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Joshua Goudreau's page

963 posts. Alias of EATERoftheDEAD.


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Auxmaulous wrote:
Oh yes, the Lord of Darkness (before ravenloft was even a campaign) is a collection of short undead tiered adventures.

I'll have to see if I can find a copy of that one.

It seems that the Book of Lairs, including it's follow ups, II, Forgotten Realms, and Dragonlance, all seem to not include any maps of the lairs. That is next to useless for me. I guess it's Dungeon Delve and a delve into Dungeon Magazine for me.


I think I found my solution, Book of Lairs. I found a copy of of Ravenloft's Book of Crypts, which is the same thing only made more Ravenlofty, tucked not in with my Ravenloft books so I forgot I had it. It got me thinking that the Lair books for the other game lines might be the perfect solution. They are little locations that can be plugged in anywhere without issue. I considered doing this with the 4E Dungeon Delve but the locations in that book are really not very interesting or modular. I'm really not a 4E fan but oh well, the books were free.

Now I just need to do some digging on eBay and see what I can find.


Owly wrote:
I'll second the motion for Lost Caverns of Tsjocanth.

I've always wanted to run this and Forgotten Shrine of Tharidzun, since I have a copies I found homes for both.


Auxmaulous wrote:
I wish Paizo would just put out books that compile a series of smaller set piece adventures but I think they already have enough on their plate with other stuff.

As a quick aside, it looks like they are trying something akin to this with the upcoming Plunder & Peril module.


Oh man, DCC, I completely forgot I had one of those kicking around; #1, Idylls of the Rat King apparently. I have a friend who has a bunch of them so that would be a great resource. Thanks for all the help you've given me so far on this.

I just leafed through the old AP volumes I picked up and it doesn't look like I got any of the ones that include the set-pieces so it started after Curse of the Crimson Throne and stopped before Kingmaker. I have a friend running Second Darkness and I recall him saying something about those. If I can find a copy of an old AP installment through my distributor I can get them for around $10, which is great if I'm using all of the material in it, but a bit much for just an encounter or two. Unfortunately, my friend who is running SD bought all of that and Legacy of Fire through my store and the golem sale back in December and he is one of my players. Too bad, it sounds like I could have mined his AP issues for material.

I'll see what I can find on eBay for those Necromancer products. eBay is always where I go for out of print material I can't get through my distributors.


Hm, yeah that's not as helpful. I can populate a river valley with monsters without spending money on a module. Your description of "highly detailed/mapped, drop and play small sandbox encounters" is exactly what I am looking for.

The hexes on my world map are 20 miles and I would like to have something interesting in most of them. The populated regions were pretty easy with towns and waystations and such being easy to find and plug in. The wilderness, while it should have more open space, has still been harder to populate, especially the deep wilderness. I could create my own locations but that makes WAY more work for me and the party may never encounter those things.

I'm going to start a detailed scouring of my Dungeon collection and see what I can turn up.


What I could really use also are interesting sites that can e plugged in randomly. Things like a giant ant hive or an evil tree that has dark fae living in it or something. Basically, something that is small and self contained and doesn't necessarily have a plot or story related to it. The kind of thing that players may dive into and completely forget that they were on some kind of errand. Just cool things for them to discover while they are exploring. I mined some of Kingmaker for ideas but most of those random locations are pretty small or simple.


Okay, so my world has been stocked with an ass-ton* of adventure potential but I have lots of blank hexes. I have scoured adventures both old-school and new as well as a handful of AP installments and even some Dungeon Magazine gems.

Still there are blank hexes.

So what is out there that is really great fun for adventures? Are the Hex Crawl Chronicles from FGG any good? What about other 3PP material? What about material from other games entirely?

I could also use some temperate forest bits and some rocky badlands bits. Preferably in the level 7+ range. Urban and political intrigue suggestions are always welcome but they don't fill blank hexes.

*An ass-ton is slightly more than a butt-load but moderately less than a crap-lot.


Chuck Wright wrote:
Louis Agresta wrote:
GeraintElberion wrote:
I would put Logue at the top for Razor Coast alone.

To be fair, while RC is Logue's brainchild/heartchild/creative c-section, and he wrote about a third of the core book, Hitchcock wrote the other third.

There's a third missing. ;)

I'm glad I'm not the only one who noticed that terrible math.


Yeah, Bill Webb would sit at the top of a list of 3PP writers in my opinion.


