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Module ideas

aloyce

First Post
Hello there! Starting with a new party next week and I need to find a good module or two to play with them. I'll be the DM and I have some good experience with DND already. Two of the players are brand new, not in DND but in tabletops in general. Rest two have played before up to level seven or so. One of them is going to make a druid.

Thing is we'll play around 10 sessions max so I want something to be able to finish in that time. I'll probably start them at level four so the druid will have a chance to play with wildshape a bit, so it won't be boring to the players that have played already or to me by playing simply hordes of kobolds. I just don't know which module to play and I thought I'd ask here for ideas.

The ones that have played love roleplaying so I'd like to have some roleplay in it and not simply a dungeon crawl. At first I was thinking about "sons of gruumsh" but it seems pretty simple dungeon crawl to me. Then I found some necromancer modules I had but never played and I remembered how much I loved necromancer modules. Dark and gritty with clever tactics on enemies. So I started reading "the lost city of barakus"and I have to say I love it but... It's 1-5 level range and it'll take a lot of time to play through it. Way more than 10 sessions. I thought about starting them at level 4 and have them play through the vampires quest. What do you think? Would it work good if I do so and say they are already a party and have player through a couple of lower level quests, giving them some background info they should know if they had really played it?

If not... Any suggestions for dark and gritty modules at level four that have rp as well along with a dungeon crawl and fighting so especially the new players can have a good experience of what DND is all about?
 

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"Red Hand of Doom" sounds like a good candidate, especially if you're willing to up them to 5th level to start.

You could even do "Sons of Gruumsh" and then RHoD - they should fit together well. Though doing both in the time allowed may be tricky.
 


I'd love to play "red hand of doom" with them but is it doable in max 10 sessions?

Well, it really depends on how long the sessions are and how fast you progress. :)

It's essentially a sequence of 5 5-room dungeons, so it does seem to me that 10 sessions probably should be enough, but I couldn't guarantee that absolutely.
 

I have to say I really liked this idea but one of the players has player it already. So I can't play "red hand of doom" any other suggestions along the same lines?
 



I'd like to avoid those for the same reason I didn't mention aeg's 10 page short adventures. And that reason is that it has no story. Every session would be a different quest with a different story.

How about aberrations adventure from necromancer games? Good? Bad? Got the book from a friend a while back bit never played it, but I have very good impressions from other necromancer adventures I played in the past like barakus or vampires and liches or demons and devils
 

If you don't mind Eberron, you could try "Eyes of the Lich Queen", which I thought was okay. (It's no RHoD though. :) )

Alternately, Dungeon magazine did a few 'trilogies' of adventures that were generally good. IMO the best one was the first one, in issues 117-119, starting with "Touch of the Abyss".

Finally, I rather enjoyed the adventure trilogy that began with "Barrow of the Forgotten King", although this uses the much-maligned "Delve" format. It's also probably rather long for a 10-session mini-campaign, though you could perhaps adapt/expand the middle chapter "The Sinister Spire", which I thought was the best of the bunch.
 


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