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What's the best/your favorite starting site-based adventure, or sandbox?

Mercurius

Legend
I've started a couple related threads over the last month or two but I think I've better narrowed down what I want and what I don't want.

In short, I'm starting a new Next campaign in about a week. We're going to convert to the rules when they come out, but until then we'll use the playtest rules. I see the first few levels as getting used to the rules, and getting back into playing as a group (we've been on hiatus for a year), and then developing into a larger campaign arc at 5th level and beyond. But until then, I'd like to sandbox the local region, the PCs to get to know the world, very basic stuff - some combats, exploring some sites, and opportunities for a bit of exposition and dropping of plot hooks.

As I wrote here, I'm considering using Village of Hommlet. But after reading the intro last night, and giving the contents a cursory browse, while I like it, I'm kind of wondering, what's the deal? How many barns can a party explore? Its note like its an abandoned ghost town they'd be in, but an inhabited one - to be honest, I'm a bit confused! I know there's the underlying presence of the Temple, and I could modify that to my world, but I'm not sure what the adventure actually is, unless its just walking around the village and getting to know the local color, other than the moat-house. Of course I didn't read too far into it.

I might end up using Hommlet and tweaking it to not only fit my world, but include an orc attack, that sort of thing. But for now I want to open it up again: What are your favorite, "the best," sandboxy site-based adventures for low level D&D?

A couple that I'm looking at:

The Lost City of Barakus
- I've heard rave reviews for this, and its been on my shelf for a couple years, but I've never really dived into it.

Rise of the Runelords - some of the campaign threads are somewhat similar to Runelords - in particular an ancient mage-king returning to wreak havoc on the world - so this book is a wealth of ideas, at the least.

What else? It could simply be a great resource for low level sites that I can drop into the area.

Thanks!
 

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Rappan Athuk. (The new version)

Conveniently, it's available both for Pathfinder and Swords & Wizardry, so you can pick which one you want to convert to Next.
 

Thunder Rift. (http://index.rpg.net/display-entry.phtml?mainid=9444)

Its only a 32 page micro-setting (seriously, it fits in an old-school world hex!) surrounded by mountains (with some trade routes in/out) that has 2-3 towns (the largest is like 500 people), a haunted swamp, a fey forest, orc/dwarf wars, an elven woods, abandoned mines, a evil knight's keep, a lost wizard's mountain, vast stretches of wilderness, dungeons, and a sleeping, irritable red dragon. Some of the modules aren't bad (Haunted Tower is the gem, IMHO) though these days they are a bit expensive (lets hope for D&DClassics to get some up soon).

If I had a complaint, its that it's almost TOO small (you can walk it in a day) and that its very generic (owing to its Basic D&D origin; its a great setting for halfling rogues and dwarven fighters, but I have a harder time envisioning tiefling warlocks being accepted.
 

I've run B2, or the anniversary return to the Keep, more than anything else. With an extra NPC here or there, a thing or two more hiding out in the woods, and a bit more about the temple it's a lot more than just a dungeon crawl. Tends to be really lethal when I run it though.

I love the actual T1 module as something to read and look at... but I've never figured out how to use it in a way I was happy with.
 

i've heard Masks of Nyarlathotep is the best sandbox adventure for any rpg, ever.

Might be a little bit out-of-context, perhaps? Though if we're allowed to suggest non-D&D, Death on the Reik could work as a D&D adventure. Depends how much work the OP wants to put in converting. In the same vein, the Chaos Scar adventures for 4e are a miixed bag, but generally decent enough and make a nice sandbox area to explore in.
 

Back in 2E Days, I was a player in an excellent adventure called Tragedy in the House of Brodeln. It's a Kenzer product and the game was set in Kalamar. It kicked off what was the best campaign I'd ever been involved in as a player or DM, and I've been gaming for a good 35 years now. It's pretty sandboxy in that it's driven more by a timeline where PCs can explore around the Duchy of Etwerl and the surrounding environs than by leading the PCs through a series of linked encounters that must be followed building to the climax.

I liked the adventure so much that when I ran a 3.5E campaign that went from 2007-2009, I DM'd the 3E version, now called Aldriv's Revenge. That was also a well-received start to that campaign.

http://www.amazon.com/Tragedy-House-Brodeln-Fantasy-Adventure/dp/B000NY2DSK

http://www.amazon.com/Aldrivs-Revenge-Dungeons-Dragons-Adventure/dp/1889182567
 

So you did start the thread...

T1 is favorite of mine. The adventure is the moathouse, which is real dangerous, and if the PCs then look for help in the village to deal with it, they will find a disproportionate number of NPCs that could help them, and some who say they will help them...

Many of the NPCs have links to the wider setting, which again you and the party can rift off of, depending.


The dense writting of the adventure can be misleading. In a latter edition, it would have a much longer page count...with less detail.

But yes, the village is a bit overly detailed vis-a-vis the dungeon. The reason is that it can continue to be used as a base for the Temple of Elemental Evil. But then you have gone from one extreme to another.
 

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