ShriekingDrake
2010-09-16, 09:03 PM
I'm hoping, here, to begin a place to herald our favorite 3.X adventures. In particular I thought we'd establish a thread where we can share what we liked from magazines (Dungeon, Dragon, etc.) or 3rd party fare. Most of the standard Wizards' stuff has been discussed a lot, so I thought a place for the magazine and 3rd party (including 3rd party publishers and free/pay stuff on the web, etc.) adventures would be good.
To make things easy for others to find and to know whether the recommendations would be of interest, I thought we could do more than just list a name. I was thinking something like this for a format (which I'll demonstrate with my first recommendation, below.)
Mad God's Key by Jason Bulmahn (Level 1-3rdish)
Dungeon Magazine #114 pp.18-39
This adventure is a superb way to start a campaign. The party is on the hunt for a key, which takes them through various adventures and scenarios and eventually leads them beyond the city to the lair of the plot's antagonists.
This adventure is VERY well-written and conceived. It creates fun opportunities for both the players and the DM. There are opportunities for creative detective work from the players, solid role-playing, hack and slash, and event based encounters.
The adventure has a fast pace, but with opportunities for detailed adventuring from the players. It makes use of some rules and concepts many other adventures overlook. We finished this adventure in about 3 gaming sessions and it served as the foundation for an outstanding set of adventures to follow. I know that my players found this adventure to be among the best and most memorable of this particular campaign. The adventure was written for Greyhawk, but need not be used there--we didn't.
DM's eyes onlyThe adventure begins with the party coming across a crime scene, in which they have the opportunity to intervene or to observe. From this they learn of a larger plot and the opportunity to dive into the pursuit of a missing key. This takes the party down to the town's wharf, where the adventure really takes off.
This adventure has something that many adventures overlook, a classic chase--and this one takes place on barges and boats moored in a busy port. The chase scene is right out of the movies, and happens early in the adventure, setting the tone for what's to come.
The party then pursues the Green Dagger Gang, a local group of miscreants who've become bound up in a larger plot. The player's invade their hideout and face some traps and the thieves themselves. From their they follow the trail to a theft at a library and to the temple of Boccob, where the barty begins to hunt down a mysterious pendant.
Their pursuit of the pendant leads them to an ancient Tomb, where they have the opportunity to face creative opposition and recover the missing key.
Overall, the adventure is fast-paced and appeals to the indiana Jones/Romancing the Stone adventurer in us all.
To make things easy for others to find and to know whether the recommendations would be of interest, I thought we could do more than just list a name. I was thinking something like this for a format (which I'll demonstrate with my first recommendation, below.)
Mad God's Key by Jason Bulmahn (Level 1-3rdish)
Dungeon Magazine #114 pp.18-39
This adventure is a superb way to start a campaign. The party is on the hunt for a key, which takes them through various adventures and scenarios and eventually leads them beyond the city to the lair of the plot's antagonists.
This adventure is VERY well-written and conceived. It creates fun opportunities for both the players and the DM. There are opportunities for creative detective work from the players, solid role-playing, hack and slash, and event based encounters.
The adventure has a fast pace, but with opportunities for detailed adventuring from the players. It makes use of some rules and concepts many other adventures overlook. We finished this adventure in about 3 gaming sessions and it served as the foundation for an outstanding set of adventures to follow. I know that my players found this adventure to be among the best and most memorable of this particular campaign. The adventure was written for Greyhawk, but need not be used there--we didn't.
DM's eyes onlyThe adventure begins with the party coming across a crime scene, in which they have the opportunity to intervene or to observe. From this they learn of a larger plot and the opportunity to dive into the pursuit of a missing key. This takes the party down to the town's wharf, where the adventure really takes off.
This adventure has something that many adventures overlook, a classic chase--and this one takes place on barges and boats moored in a busy port. The chase scene is right out of the movies, and happens early in the adventure, setting the tone for what's to come.
The party then pursues the Green Dagger Gang, a local group of miscreants who've become bound up in a larger plot. The player's invade their hideout and face some traps and the thieves themselves. From their they follow the trail to a theft at a library and to the temple of Boccob, where the barty begins to hunt down a mysterious pendant.
Their pursuit of the pendant leads them to an ancient Tomb, where they have the opportunity to face creative opposition and recover the missing key.
Overall, the adventure is fast-paced and appeals to the indiana Jones/Romancing the Stone adventurer in us all.