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<blockquote data-quote="SWBaxter" data-source="post: 3152904" data-attributes="member: 27926"><p>Well, the original adventure path - WOTC's 3.0 modules, <em>Sunless Citadel</em> through <em>Bastion of Broken Souls</em> - is a bunch of relatively loosely connected adventures. There's some dungeon crawls among them, but they at least have the benefit of variety. And the advantage over the more tightly connected megamodules is you can bail at any time.</p><p></p><p>There's a bunch of freebie adventures on WOTC's website for a wide range of levels. I wouldn't be surprised if it was possible to string a bunch of them together into a 1-20 experience. I've used a few of them, and been happy with the results.</p><p></p><p>Necromancer and Goodman Games both have a bunch of modules available. They tend towards the dungeon crawly side, but it's usually smaller dungeons so might not be too bad (just steer clear of Rappan Athuk and the Tomb of Abysthor - both great dungeons, but on the large side). In particular, I really like <em>the Wizard's Amulet</em> (free download from Necromancer) and <em>Crucible of Freya</em> as campaign-starters.</p><p></p><p>Green Ronin has just started a new line of modules, Bleeding Edge Adventures. I haven't read <em>Mansion of Shadows</em>, the first one out, but from what I've heard about the line it's supposed to steer clear of "nostalgia", which presumably means the back-to-the-dungeon approach is out. Might be worth a look.</p><p></p><p>The way I'd go if your group's a bit tired of megaplots is just set them up as an itinerant band of mercenary adventurers and try to give them a choice of interesting adventures that last maybe two sessions at the most. Go for an episodic feel, something like Conan's adventures would be great - group hears about ancient treasure, sets out to seize it, complications arise, group faces down some monstrous threat and escapes with much less treasure than they thought, then blows it all carousing before the next session.</p></blockquote><p></p>
[QUOTE="SWBaxter, post: 3152904, member: 27926"] Well, the original adventure path - WOTC's 3.0 modules, [i]Sunless Citadel[/i] through [i]Bastion of Broken Souls[/i] - is a bunch of relatively loosely connected adventures. There's some dungeon crawls among them, but they at least have the benefit of variety. And the advantage over the more tightly connected megamodules is you can bail at any time. There's a bunch of freebie adventures on WOTC's website for a wide range of levels. I wouldn't be surprised if it was possible to string a bunch of them together into a 1-20 experience. I've used a few of them, and been happy with the results. Necromancer and Goodman Games both have a bunch of modules available. They tend towards the dungeon crawly side, but it's usually smaller dungeons so might not be too bad (just steer clear of Rappan Athuk and the Tomb of Abysthor - both great dungeons, but on the large side). In particular, I really like [i]the Wizard's Amulet[/i] (free download from Necromancer) and [i]Crucible of Freya[/i] as campaign-starters. Green Ronin has just started a new line of modules, Bleeding Edge Adventures. I haven't read [i]Mansion of Shadows[/i], the first one out, but from what I've heard about the line it's supposed to steer clear of "nostalgia", which presumably means the back-to-the-dungeon approach is out. Might be worth a look. The way I'd go if your group's a bit tired of megaplots is just set them up as an itinerant band of mercenary adventurers and try to give them a choice of interesting adventures that last maybe two sessions at the most. Go for an episodic feel, something like Conan's adventures would be great - group hears about ancient treasure, sets out to seize it, complications arise, group faces down some monstrous threat and escapes with much less treasure than they thought, then blows it all carousing before the next session. [/QUOTE]
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