Mercurius
Legend
Quick Background: I've been running a 4e game for about 10 months that has met about once a month; once or twice we've been able to meet after two weeks, but recently--with busy summers--we haven't met in a couple months. I've run them through a couple Dungeon Crawl Classics with varying degrees of success (in terms of enjoyment). I have found the infrequent sessions quite frustrating and pretty much told everyone that if we can't play every other week I'd rather not bother (no offense, and all). There is interest to play more frequently, although some can't commit (yet) to more than once a month.
So I'm looking to revamp the campaign. I see the first couple adventures as "warming up"; the characters are all 4th or 5th level, which I see as a good time to begin a major storyline. What has been lacking for me is momentum, continuity, and an interesting storyline--the infrequent schedule has made it very difficult to accomplish any of that. So what I want to do is develop a campaign arc or use some kind of pre-published adventure path or mega-adventure. So I'm coming to EN World looking for suggestions. My criteria/guidelines are below:
Any suggestions? What fits the bill? As suggestions come in I'll refine and re-explain what I am looking for. Thanks in advance!
So I'm looking to revamp the campaign. I see the first couple adventures as "warming up"; the characters are all 4th or 5th level, which I see as a good time to begin a major storyline. What has been lacking for me is momentum, continuity, and an interesting storyline--the infrequent schedule has made it very difficult to accomplish any of that. So what I want to do is develop a campaign arc or use some kind of pre-published adventure path or mega-adventure. So I'm coming to EN World looking for suggestions. My criteria/guidelines are below:
- Pre-published? I could either use a pre-published adventure path (and modify as required) or take inspiration from other sources and weave something together, although the less work the better. I'm up for some prep, but I'd like to spend it mainly on world building, less on the nitty-gritty of adventure design.
- Epic Dungeoncrawling. I'd like to find the line between epic and dungeoncrawling; I want dungeon crawls, wilderness treks, and ruins exploration, but I also want meaning to it. I'm not afraid of cliches (seeking artifacts, stealing magic items from dragons, undead-infested marshes, etc), as long as they are done well. Actually, I'd even go as far as to say that I prefer well-done cliches (which are really archetypes) over clever novelties.
- Edition? The game is 4ed but I don't mind using other material for at least inspiration or a base template. It doesn't seem that hard to take a, say, 3.5ed module and swap in 4ed stats as necessary.
- Absentees. Ideally I would be able to swap in PCs as needed (when players can't make a session). I don't mind "cheating" and coming up with relatively lame excuses for why a given character isn't there, but I'd prefer there to be some reason.
- Levels. I'd like the first campaign arc to take the PCs from 5th to 10-12th level, and then maybe fit into an even larger storyline.
- A Bit of Everything. Preferably there would be a little bit of everything: from city intrigue to wilderness survival to ruin exploration, although with the emphasis being on the Quest and adventure.
- Wonder. More than anything I want it to capture a sense of wonder, of lost civilizations, myths and legends, mystery and magic.
Any suggestions? What fits the bill? As suggestions come in I'll refine and re-explain what I am looking for. Thanks in advance!