Recommend an "Exploration/Multiple Side-Quest" Module

dreaded_beast

First Post
Hi Everyone,

Can any of you recommend a module that has a background/plot/story that the PCs can participate in, but is also riddled with little side-quests/encounters that have little or no impact on the overall plot?

For example, the PCs start off in town and have a map of the surrounding area along with interesting locations and dungeons. It is up to them where to go and what to do. As they explore and gain more experience, they pick up clues to the background/plot/story.

Off the top of my head, I would consider the BASIC DND module "Keep on the Borderlands" to be similar, but I forget if there was an underlying plot. I think the 1st Edition ADND Forgotten Realms module "Under Illefarn" was similar to this style as well.

Can anyone give more examples of modules that fit this mold? Anything from BASIC to v3.5 is fine.
 

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The classic "Lendor Isle" module (called "Secret of Bone Hill") was so side-questy there was barely a main plot. It actually went house-by-house in some areas, giving at least a name for everyone in Restenford.

There was a second adventure "The Assassin's Knot" that actually had a tight plot with time limits. Some of the NPC's had to obtain powerful magic items to do the deed, so there is some possibility the PC's might get them. I'd redo the NPC's to fit gear guidelines, then give them enough skill that they could do the deed without said powerful items.
 

They may not be quite what you're asking for, but I'd suggest looking at the mega-modules from Necromancer: Vault of Larin Karr, Tomb of Abysthor, and The Grey Citadel. The modules do have an overall plot arc, but there's a lot of freedom for the party to just explore or get caught up in minor encounters. I used pieces of the first two modules as side quests in my homebrew and the players seemed pleased with the encounters.
 

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