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Kitbashing the Sandbox

Kurtomatic

First Post
  • Executive summary: please recommend adventure mods for a prefab, setting-light sandbox campaign. Thanks heaps!
Yes, a sandbox thread. My bad. :heh:

However, I’d like to suggest a thread topic focused more on methods than definitions. Broad and shallow; less QQ, more pew pew. ;)

I’m going to use a hypothetical campaign use case to frame the topic, and I hope it’s one that others find interesting as well. The requirement du jour is the front-loaded content development effort required by a putative sandbox game. I would also like to focus on a popular, lazy DM solution: using canned, published adventures. There’s nothing new about building campaigns from mods (always a popular topic); the twist here is the need to select a variety of adventures that meet the needs of my hypothetical ‘sandbox’ campaign.

So here’s the deal. Let's say we are running a weekly game with public sign-ups (think Meetup or Warhorn). The venue could be public or semi-private, and game sessions are generally limited to 4 hours or 6 hours max (your classic convention slot). The specific rules and edition are not important, except that the game can be roughly described as “D&D”. The table rules in play will encourage the players to first identify some goal(s) within the game, and then accomplish as much as possible in the session time remaining (which is a nice topic for another time). The DM won’t know what PC levels or goals will be in play before the session starts.

While this scenario is a little unusual and a bit over-specific, it is not entirely unrealistic, and it emphasizes certain requirements that I find interesting. To save time, we’re going to build this sandbox out of published adventures, modules, dungeon articles, and so on. Any rules conversions and mod changes required are assumed as part of the campaign prep, as is the design of the setting mashup itself. We are (hypothetically) not going to worry about spoilers, so popular, classic mods are as welcome as obscure ones.

What specific modules (adventures, etc.) would you think of using for this campaign?

We typically want site-based mods that are light on setting assumptions or otherwise self-contained, but can easily be linked to the larger campaign. We want mods that make little or no hard assumptions regarding PC motivations or agendas (outside of the usual advancement goodies). We like strong maps and NPCs. Plot hooks and macguffins are very welcome if they give optional but meaningful choices. Exploration adventures (dungeons, etc.) obviously work great, as long as they can be broken into discreet stages, each with valuable play in limited time slots. The same also applies to for-hire/quest-style adventures.

Simple campaign persistence can be maintained with end-of-session story awards (frex, “My rogue previously found the entrance to the 4th level of the Pit of Irony, can we start there today?”, or “I have a merchant contact in the city that has a job for us.”). Elaborate plots are definitely out of scope, however. Big mods are valuable if they can be decomposed without serious damage. We want to offer some variety of play-styles, so while dungeon-style mods are clearly our meat-and-potatoes, short episodic narratives aren’t out of the question.

There are a few sandbox classics that are obvious candidates (B2, X1, etc, etc…), and those get talked about a lot, and should be included in this discussion too. Feel free to mix and match editions and publishers as you like. We’re looking for the best mods that fit the format, regardless of rules mechanics; they just need to be available in some form.

Thanks for reading!
 

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I mostly have 4e suggestions.

If you have DDI, then the Chaos scar adventures are worth looking at, and possibly Dugeon Delves.

Also my company (see sig) has a couple of adventures that might work well.
 


I mostly have 4e suggestions.

If you have DDI, then the Chaos scar adventures are worth looking at, and possibly Dugeon Delves.

Also my company (see sig) has a couple of adventures that might work well.
Thanks! I haven't looked at Chaos Scar since the first module was released. I understand there's a whole mess of them now. Any recommendations from those familiar with them are welcome. Should one cherry pick a few highlights or try to recycle the lot? The whole meteor thing seemed a bit cheesy.

I saw the review for Good Little Children (shades of Shalebridge Cradle?), and it looks like your Sneak Attack mods are well suited due to portability and length.

Thanks for the list of freebies! I've seen good implementations of the AP kitbash before, which is a vertical application. The twist here is to try the same thing with a horizontal approach (shallow but broad). Dungeon (Magazine) mods in general make for good 'node' resources, whereas something like X1 provides more setting resources. Combining the two can produce interesting results; like sticking Dwellers of the Forbidden City inside of the Isle of Dread.
 

I've had success using Necromancer Games' 3.5e Lost City of Barakus (sandbox wilderness + city + large dungeon, assumes 1/2 XP) plus their 3e Vault of Larin Karr (sandbox wilderness + villages + Underdark). Barakus covers levels 1-6, VoLK levels 4-9, so VoLK can be used as a sequel to Barakus with slight tweaking.

Both offer good models for sandbox wilderness creation, and it's easy to drop additional site-based adventures into either one.

Edit: I dropped a bunch of the 4e short adventures from the Dungeon Delve hardback into my Vault of Larin Karr campaign, and that worked very well. Dungeon Delve is the only 4e adventure product I'm really happy with. It's a great source for quick 1-night adventures and adventure ideas.

Years ago I used the 3e Lost City of Gaxmoor (ruined, time-travelling Romanesque city overrun by humanoids) as the tentpole for a couple sandbox campaigns, again worked well apart from the BBEG having overpowered stats.
 
