Tomb of Horrors: A 4th Edition D&D Super Adventure


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I still can't say much about this, but the above is something I was given permission to reveal a little while ago. This is not a single, play-straight-through-from-beginning-to-end adventure. Rather, it's an ongoing plotline, meant to rear its head multiple times, at multiple levels, throughout a campaign. Each "chapter" is basically a short adventure that advances the ongoing plot. (Though you could, with little difficulty and a modicum of changes, decide to run only one or some of them, as their own thing.)

(place big thumbs up here).
 

I still can't say much about this, but the above is something I was given permission to reveal a little while ago. This is not a single, play-straight-through-from-beginning-to-end adventure. Rather, it's an ongoing plotline, meant to rear its head multiple times, at multiple levels, throughout a campaign. Each "chapter" is basically a short adventure that advances the ongoing plot. (Though you could, with little difficulty and a modicum of changes, decide to run only one or some of them, as their own thing.)
Nice!

It reminds me of DCC 14: Dungeon Interludes. This was like 6 mini-adventures that all tied to a single arc, but you interspersed them throughout your campaign at different levels.
 

This is not a single, play-straight-through-from-beginning-to-end adventure. Rather, it's an ongoing plotline, meant to rear its head multiple times, at multiple levels, throughout a campaign. Each "chapter" is basically a short adventure that advances the ongoing plot.

This is exactly how a "super adventure" should be structured. Because a super-adventure is smaller in scope than an adventure path, it needs to have tight thematic coherence. That's great and necessary, but most people don't want to play 6-7 straight levels of the same thing. Instead, the super adventure should provide the structure so the GM can weave the super-adventure into a larger campaign.

Compare, for example, to Revenge of the Giants, which has a lot of things going for it (particularly in the first half), but I have a hard time seeing too many groups going through it without getting a real sick-and-tired of fighting giants...

-KS
 

Superadventures can be quite nice, but it is important that the plot is no railroad. This usually is difficult to achieve. Beeing able to integrate one superadventure into a second one could be quite funny. ;)
 

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