Non-dunegon crawl mega modules?

Corsair

First Post
From what little experience I have with published modules, it seems all of the larger mega modules (anything that is intented to cover 6+ levels counts for this discussion, whether its a 4-14 like RttToEE or 1-20) are all massive dungeon crawls. I love a good dungeon crawl as much as the next guy, but are there any other publications which are essentially mega modules but have more to them than an extended dungeon crawl?

Has any publisher come out with something which is a large campaign which possibly leaves space for the DM to include side-treks, but otherwise provides for the entire main story arc?

Lastly, I'm running RttToEE right now, but I'm interested in other large, long modules to run. (I like running longer plots, but I don't have the time to work up something from scratch) Suggestions?
 

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Interludes by Goodman Games has something like this, it is a lot of small adventures that follow the same plot and are intended to be used with other adventures. It is designed for PCs to start at first and then with it and other adventures get to 12th I think.

Mongoose has their campaign in a book, the first is the Drow Wars I think. It takes characters from 1-10th and is a little more of a solid campaign then Interludes is. THe next two books in the series cover levels 11-20, and then 21-30
 

Honestly, I haven't found such a product. :(

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.
 

Slavelords of Cydonia does a very good job of setting out the overall plot, but including lots of optional sidequests that can also influence how the larger story plays out.
 



The Enemy Within campaign for WFRP does a good job of mixing things up.
Plenty of politics, wilderness, etc.
It could be converted to D&D without too much trouble IMO.
 

Interludes is actually just a bunch of little dungeon crawls.

The Vault of Larin Karr is something of a mix of dungeon crawls and non-dungeon crawly stuff, though probably more dungeon crawlish than not.

The Grey Citadel is another possibility. While it has dungeon crawls, it's also got a fair amount of running around a city investigating.

For some reason, it's just the most popular sort of D&D adventure. I guess the name of it has something to do with it, but you even come across it in things like Call of Cthulhu (though not as much)
 

I think a lot of it has to do with dungeoncrawls are both easier to write and easier to run. When the players' options are limited to "left door, right door, or back" things are a lot less complex.

Writing (and running) a massive adventure that isn't limited to the confines of a single complex (no matter how big it is) can be very difficult and anyone that can do either well has my respect.
 

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.
 

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