Suggest Some Anti-RttTOEE Adventures

I also suggest Red Hand of Doom (the sheer ammount of outdoors play is a change of pace from RttToEE) and the Eberron series of adventures (Forgotten Forge, Shadows of the Last War, Whispers of the Vampires Blade and Grasp of the Emerald Claw, with Voyage of the Golden Dragon mixed in).
 

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greywulf said:
If you want completely different, I'd suggest go for Eberron and the beginning adventures (vampires blade, etc) there. Totally different feel to yer monster bash, especially if you play up the political wrangling.

Even better, pick up the Dungeon issues with some of the Eberron adventures in them. In particular, the following adventures are very non-dungeon crawly.

Steel Shadows (#115) - Track down a serial killer who is killing warforged in lower Sharn (7th level)

Murder in Oakbridge (#129) - Murder mystery in Sharn.

Chimes at Midnight (#136) - Help recapture several hardened escaped criminals and find what they have in common (they all have a very "Batman Rogue's Gallery" feel to them, now that I think about it).
 

Imruphel said:
City of the Spider Queen was just as bad, if not worse. Between the two of them I thought I would never run a long WotC module again... and then Red Hand of Doom showed up and I'm itching to run it. Ditto for Ravenloft.

I keep thinking about running Ravenloft, buying the new book, but my players aren't the type. I don't mind dungeons, but the ones in RttTOEE weren't very good, and the fact that the players were trying to beat the clock to to speak since the world could end if they didn't stop the bad guys, well they couldn't leave and come back later really. I had to rewrite large numbers of encounters too, and switch stuff around, etc.
 

>>"Once we find and kill the RttTOEE Final Boss, I think we'll need a break from vast, overarching, world-ending megaplots for a while. And after spending so much time grovelling through the crater mines, we're not too excited about another generic dungeon crawl."

I totally hear you. And while I think some folks wrote some good suggestions of great adventures, I don't think an Adventure Path or Red Hand fo Doom (both a vast, overarching, megaplot) is what you're looking for.

Pull out your pocketbook and do a little ordering from your OFLGS (online friendly local game store):

Necromancer Games has "A Lamentation of Thieves". It's adventures with an overlying plot, BUT they are spaced out in levels, allowing you to run stuff in between and tell your own stories, but have a thread there in the background to tie them together as you see fit. See also Goodman Games' DCC #14, "Dungeon Interludes" which is along the sames lines: "6 nonconsecutive interconnected adventures that slowly uncover a common threat". these both allow you run your own stuff, and then toss in a thread to give the campaign some continuity without the big, overall megaplot.

Second, here's some adventures not over-loaded with dungeon crawl stuff: Necromancer Games' Vault fo Larin Karr, Hall of the Rainbow Mage, and/or What Evil Lurks. I mean, they all have dungeons, but they are not the sole focus of the adventuring.

Or, with the two storyarch adventures above get a few recent copies of Dungeon Magazine and be enlightened to a DM's best friend!

-DM Jeff
 

I have found a number of fun short adventures out of Dungeon magazine, many of which could be cobbled together to form a campaign of sorts. Ones I have run recently and really liked: Fiends Embrace (hunting for an artifact in a swamp) and Salvage Operation (hunting for a box on a ship).

Red Hand of Doom might fit your bill, though it is a bit long, it's not as long as RTTTOEE nor as dungeon crawly. I thought it a very good mini-campaign.

Edit: Gah, I see others already suggested RHoD, that will teach me to read the thread fully before hitting reply.
 

I'd recommend the Freeport Trilogy by Green Ronin. The original adventures have all been 3.5 updated and compiled into one book. You can then follow it up with Crisis in Freeport, a recent adventure that concludes the story.
 

CaptainChaos said:
I'd recommend the Freeport Trilogy by Green Ronin. The original adventures have all been 3.5 updated and compiled into one book. You can then follow it up with Crisis in Freeport, a recent adventure that concludes the story.

I am running a Freeport campaign at the moment. We started with Dead Man's Chest (from Dungeon #107), then went to the Feeport Trilogy...This will be followed by "Vengeance in Freeport" (PDF), some things from "Tales in Freeport". Culminating in "Black Sails over Freeport" followed by "Crisis in Freeport".

Somehow I am looking to include "Gangs in Freeport" and "Shadows over Freeport" from Goodman Games somewhere along the line. "Hell in Freeport"? Don't know how to fit it in...
 

Lots of great suggestions here, thanks!

We've already played through the 3.0 adventure path, starting with Sunless Citadel. That was our very first campaign, and took us through all 20 levels with the same PCs. I think it worked well because the modules are very loosely connected; we didn't feel like missing an infinitesimal clue in Random Uninhabited Room #99 would come back to bite us six months later.

I'm trying to avoid 3.0 modules that I would have to convert. If I wanted to do that much work, I'd eventually get around to converting my homebrew. :)

The rest of these suggestions sound like stuff I want to check out. I'll drop by my FLGS soon and see which are in stock.

Any more ideas?
 


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