Something to keep in mind with Pathfinder is, despite the steep power curve between levels, it isn't so steep that you need to hit levels exactly. Think of modules as having a level range so if something says its for level 5, such as Tears at Bitter Manor, you are safe to start characters levels 4-6 without issue.


Owen K. C. Stephens wrote:
Lord Fyre wrote:
Does this tie-into Giantslayer?

That depends a lot on what you mean by "tie-in."

The two adventures are fully independent of each other. Neither assumes or requires that the other does or does not happen. There are no intentional call-outs or hidden connections that makes them two parts of the same story.

They do take place in adjacent parts of the world and, as you might expect, each is influenced by that. The developers of each are aware of what the other group is doing. We had a conversation about keeping them consistent, to ensure they don't contradict each other in any major details.

So from my point of view the answer is no, they don't tie-in, but we were aware of the need for heightened communication between the teams involved.

I can see them probably tying together easily if a GM were so inclined.


It's a little bit of time investment (20-30 hours of play time) but The Dragon's Demand by Mike Shel has a great 2E feel. As a big fan of AD&D 2E I was really happy to play an adventure that had the old style design ascetic.

If you want a 1E feel with a firm grasp on the PFRPG rules there is just about anything from Frog God Games, as mentioned above. I can't really recommend any one product because I am really only familiar with their longer material. If look for the bylines Bill Webb, Greg A. Vaughan, or Clark Peterson, you can be guaranteed a good adventure.


With the extra page count and XP padding The Dragon's Demand fills the gap of about two AP volumes. You should be good to dive into any of the APs with book 3 for the most part. Take a look at the product descriptions for the AP volumes and you will see where each installment starts for intended level.

Alternatively you could take a look at the Pathfinder Adventure Finder for suggestions. A quick search shows a bunch that start at level 6 or 7, which is where my party was when they finished DD.


I was thinking of loading it into an image editor and blanking it out, but I was hoping there was an alternative because I'm kind of lazy sometimes.


I'm looking for a hex sheet like the one provided in the Kingmaker Player's Guide without all the KM graphics on it. I looked through all the community use and PRD stuff but I can't seem to find a generic sheet anywhere. I could have sworn I saw one once upon a time, but I'll be damned if I can find it. Is there a generic sheet available or am I just going to have to use the KM hex sheet?

I am building a homebrew sandbox and drew my original map using the graph generator on, which is where I usually get all my graph paper, but the way it generates hexes makes it so I'm having a really hard time lining up sheets of big hexes to make a different scale version of my large map without it looking clunky and awkward.


2 people marked this as a favorite.
Richard Pett wrote:
if you think Beast was very Styes (and you are of course correct), then Levee, which is a 9-part urban horror AP set in a city called the Blight should be your sort of thing. It's due out next year from Frog God Games and has been giving me sleepless nights for about the last 18 months writing all 400K or so of it - city and AP together.

This is some of the most amazing news I have heard in a very long time. I have grown to have tons of respect for the folks at FGG and an urban AP penned entirely by you Mr. Pett is something I will gladly throw my money at.

EDIT: Apparently I enjoy throwing my money in a manner that involves ending sentences with prepositions.


This is the thread about favorite authors:

Name the four best adventure writers for Pathfinder


Gingerbreadman wrote:
I hope not. Wrath of the righteous was the AP about redemption. Now it's bud-kicking for goodness time.

Oh, is this the all plant subtype AP?


Heart of Hellfire Mountain didn't really grab me when i read it. It reads like a simple dungeon crawl, albeit, a high-level one. Speaking of high-level adventures, I really enjoyed The Razing of Redshore. Ultra high-level design is not an easy thing but the pages of Dungeon always seemed to nail it. It's too bad that so few of the same designers and writers make attempts at it with Pathfinder these days.

There is a thread going on right now about the best authors for Pathfinder and plenty of familiar names are cropping up. It's interesting to see some of the folks that wrote the best Dungeon adventures are still in the game.

W E Ray wrote:

"Horror's Harvest"

Okay here goes (Looks like the blurb I wrote in that "Chris Perkins" post from a year ago is kinda lame -- blame it on my getting tired of writing that post): A falling rock from space lands out in the woods next to some peasant's farm and the PCs go investigate. Turns out the rock is a great incubator for an ineffably evil Plant Creature with psionic mind-control powers that immediately starts taking control of the nearby peasants.

Well I certainly need to check this one out in that case. Perkins did some great adventures.

W E Ray wrote:
"Spirits of the Tempest" is great. I don't think it quite deserves to be on a top 50 list but it's really close! Unfortunately, "Dark Thane MacBeth," the other of Selinker's ode-to-Shakespeare adventures is average at best.

