Snapdragyn
Explorer
OK, I'm a new DM who has realized that I'd do a lot better running published adventures for a while before trying to come up with my own. I do already have a fairly fleshed-out homebrew world & planned story arc, so I'd like recommendations on adventures that I could plop in fairly easily (which I think would really be most -- I don't mind changing names of countries & deities to match my homebrew, or adding one or two NPCs to tie things in to my storyline). The one MAJOR issue is that there is NO night in most of the world; darkness-dependant creatures either stay underground or live in one fairly small area.
The party is currently 2nd level, might be 3rd when we finish the current adventure.
I am looking to have them move around the gameworld a LOT -- icy cold regions, tropical forests, swamps, seafaring, Underdark, everything. Planar travel (at basically any level) is also good -- but the more a planar module plays into the 'Great Wheel' alignment-based cosmology the more reworking it would require. Heck, if I had to do a 'wish list' of themes, it'd probably go (in no specific order):
'polar' adventure
'tropical forest' adventure
'seafaring' adventure (or two)
'dark forest' adventure -- creepy woods
'city' adventure with political intrigue (Victorian vampire flavor ++)
'Underdark' adventure (or two)
'desert' adventure
'swamp' adventure'
'planar' adventure (or few, but low on alignment issues)
favored foes (no order):
giants (could also be allies)
yuan-ti
vampire lord
necromancer-type
elementals
mind flayers
lycanthropes
dragons (duh)
Anyway, that's just the 'wish list' stuff; any _good_ adventure would work since I could probably tailor it to some degree.
What are your favorite modules for various levels? What do you like about them, & what are their weak points?
(Note that I can't really browse through Dungeon magazine as the other DM with whom I alternate uses it extensively; I'm sure it'd be fine if I knew a specific issue & module, but just buying it regularly would mess up my own experience as a player in modules he runs.)
The party is currently 2nd level, might be 3rd when we finish the current adventure.
I am looking to have them move around the gameworld a LOT -- icy cold regions, tropical forests, swamps, seafaring, Underdark, everything. Planar travel (at basically any level) is also good -- but the more a planar module plays into the 'Great Wheel' alignment-based cosmology the more reworking it would require. Heck, if I had to do a 'wish list' of themes, it'd probably go (in no specific order):
'polar' adventure
'tropical forest' adventure
'seafaring' adventure (or two)
'dark forest' adventure -- creepy woods
'city' adventure with political intrigue (Victorian vampire flavor ++)
'Underdark' adventure (or two)
'desert' adventure
'swamp' adventure'
'planar' adventure (or few, but low on alignment issues)
favored foes (no order):
giants (could also be allies)
yuan-ti
vampire lord
necromancer-type
elementals
mind flayers
lycanthropes
dragons (duh)
Anyway, that's just the 'wish list' stuff; any _good_ adventure would work since I could probably tailor it to some degree.
What are your favorite modules for various levels? What do you like about them, & what are their weak points?
(Note that I can't really browse through Dungeon magazine as the other DM with whom I alternate uses it extensively; I'm sure it'd be fine if I knew a specific issue & module, but just buying it regularly would mess up my own experience as a player in modules he runs.)