Favourite adventures at each level? (and fave DCC29 adventure?)

HellHound

ENnies winner and NOT Scrappy Doo
I'm looking at running a campaign again. But really, just a series of adventures - I refuse to actually dedicate any time to this endeavour because I've been let down by D&D too many times in recent memory.

That said, our first game (the level 0 adventure from DCC 35) has been a lot of fun, and I'm looking for people's favourite adventures to run at each level. No mega-modules, nothing really huge, and all 3.5 please.

Of course, it would even be better if it were modules I already have. ;)
For those taking this last part seriously, I have most fo the DCC's since 29, all the Dungeon magazines since 3.5 was released, and very little else actually).

And, for those of you with DCC29, which of the adventures in that book would you recommend the most. I'm looking at The Beast of Barren Hill because it was written by Michael Tresca and I like his posts, but haven't really read through the book to pick one out except by author name, so if one stood out for you, please tell me about it!

Level 1 = DCC35A - Halls of the Minotaur
Level 2 = DCC29/1 - Tower of the Black Pearl
Level 3 = DCC28 - Into the Wilds
Level 4 =
Level 5 =
Level 6 =
Level 7 =
Level 8 =
Level 9 =
Level 10 =
Level 11 =
Level 12 =
Level 13 =
Level 14 =
Level 15 =
Level 16 =
Level 17 =
Level 18 =
Level 19 =
Level 20 =
 
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TerraDave said:
I am seeing some goodman stuff around your 1...but then you miss out on

NeMoren's Vault.

Now avalaible for 3.5, and one of the best 3rd ed products.

I have the 3.0 edition (and really like it - it's no "of Sound Mind", but pretty darn good), but my goal now is to not buy too many more adventures. I own hundreds of d20 books, and since I haven't been playing D&D in a year, I don't want to invest more into this game if I end up disliking it again like I did last time.

Also, my players have already played it in one of my four or five 3.0 campaigns.
 

Hm. "There is no honour" from Dungeon #139 (I think) is great, even if it is related to the savage tide. But it's pretty easy to just edit stuff out, and fit some of the NPCs into different roles. Plus, Sasserine is a great place to start a campaign. (levels 1-2)

I like the adventure about the "Tammeraut" (from a Dungeon magazine, I think it was 3.0... had a picture of an egg on the cover). More or less, Zombies invade an island, and the PCs get to defend said island. Lots of fun... been wanting to run it for a while now. I think it's for 6th level PCs.

We played through "Fallen Angel", an Eberron game from Dungeon, that was pretty fun - though I imagine that it'd be hard to adapt to a regular D&D game. Plus, the part we had the funnest part with (figuring out the motives of our employer - was she trying to bring down Sharn?) was really something we became suspicious of as players, and the GM ad-libbed through it.. not truly something supported by the adventure itself.

Have you checked out the free wotc stuff, Hound? There's some really fun stuff there (such as a Dark and Stormy Knight, which is a free adventure I *love* and have already used twice... and The Burning Plague, one of the best low-level adventures I've ever run).
 

#31 Transmuter's last touch is short and fun with mutated kobolds, I almost used it for one of my current campaigns but went with #14 dungeon interludes (heavily modified) instead. 31 is for level 1 PCs.

I own 29 the Adventure Begins but have not read through it after deciding on using #14 to start the PCs off instead.

I heard good things about 28, Into the Wilds which has a bunch of goblins and a caves of chaos vibe.
 

I'm running a Ptolusized Transmuter's Last Touch here at ENWorld. I wish the "special" areas were more clearly broken out in the default write-up (I just don't buy that there's nothing to call attention to them in the dungeon), but it's otherwise a very solid little dungeon.

I'm about to run The Tower of the Black Pearl from The Adventure Begins for the Midwood fugitives group. It looks pretty fun, although I think it would benefit from a few more pages and a bit more detail.

I'm also running a Ptolusized Legacy of the Ripper here at ENWorld. I think there's a few things that need tweaking (the first encounter is WAY too hard for a level 1 group, and I dropped it entirely, and the second part of the dungeon needs a better connection to the first half), but it's a pretty solid little piece. It's also nice to have an expliclty urban adventure in the mix. The Adventure Begins is rife with these, which a nice point in that book's favor.
 

Of DCC #29, I've run the first two... Tower of the Black Pearl and Old Feodol's basement. Both went pretty well. Tower just has some cool, exotic elements to it. Old Feodol's basement is a bit more of a training module, but it might not work out too bad as you have a druid in your party and the backstory works well for druids.

Alas, my DCCs are mostly older than 29, not younger (DCC #13, Crypt of the Devil Lich is a great 15th level adventure).

From dungeon mag, I had a lot of fun with Mad God's Key (dungeon #114.) It's designed for the city of Greyhawk, but I plopped it right into Bluffside. It's got a cool chase scene and an nice crawl through a den of thieves. It's designed for 1st level characters.
 

Psion said:
Of DCC #29, I've run the first two... Tower of the Black Pearl and Old Feodol's basement. Both went pretty well. Tower just has some cool, exotic elements to it. Old Feodol's basement is a bit more of a training module, but it might not work out too bad as you have a druid in your party and the backstory works well for druids.

Alas, my DCCs are mostly older than 29, not younger (DCC #13, Crypt of the Devil Lich is a great 15th level adventure).

From dungeon mag, I had a lot of fun with Mad God's Key (dungeon #114.) It's designed for the city of Greyhawk, but I plopped it right into Bluffside. It's got a cool chase scene and an nice crawl through a den of thieves. It's designed for 1st level characters.

Mad God's Key is seconded. Haven't run it, but the read through of it is AWESOME.
 

Wanting something I could run VERY quickly tonight, I ran a 3 hour session of the "Tower of the Black Pearl".

The module was fun, exotic, SHORT and pretty exciting.

Although the final scene of grabbing the pearl is potentially way above the skills of a level 1-2 party. A lucky die roll made all the difference.

[sblock=how they did it]The level 2 druid cast summon natures ally 1 to get an octopus which made the Strength check to grab the pearl, then used the "jet" ability to move through the water to the stairs where the party are without provoking any AoOs from the snakes. They grab the pearl and skip out through the portal that they had opened before casting the spell[/sblock]

So, how did your party manage this tricky feat, Psion?
 

(crossposted from my RPG blog @ www.dreadgazebo.com)

dcc-covers.jpg


So, GoodMan Games to the rescue. I go through a pile of the Dungeon Crawl Classic modules looking for a good one to start the game up. Finally, I crack open the DCC35 boxed set and pull out the level 0 adventure in there - about right or a bit weak for a group of 2 level 1 gestalt characters instead of 4-6 level 0 characters. It honestly reminded me of "B1 - In Search of the Unknown" in a few ways (such as the secret room with the magic pools) and that made a part of me very happy deep inside. Then when the team wanted to play again 2 days later, I pulled out DCC29 - a hardcover book with 20 level 1 modules in it and played the first one from there in a single 3 hour session. Finally, this last game I pulled out DCC28 - Into the Wilds. This one is a major throwback to the classic B2 - Keep on the Borderlands. The rumour about the goblin king's name is that it's "BreeYark", and the basic background is a mix of Keep on the Borderlands and Return to the Keep on the Borderlands, but with only 4 "caves" in the replacement for the Caves of Chaos (but 4 much more exciting caves, lots of 3D mapping, just the way I love it if you know my maps).

Oh yeah, and the villain who's name isn't BreeYark? He's a vampire. In a level 1-3 module. It rocks.

It's fun to be back in the dungeon for a while.
 
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