My unimpressed memories may be coming from the rather crap GM who ran it. He seemed to enjoy the fact that he got to strip our friend's mage character away from his staff of the magi more than anything else.

W E Ray wrote:
How 'bout a Golarion redo "Beast of Burden" with a Spawn of Rovagug!

I figure if part of a city can be built in the husk of one someone could build a dungeon on one. Hmmmmmm, I smell an AP hook....

W E Ray wrote:
How bout this, we make three: A top 10, ranked 1-10; an 11-25 in any order; a 26-50 in any order.

I'm down for this. It might be a couple days before I really get to scour my back issues, but I will give it a shot.


W E Ray wrote:
Joshua Goudreau wrote:
Pett didn't do one of the Carrion Crown installments.


Pathfinder vol. 44, "Trial of the Beast" is part two of the Carrion Crown Adventure Path and was, indeed, written by Richard Pett. And really IS just a rewritten copy of his masterpiece, "The Styes" (IMO)

(Who, oddly enough, favorited a couple of my earlier posts in this Thread -- wow, Thanks, Pett; now participate in the Thread. Tell us your favorite Nic Logue adventure, at least. ;)

Wow, how the hell did I miss that? I guess I failed my perception test on that one. I guess I'll have to look closer and give my opinion.

I'm from the part of Maine no one likes to talk about; Lewiston, aka The Dirty Lew. It's in Cental Maine, which interestingly enough is no where near the actual, geographical center of Maine.

Also, yes Mr. Pett, chime in please. I would love to hear a contributor's opinion.


1 person marked this as a favorite.
Pan wrote:
Joshua Goudreau wrote:
So what I'm gathering from this conversations is, pretty much all of them can stand alone pretty easily, it's just a matter of taste as to which ones folks prefer.
I wouldn't necessarily agree with this. I only posted the ones I feel would be just fine plucking from the AP and running independently. I would say most can be worked just fine as individual adventures but many I wouldn't recommend due to them being too linked to an AP or not strong enough on their own to be worth running. YMMV.

I was exaggerating a tad, but I was kind of surprised to have suggestions come from all over. I expected one or two installments to jump out but I've got marks all over my spreadsheet.

Originally what I was looking for were some suggestions of things I could plug into a sandbox. The conversation has evolved a bit since then, but it's still really helpful for me. I've decided I am definitely using Skeletons of Scarwall and Stolen Land. I'm still not sure about others yet.


Greg Vaughan
James Jacobs
Crystal Fraiser
Brandon Hodge
And dozens more....

Also, I recently started a thread about the best Dungeon Magazine adventures and there are a lot of familiar names cropping up here.


It looked... like this!


Bellona wrote:
I don't have the module in question, but isn't there something about the Dominion in The Dragon's Demand?

There is but not much.

The Dragon's Demand Spoiler:

The titular dragon is studying and attempting to make contact with the Dominion but has only had limited success. He is seeking some books of ancient lore and has been sent some alien minions but that is about all there is for connections. Well, there is also a portal to outer space in his lair...


Ah, Bhal Hamatugn... My group contained a drow who spoke undercommon so when they arrived she talked their way inside without a fight. However, upon returning to the city, they put together a force and returned to end the threat a few days later. They spent about a session and a half dealing with the place and it was a lot of fun.


It does seem to just be us. Also, post #150 wasn't an era for everyone, so that's fair. However, with Chris Perkins back in charge, he did some really interesting things despite the limitations of the new medium and rules.

I did some poking and reading and it looks like Pett didn't do one of the Carrion Crown installments. He did the module Carrion Hill however, which was great and also Lovecraftian horror. I think you may be thinking of Greg Vaughan's Wake of the Watcher. There are a lot of similarities between that AP installment and The Styes but I think that is because both are based heavily on HP Lovecraft's Shadow Over Innsmouth, which is some awesome horror adventure fodder. I never got to play or run The Weavers but being a Pett adventure I bet it's great. He's pretty spot on with his writing.

Last Breaths of Ashenport is another adventure that draws heavily from this story and thus maintains some heavy similarities to the above adventures. It was first released for 3.5 in issue #153 but was updated to 4E in issue #156. I prefer the #156 version because the presentation is better, with better maps and art, as well as clearer explanation of a few parts. Mostly it's a word for word reprint, but the parts that are changed, aside from the obvious rules changes, make for a clearer presentation. I really enjoyed it despite the fact that it retreads a lot of the ground covered by The Styes because it is seldom we get a good horror from the depth of the sea adventure. As a Maine native, there is a certain mystery to the sea that is hard to capture in RPGs, especially D&D/Pathfinder, so it's nice when something does.