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The twist here is to try the same thing with a horizontal approach (shallow but broad). Dungeon (Magazine) mods in general make for good 'node' resources, whereas something like X1 provides more setting resources.


Indeed. You have already begun a spreadsheet, I am sure.
 

Maybe a little setting-heavy for what you want, but Eden Odyssey's d20 module "Wonders Out of Time" has some good site-based mini-scenarios where the players (for whatever reason they bring to the adventure) can discover secrets of a fallen civilisation.

And for something a bit different, OA7 Test of the Samurai (which used to be free on WotC's site, I think) does have an overall adventure goal, but the players can approach it a range of different ways, wandering over a peninsula having adventures and picking up clues.
 

Another good call for a Necromancer 3e product: The Crucible of Freya - which has a village (base of operations), dungeon and some wilderness adventures described in a fair amount of detail. As might be expected from Necromancer, some of the encounters can be fatal unless played properly (run away!).

Also of use at low levels is NeMoren's Vault, which allows a Mansion and certain underground encounters to be inserted into a village environment. Would go well with Vault of Larinn Karr or The Crucible of Freya, and provides a great MacGuffin for getting the PC's into the starting location.
 

Another good call for a Necromancer 3e product: The Crucible of Freya - which has a village (base of operations), dungeon and some wilderness adventures described in a fair amount of detail. As might be expected from Necromancer, some of the encounters can be fatal unless played properly (run away!).

Also of use at low levels is NeMoren's Vault, which allows a Mansion and certain underground encounters to be inserted into a village environment. Would go well with Vault of Larinn Karr or The Crucible of Freya, and provides a great MacGuffin for getting the PC's into the starting location.
To expand on NeMoren's Vault, it got a sorta-adventure path, all set in the West Wood Barony sandbox:

- NeMoren's Vault
- Quest For Amelia
- Himrak War Party
- The Silver Summoning
 

I've had success using Necromancer Games' 3.5e Lost City of Barakus (sandbox wilderness + city + large dungeon, assumes 1/2 XP) plus their 3e Vault of Larin Karr (sandbox wilderness + villages + Underdark). Barakus covers levels 1-6, VoLK levels 4-9, so VoLK can be used as a sequel to Barakus with slight tweaking.
I've admired Larin Karr for a long time, but haven't read Barakus in detail. The bread-n-butter Necromancer mods like these are ideal candidates, and I'll have to look at several of them that I've previously missed.

Edit: I dropped a bunch of the 4e short adventures from the Dungeon Delve hardback into my Vault of Larin Karr campaign, and that worked very well. Dungeon Delve is the only 4e adventure product I'm really happy with. It's a great source for quick 1-night adventures and adventure ideas.

Years ago I used the 3e Lost City of Gaxmoor (ruined, time-travelling Romanesque city overrun by humanoids) as the tentpole for a couple sandbox campaigns, again worked well apart from the BBEG having overpowered stats.
The Dungeon Delve book looks like a good resource to cherry pick from. Some short 5-room dungeons are certainly useful, but I want to make sure I mix those in with longer form adventures that can be broken into multi-objective encounter sites.

I haven't seen Gaxmoor; only heard of it. I will see if I can snag a pdf.

Indeed. You have already begun a spreadsheet, I am sure.
uncanny... :heh:


Actually, since there's no
tag in ENW, I may host a very simple wiki that I'll link in the OP once I have a handful of entries entered. If I keep getting suggestions, I'll update it with more info as I have time.

[sblock=screenie] screenshot.png [/sblock]
Maybe a little setting-heavy for what you want, but Eden Odyssey's d20 module "Wonders Out of Time" has some good site-based mini-scenarios where the players (for whatever reason they bring to the adventure) can discover secrets of a fallen civilisation.

And for something a bit different, OA7 Test of the Samurai (which used to be free on WotC's site, I think) does have an overall adventure goal, but the players can approach it a range of different ways, wandering over a peninsula having adventures and picking up clues.
Wonders is a really neat idea. The backstory would need to be reworked, but the individual sites would make good hex-crawl encounters. Thanks!

OA7 looks interesting. I often see the idea of using an archipelago of islands as a sandbox gimmick. The Asian backdrop could be integrated into more European sources by converting the mod's peninsula into a large 'exotic' island. :cool:

Another good call for a Necromancer 3e product: The Crucible of Freya...

Also of use at low levels is NeMoren's Vault, which allows a Mansion and certain underground encounters to be inserted into a village environment...
To expand on NeMoren's Vault, it got a sorta-adventure path, all set in the West Wood Barony sandbox...
More fun with Necromancer! Back in the day, it was Crucible and Three Days To Kill , and that was it. I missed NeMoren's Vault , though, so I will definitely give this a scan.

Update : d'oh, I had The Crucible of Freya confused with its prequel, The Wizard's Amulet ; plus I confused NeMoren's Vault for a Necromancer Games product (as noted below its Fiery Dragon).

Thanks heaps all, and I'll try to post some results in the OP soon.
 
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