Which modules will work for my campaign?

der_kluge

Adventurer
I'm working on a campaign that is best described as Gilligan's Island meets the Land of the Lost.

In that, the PCs hire aboard an explorer's ship to set out to investigate a new continent - one that is full of mystery, and history, and things waiting to be discovered. Once there, dragons attack the ship, it sinks, and now said PCs are stranded on this continent, with no immediate way to get back home.

PCs will start at 9th/10th level. (leaning on 9th, but maybe 10th)

But what this means is that any module that has:
A city populated with a PC race
or any civilized PC race NPCs

simply won't do. That cuts out a huge chunk of published modules that just won't work for my game.

So far, the only one I have that will work is MonkeyGod's _Black Ice Well_, which I can use once the PCs go up a few levels. I also understand that they have another high level adventure which will be coming out shortly which will work as well.

I'm not terribly knowledgable on all the modules out there. Does anyone know of any module (from any source, really) that would fit my specific needs?
 

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die_kluge said:
PCs will start at 9th/10th level. (leaning on 9th, but maybe 10th)

Question: With a 9th-level wizard being, at most, one level away from teleport, how do you keep them marooned?

About your question: I would think any module that involves lost ruins and/or dungeon crawling would fit. If there are references to nearby towns, either ignore them or make those nearby towns more ruins.
 

Well, I House-ruled that. Teleport as per my house rule, relies on glyphs to teleport between. Without a glyph, you can't use it. That's it currently, but when 3.5 comes out, I may switch to that version, which imposes a range on the spell. So that you can't teleport between the north and south pole at will. The PCs will be thousands of miles from home, so even the most powerful mages wouldn't be able to teleport that far.
 

There's a Dungeon adventure, Rana Mor, that's an up-the-jungle-river-to-find-the-lost-city that could be adapted pretty easy. I did it as a weekend oneshot that was a lot of fun.

You could break out the Isle of Dread from the expert rules.

PS
 


I agree Isle of Dread is great. What about the Jungles of Chult module? If you dont have them you can try ebay. You would have to convert them a bit if you play 3.0, but its no biggy!!
 

What you need to do is adapt Dwellers in the Forbidden City! And maybe Expedition to the Barrier Peaks! Oh, and Return to the Tomb of Horrors.

Er, not that last one.
 



Great suggestions. I'll have to see if I can acquire these and convert them. I wonder if WoTC has them as ESDs?

My only concern is that my party is a crack group of experienced role-players that would probably say, "hey, this reminds me a lot of Expedition to the Barrior Peaks that I played when I was 15", and I would just look embarrassed. :)
 

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