Non-dunegon crawl mega modules?


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Quickleaf said:
I've always though it would be interesting if an adventure, instead of covering levels 1-20 focused on high levels, like 12-25. Essentially, something that takes high-level characters into epic level play.

To paraphrase Nigel Tufnel from Spinal Tap: the Drow War series goes all the way up to 30!
 


Buzzardo said:
Shameless plug alert...

A co-author and I just finished writing (over 4 years in development) this very thing. It is called "The Cult of Yex Campaign" and it will be published by Troll Lord Games. There are NO massive dungeons in it, though there are two or three fair sized dungeons, and about a dozen smaller dungeons. Dungeon locations include (inside a massive tree, a morphic castle where rooms shift randomly, 2 underwater dungeons, numerous demi-planes, an iceberg dungeon, a mausoleum on a disembodied graveyard on the astral plane, a stalagmite palace on the abyss, and a few surprises).

Our focus was exactly as you describe. A full campaign that has a very strong story arc, but wasn't essentially dungeon heavy. The campaign has 8 full sized modules (each is part of the campaign story, but designed to also be played as a complete stand alone) and takes a party from 1st to 20th level.

Module 1- Bystle Vale- about 70% wilderness, 20% dungeon and 10% demi-plane.
Module 2- Castle Taglyon- 10% wilderness, 20% city, 40% dungeon and 20% extra-planar.
Module 3- Astral Graveyard- 10% town, 90% astral (town, locale, and dungeon)
Module 4- Redoubt's Abeyance- 10% wilderness, 40% city, 20% seafaring, 30% dungeon.
Module 5- Blood Magic Bayou- 50% wilderness, 20% city, 30% extraplanar
Module 6- Infinite Helix- 10% town, 30% dungeon, 20% astral, 40% demi-plane
Module 7- Adirak's Heir- 20% city, 40% wilderness, 10% seafaring, 30% dungeon
Module 8- Demon's Bluff- 100% Abyss (30% wilderness, 30% dungeon, 20% politics, 20% war)

There is a great mix of role-playing, puzzle solving, combat, politics, and mysteries to solve. Our focus a campiagn with a truly epic story. Playtesters have loved it.

Cartography and art is underway right now. Part 1 should be out within weeks.

If you have questions, post 'em here.


I assume this will be a 3.5 module, but is a C&C version possible?
 

Maliki said:
I assume this will be a 3.5 module, but is a C&C version possible?

It is 3.5. We are currently in preliminary discussions with the Troll Lords about the possiblilty of re-releasing it for C&C after it is released for 3.5
 

Corsair said:
Suggestions?

Go get the basic module B10: Night's Dark Terror. It has plenty of side treks to be slung around, and I have been using it for bits and pieces for a party from 1st to now 11th level. There are a few dungeon treks, but mostly it is wilderness and city, including some nice intrigue to be added on a whim for the party to look into or ignore at their leisure.
 


Buzzardo said:
It is 3.5. We are currently in preliminary discussions with the Troll Lords about the possiblilty of re-releasing it for C&C after it is released for 3.5
A GenCOn possibility? (hope, hope, hope) :D
 

Eternalknight said:
A conversion of the original Dragonlance modules would probably make a good, long campaign.

And on their way this fall. Dragons of Autumn Twilight (the name of the new compilation and rewrite of DL1-4 for 3.5e) is due out in November from Sovereign Press.

In fairness to the topic title, I think that would rate as a partial dungeon crawl though. Most do.

Slavelords of Cydonia was the best non-crawl suggestion listed so far.
 
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Im in the Necromancer Games boat as well.
Vault of Larrin Kar, The Grey Citadel, etc.

To be honest, Im blessed with good players. We like the role playing aspect enough that everything we play has memorable experiences. Night Below was a massive crawl with great memories, one of our all time favorites.

On the other hand, the dungeon crawls take abit longer to complete with my group but we are ok with it.
 

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