, which means very little time, if any, for item creation. Can you realistically allow players time in Red Hand to do item creation without messing up the plot/time table?
 

jontherev said:
I was wondering about that one as well. One thing I read about Red Hand of Doom was that it had a strict time table, which means very little time, if any, for item creation. Can you realistically allow players time in Red Hand to do item creation without messing up the plot/time table?

Only for very cheap items. It really depends on what section of RHoD the crafting is occuring. Events unfold along a timeline that is only in part determined by the actions of the players. But if they spend too much time fiddle-farting around they are going to be hurting.
 

I was wondering about that one as well. One thing I read about Red Hand of Doom was that it had a strict time table, which means very little time, if any, for item creation. Can you realistically allow players time in Red Hand to do item creation without messing up the plot/time table?

If you don't use the standard rules for item creation, you can get around this problem. Maybe use the Craft Points system detailed in Unearthed Arcana (or available under variant rules on www.d20srd.org).

Retreater
 

"The Sunless Citadel" is a great first adventure, especially for relatively new DMs. It's 3.0, but doesn't seem to require much if any conversion to 3.5. It's for 1st level PCs.

"Red Hand of Doom" (5th - 10th level) and "Shattered Gates of Slaughtergarde" (1st - 7th level) are both great adventures.

Or you could hunt down issue #114 of Dungeon, which contained "The Mad God's Key", which is another particularly good 1st level adventure.
 

Retreater said:
If you don't use the standard rules for item creation, you can get around this problem. Maybe use the Craft Points system detailed in Unearthed Arcana (or available under variant rules on www.d20srd.org).

Retreater
Well, I already plan to houserule that Identify actually IDENTIFIES 1 magic item completely with maybe a minute casting time. I hate the way 3.0/3.5 identifies magic items. I might even allow spellcraft to do it. I didn't know there were variant rules as well. Thanks, I'll look into that.
 

I'm sure you can stretch out the time table of Red Hand as much as you need to.

Diplomacy actions can be used to hold and drag out certain "sequences", certain losses can take much longer to recover from. All kinds of stuff can mess up any time table.

There is a good DCC from Goodman games (DCC14??) that is a series of adventures that are meant for you to spread out as a campaign story arc (topping out at 14th level, if I remember correctly) that you can use in conjunction with most other modules available.

A group I ran about 3 years ago had a blast with the Amulet/Crucible of Freya combo, leading into Morricks Mansion, then Lost City of Barakus, which I quickly tied to Don Eamon (Grey Citadel) so I could easily lead into that.

There are a LOT of good mods out there to use for a campaign.

Not to mention what buying a few issues of Dungeon magazine can help you throw together.
 

If you are looking long term, you could consider any one of the Adventure Path (AP)campaigns. You get the benefit of top notch adventures that take characters from 1st to 20th level. The latter two adventure paths have the added bonus of additional material in Dragon magazine to greatly complements the adventures in Dungeon magazine.

The first AP was Shackeled City which is in hardcover, so you don't need to look for past issues of Dungeon.

The second AP was Age of Worms. The decision to print in hardcover hasn't cleared WOTC yet though it is expected to happen at some point. For now, you would have to look at getting the past Dungeon issues from Paizo.

The current AP is The Savage Tide, which is in progress and nearly at the halfway point in release. You would need to get a sub to Dungeon for the rest of the path (getting a subscription to Dungeon is worth it even if you aren't interested in any of the APs) and order back issues that you miss.

Highly worth it, IMO.
 

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