D&D General What modules have you reused for multiple campaigns


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I've run the first level of Undermountain from 2E-5E, albeit modified quite a bit, for various groups over the years. I used the Ruins of Undermountain (2E), Expedition to Undermountain (3E), the Halls of Undermountain (4E) and Waterdeep: DotMM (5E). My groups usually just wandered around until they either found a way out or died. I used those books a guide rather than running them as written. Not sure this counts but other than that, I can't think of any single adventure I've ran more than once.
 
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I’d describe the mileu/setting as the Campaign World and then the individual campaigns run within that.
By that definition, I've reused-

Village of Hommlet
Temple of Elemental Evil
Keep on the Borderlands
Ghost Tower of Inverness
Against the Giants
Keep on the Shadowfell
Tomb of Horrors
Expedition to the Barrier Peaks
Secret of Bone Hill
The first module in Age of Worms (can't remember the title off hand)
Chagmat (an old adventure from Dragon Magazine, when they still sometimes included adventures)
Oasis of the White Palm
Sinister Secret of Saltmarsh

Also, I have reused a number of adventures that I have written myself. Also also, I have reused areas or dungeons I have written after changes occur or new monsters moved in there countless times; for instance, a place called Bandit's Rook has seen three or four different expeditions to it under different circumstances and against different foes.
 

A spin-off on the thread about what modules you have run multiple times. Maybe you had a modules you run through or just used for parts, but you continued to use it for another campaign or more than one. I think I have used the Lost Mines of Phandelver (LMoP) box set for 4 campaigns. The town has now changed some and the adventures have changed, but parts keep on getting used. Cragmaw Hideout has been used by bandits, snakefolk, and the PCs in one campaign. Wave Echo Mines has come back a few times with one series trying to make it work again to enchant magic items. Another module that I used a few times was the 2e Under Illifarn which has a few short adventures and one larger one a bit like the 5e box sets. I used that a couple campaigns because the town of Daggerford was more fleshed out. Even the 4e DMG had the Town of Fallcrest that worked well, but I only used that once.
I have used Wave Echo Cave three times. Two for Phandelver, but the most recent was an underground gangster base in the Rock of Bral. It wasn't a rushing river though; just had some standing water. I absolutely love that map. The PCs ended up going back TWICE to the map actually, so I got many, many sessions out of it in Bral.
 


I typically use my own designs for long campaigns, though sometimes mixed with (parts of) published adventures. However, I did manage to shoehorn some modules into several shorter campaigns:

G2 Glacial Rift of the Frost Giant Jarl (2 times)
L1 The Secret of Bone Hill*
S1 Tomb of Horrors (2 times**)
S4 The Lost Caverns of Tsojcanth (4 times)
U1 Sinister Secret of Saltmarsh (3 times)
WG4 The Forgotten Temple of Tharizdun (7.5 times***)

* Well, not as such, but I've transplanted the entire population to a town of my own making, which served as the home base of a party in a long-lasting campaign.
** That is: tried to run it two many times. The parties involved didn't get very far...
** I'd say eight times but the party are about to storm the place come Friday after spending the last three sessions trying to get as much information on the place as possible - to absolutely no very little avail, of course. Quite looking forward to this - I always like the initial fight and how Gygax set it up.

Also: Pity it's modules only, coz I've used The Halls of Tizun Thane more than a handful of times; The Lichway at least four times; and Grakt's Crag, oh, two or three times. These are all from White Dwarf.
 

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