your favorite adventure paths/mega-dungeons/campaign modules?

Mainly that it's located under a city, that everybody knows about it, and that it's a mainstay of the local economy. In fact, the Labyrinth is pretty much why the city exists — people come from all over to brave the depths of the maze in search of fame and fortune. Only the top three levels of the Labyrinth have actually been mapped, but I like that for the same reason that I like the 0One maps (because I can expand the Labyrinth as I see fit).
Sounds like Waterdeep and Undermountain.
 

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Sounds like Waterdeep and Undermountain.

Maybe, but it feels less contrived, IMO. I have an intense dislike for Undermountain as published. It may have more to do with the writing than the actual concept, though. I really do not care for Ed Greenwood's writing.
 

Lately, I've been picking up some 3ed/OGL products that have been on my list but never got around to getting and I started thinking about campaign-length modules that I might have missed.

Anyone have any suggestions? Which ones are your favorite and why?

For an AP, I really enjoyed running Age of Worms. I thought it was a brutal but very cool story and a lot of fun to run.

For a mega-dungeon, the Banewarrens was fun and thought Rappan Athuk was too brutal, but had a really cool premise behind it.
 

Paizo for the win.

I thought Savage Tide was basically brilliant until it went extraplanar (the planar stuff just didn't feel right to me but I also didn't like Expedition to the Demonweb Pits for the same reason). When I finally run it I will conclude once the source of the shadow pearls is found and the ability to manufacture them ended. I'm including great chunks of Savage Tide in my new FR4E campaign starting this week.

I enjoyed both Shacked City and Age of Worms and, while I haven't run them in their entirety, I have used bits and pieces in other games.

The post-Dungeon offerings by Paizo have also been uniformly excellent. I'm also waiting to run them.

I still believe WotC should have contracted out the first 4E adventures to the Paizo writers as they really don't have the skills to put together an adventure path anymore (with the exception of Rich Baker who still has his mojo).
 


Rappan Athuk (Reloaded) from Necromancer Games is my #1 for 3.x.

It's even better with Wizard's Amulet - The Crucible of Freya - The Tomb of Abysthor as run-ins.

Wizard's Amulet is available as a 3.0 or 3.5 d/l for free from the Necromancer Games' site. The others are 3.0 only but shouldn't be too hard to convert upwards.

Use The Tomb of Abysthor as a set-up for Rappan Athuk and it should have PC's at a level where the Upper Works aren't too deadly, but the Lower Levels can still be a challenge.
 

Must buys....
Castle Whiterock
Shackled City HC
Savage Tide (though hard to get I imagine)
Any Paizo AP

Must buy Smaller Campaign/Mini-Campaigns...
Lost City of Barakus from Necromancer
Return to the Temple of Elemental Evil (3E)

Must Buy Linked Mini-Campaign (All 3.5 Paizo and set in the same area)...
D0 Hollow's Last Hope
D1 Crown of the Kobold King
D1.5 Revenge of the Kobold King
D4 Hungry are the Dead
 

I'd recommend Curse of the Crimson Throne as the best 1-6 module compilation that I've read... It's a very cool urban adventure with a strong villain, very detailed setting (add the Guide to Korvosa for your CoCT list), and while there's a sojourn outside the city, if your players balk at that sort of thing, it's easy to cut that IN HALF and fill in your own side quests. Plus, there's none of that plane-hopping nonsense.

Age of Worms has rocked, although I'm only a player and halfway through it.
 

My favorite mega-dungeons for 3.5 are Rappan Athuk Reloaded (but good luck finding it for a reasonable price) and Castle Whiterock.

I actually think Castle Whiterock wins out on playability... it's scaled better and has less un-fun killer DM moments. But for pure "dripping with evil" style, Rappan Athuk wins out.
 


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