Ideal Published Adventure Campaign

I'd use Dungeon. I have the realtive benefit of being a subscriber, so I have about 70 back issues; the majority of then now d20. I have started the Shackled City adventure path and recommend it highly. If I were in your shoes, I would start with the first one and see how it goes. But, since you have a starting module already, it may be less appropriate for you.

Goodman Games and Necromancer seem to me to be the module publishers at the forefront now. That is to say, I like their stuff. Mongoose has announced some Complete Campaigns for 2005, so that may be interesting (the editing will be poor, but you can believe the products will be released on schedule!).
 

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I just started running the Dungeon Adventure Path. Good stuff so far. I like it because it is an actual campaign. You don't have to pull material from other sources. Since I play and run multiple campaigns, I like the fact that all the info is in one place.
 

Stormborn said:
While I tend to home brew and run my own stuff, I have been wondering about runnign a campaing using all or mostly pre-made published adventures that would start at level 1 and go as far as possible.

It just so happens... that I am co-authoring just such a campaign for Troll Lord Games. It should be out in the 1st quarter of '05. It is called the Cult of Yex, and it is a full adventure path campaign taking a party from 1st to 20th level. It will be all self contained in a hardbound campaign sourcebook. My co-author and I have been storyboarding, developing and writing it for almost 4 years now, and everything is done except the final module, which is getting the finishing touches put on it right now.

It has:

8 full sized modules designed to be run in sequence in the campaign, but each capapable of standing alone.

2 fully detailed drop in city settings, and a fully detailed drop in desert setting. These can be easily dropped into any existing campaign world.

Tons of extras like new monsters, spells, magic items, maps, player handouts, puzzles and the like.

Given the number of modules, it should be competitive with even dungeon magazine in terms of bang for your buck.

The party races against time to foil the sinister second rise of the Cult of Yex. The campaign is truly epic, ending with the party traveling to the Abyss itself where they must make a fateful decision between the lesser of two evils in a demon war.

If you can wait a few months, it might be what you are looking for. If anyone has any questions, post 'em here, and I will do my best to answer 'em.
 

I'm in the middle of running a campaign that started with Sunless Citadel, moved to Forge of Fury, a heavily edited Speaker in Dreams, skipped Standing Stone and subbed in a battle with an orc "army". Then hit Nightfang Spire, an extremely heavily edited and added to Deep Horizon, and is now at The Lord of the Iron Fortress, which will be followed by a homebrewed ice wilderness section and superteam of badguys lair and then Bastion of Broken Souls.

If you take some time to look ahead so you can better connect the modules, it actually works out ok. Although I would tweak certain things that are just silly or poorly constructed. Everyone has different tastes, so its always best to figure out what you want to keep and what you want to ditch as early as possible.
 

Return to the Temple of Elemental Evil
or
Freeport (original Trilogy) then Black Sails Over Freeport
or
Saltmarsh/Slavers/Against the Giants/Drow
 

I am currently running Necromancer Games stuff.

Started them off in Lost City of Barakus. This is a hardback, covers the city of Endhome, with lots of side quests within; the wilderness around (again, lots of side quests); and the big-ass dungeon of Barakus itself.

This adventure should take the PCs from 1st level to about 5th or 6th, depending on how many of the side quests they tackle (mine are focused almost exclusively on Barakus itself, and just hit 4th level after finishing the 2nd level of the dungeon. Just about right...)

There's access to the underdark within Barakus, so I plan to have it link up with the Vault of Larin Karr. I haven't got this on in the mail yet, but as others have said, this one goes from about 4th level to 10th or so.

At that point, frankly, I'd reboot the campaign. I'm just not really into high level games-- certainly not as a DM, for sure.

Oh, and Bad Axe Games just released Slavelords of Cydonia, which is a self-contained, epic 1st-20th campaign (though a bit dark and sci-fi...)

Wulf
 

Wulf Ratbane said:
I am currently running Necromancer Games stuff.

Started them off in Lost City of Barakus. This is a hardback, covers the city of Endhome, with lots of side quests within; the wilderness around (again, lots of side quests); and the big-ass dungeon of Barakus itself.

This adventure should take the PCs from 1st level to about 5th or 6th, depending on how many of the side quests they tackle (mine are focused almost exclusively on Barakus itself, and just hit 4th level after finishing the 2nd level of the dungeon. Just about right...)

There's access to the underdark within Barakus, so I plan to have it link up with the Vault of Larin Karr. I haven't got this on in the mail yet, but as others have said, this one goes from about 4th level to 10th or so.

LCOB followed by Larrin Karr was my first thought as well, though there are a variety of adventures you might swap in there. After that, I would recommend, perhaps, Vindication! and Chaos Rising.
 

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