Which D&D adventure added the most to an ongoing campaign?


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Pit of the Fire Lord from Dungeon 125 has influenced my Eberron game the most. I think it had something to do with adding a level and dimension door to the main bad guy. ;)

-blarg
 

While we had some fun times with the classics, the adventure that most-shaped a campaign was in 2e, The Night Watch, a Raven's Bluff adventure that I adapted for Waterdeep. The gaming group ended up with the possession of a bar, which became an opportunity for all sorts of adventures.

More recently, the Rising Knight for C&C spawned a story arc far outside the scope of the introductory adventure.
 

The encounter with the dragon in Curse of the Azure Bonds was a world-changer - because after flying off, the dragon came back with its entire brood a couple of adventures later and laid waste to half the continent. Totally reshaped the character of the game for years - and I didn't even plan for it to happen initially.

The Mummy adventure in the 1e Lords of Darkness spawned two entire campaigns with its brief, throwaway references to the elder age of the lizard men creator race. I went completely mad with that concept and still use something related to it today.

Dragon Mountain grew into another campaign-altering behemoth of epic proportions, with me reshaping the entire interior of the mountain, adding another six or seven dragons, replacing the kobolds with tribes of dragonkin descended from the wyrms and placing the City on the Mountain on the outside (which was composed of people from all the places the Mountain had visited, but who had not been able to get inside and had instead come along for the ride like some weird barnacle-city). In the campaign it featured in, all the dragons of the world died off and the Mountain was the last chance for the survivors to escape - consequently there was, er, considerable interest in it when it finally arrived.

I can think of a few more - most of the published material that I buy gets woven into my gameworld in a pretty heavy fashion - but those are the ones that spring immediately to mind.
 

Hussar said:
B2 Keep on the Borderlands. I've had lots of campaigns centered around that one.


Ditto, almost all my campaigns start with something like this then by level 4 they players have a small mannor house or keep and all the stuff that goes along with governing one.

Thats how I flesh out my game world. We start in a new town every time, then the players get a grant of frontier land and make what they can of it. They sent the scene for further adventures as thier PC's become important NPc's in future games. Where they hava lot of imput whe it comes to times of warr or diplomacy. They like it.


Derhauptman-Out
 




I can't really answer, as far as recent published modules are concerned. The Seven Spires owe a lot to many different modules/published game materials, whether they are free adventures for Arcana Evolved, the Banewarrens, Eberron game elements, Ptolus' background and so on and so forth, but there isn't a single adventure I ran "as it stands".

Oh wait, there's one, in French: Quitte ou Double on AideDD.org, a huge French website about a homebrew version of Laelith. I almost ran it as it stands, but it didn't have much repercussions on the campaign itself beside gaining the favor a the guild of courtesans.
 

Odhanan said:
but there isn't a single adventure I ran "as it stands".
As far as I'm concerned, the adventure meets the test if you adapted it and the original parts are still felt in the campaign much later. On the other hand, if the parts you added is what people remember then it doesn't really meet the test.
 

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