Shackled City, Age of Worms or Savage Tide?

catsclaw227

First Post
I am starting a new campaign, a side one to the main bi-weekly campaign that will have one veteran player, one relative newbie and a virgin RPG'er.

Should I run one of these Dungeon APs and if so, which one. If not, what modules/mini AP (WOTC or third party) do you recommend for this group? I have a lot of 3rd party d20 material, so anything's game, really.

There will only be 3 PCs, and likely one GM controlled NPC to even up the party size to 4.
 

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Have to agree here with Dustyboots. I'm running AoW and been in the beginning of SC, and both are meat grinders for the uninitiated. Good tactics and a good feel for the game are needed for both.
 

The AP's are fun but hard. I would run Savage tides but have the players be a level or two higher then recomended to make up for just how challenging these adventures can be.
 

Whizbang Dustyboots said:
With four characters and a newbie player, I think these will be like sticking a frog into a blender..

This is basically what I have been reading today. Dang, I've really been wanting to GM one of these, but my Wilderlands campaign is my main one. This is supposed to be a side game, so I want a fairly cut n' dry, minimal prep required adventure set.

Whizbang Dustyboots said:
I'd recommend the Freeport Trilogy or picking up some Goodman Games modules instead.

Well, I'd love to do Freeport, but the veteran player already did this one with me a couple of years ago. :)

I could do a goodman path, weren't there some recommended module orders for a couple of adventure paths in the DCC world? I wish I knew what they were to get started, before my DCC35 comes in (sometime next week -- backorderd through buy.com).
 

Crothian said:
The AP's are fun but hard. I would run Savage tides but have the players be a level or two higher then recomended to make up for just how challenging these adventures can be.

Savage tide might be fun. I will ask the players what they want, a swashbuckling adventure (assuming that is what ST is mostly like) or a traditional S&S / fantasy game.

Another I am considering is Shades of Gray, a level 1-10 module from Necromancer Games.
 

The link has the level progressions for all the DCC modules.

I'd say the two Rat King modules would be a lot of fun. Stick another one that sounds appealing between those two, then maybe do the two modules that start with the Secret of Smuggler's Cove (being reprinted in December). And then you've got a campaign that runs from 1-10 with no sweat.
 

Whizbang Dustyboots said:
I'd say the two Rat King modules would be a lot of fun. Stick another one that sounds appealing between those two, then maybe do the two modules that start with the Secret of Smuggler's Cove (being reprinted in December). And then you've got a campaign that runs from 1-10 with no sweat.

The rat king ones are good, I've read them. I didn't know that Smuggler's cove had a sequel... hmmm. Which one is that?

I'll check the Goodman Games site forums for some possible APs based upon their modules.
 

Is Savage Tide a piratey, swashbuckling style adventure or is it simply a coastal, island based fantasy adventure?

Freeport was a former pirate city, but the trilogy played out more like standard D&D fare (though it was VERY good).
 


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