Hunt for a Hirophant requires a little explanation as to why I listed it and why it jumps to the forefront of my mind when I think of great Dungeon adventures. It really doesn't offer much in the way of great writing or design or such, but I got a TON of mileage out of this adventure. It's been years since I touched that issue, but I could probably still run it from memory.

The list I made were just the first ones I thought of and probably not what I would list as the 10 best if I spent some time going through the issues and refreshing my memory.

House of Cards jumps out at me because of the concept. It does the same thing as Chadranther's Bane in that it really thinks outside the box and delivers a concept that is unique and intriguing. I agree that House gets pretty clunky a couple of times with random monsters being summoned from the cards, but it's still a neat way to use the deck. Also, having a deck of many things I could photocopy and use as a gaming prop was pretty neat and got a lot of use around my table. Beast of Burden was another one that grabs an interesting and different concept and uses it. I recommended this one to a friend when she was prepping a game because she wanted some kind of monster too big to fight akin to Shadow of the Colossus. When she ran it she changed the gnolls to drow and the beast to a giant spider stomping through the underdark and it was a lot of fun to play.

Speaking of the underdark, I enjoyed Kingdom of the Ghouls because it was an underdark adventure that wasn't just an excuse for a giant dungeon crawl. I really don't know how the editors at TSR didn't get that submission and immediately decide to flesh it out, give it some nice artwork, and release it as a regular module. I never really thought about the true ghouls as being like the Borg before but I just went and leafed through the adventure again and they do kind of have that ever moving always hungry aspect to them. This is another adventure that channels Lovecraft and that is certainly a theme in the gaming I enjoy.

Last Dance was another one that I only played and I'm not familiar with Horror's Heart I don't think. I remember when my paladin waled into the dead body show it was pretty epic. That was a really fun Ravenloft campaign because we were all into the weird horror of it but weren't afraid to have fun too. This adventure does both, I feel. The NPC, described as a cannonball with legs if I remember correctly, was a lot of fun to interact with, even if my pally was rather unimpressed with what she had been doing.

In my list above, I meant to list Kings of the Rift not Library of Last Resort from AoW AP. Dragons vs giants as the party dives headlong into insanity and tries not to get killed in the crossfire. It's a heist adventure with balls out D&D crashing all around. How is that not awesome?

I haven't read or played Umbra but you are certainly making me want to now. Nor have I read or played Prophyry House Horror but I have heard a lot of good things about it. I'm also not familiar with Interlopers of Ruun Khazai and Fiend's Embrace I don't think. I'll have to look and see if I have issue #92 though I think I do. I have a pretty complete collection with only a handful of missing issues.

Tammeraut's Fate is what Greg Vaughan does best, unpredictable and insanely fun scenarios and encounters. When the zombies come back to the hermitage was a freaken blast to run. Vaughan is easily one of my favorite adventure designers. He became as such when I ran Touch of the Abyss and realized he was the same guy who did this adventure. I really need to get a copy of Slumbering Tsar.

I didn't read or play Lear, Great King but I did play in the adventure that was based on The Tempest and I wasn't very impressed so, despite being a Shakespeare fan, I didn't look up the other two. I am guessing they were better if you listed one here.

I'll have to go through the issues and make a for real list of my favorites to replace the off the top of my head list. I'll spend some time with the post #150 issues too so if you feel like tracking down a copy or two you can see some of the highlights of the era. Personally, I'm not a fan of 4E and never really enjoyed playing it so the adventures I ran from it I converted over to other systems but there are still some gems in there.


I wish I had more money to put into projects like this one. Lone Wolf is what got me into RPGs when I was a kid. I have so many fond memories of hours spent in Magnamund.


My Serpent's Skull group is knee deep in Souls for Smuggler's Shiv and it is a great adventure through and through. Their characters may disagree now that life on the island has gotten a little rough.....


Groovy, thank you for the clarification. I did some research and learned what Backerkit is but it didn't really tell me much.

I'm withholding my purchase of Quests of Doom until I decide if I like 5e or not.


If you are feeling so inclined, there is a fair amount of chaff you can trim from the campaign. For starters, Strike on Shatterhorn should be chopped even if you're not trying to shorten the campaign, it's just a weak entry overall. When it comes to strong entries that can be cut, you can easily remove Foundation of Flame since it contains an event that is pretty obviously going to happen but not related to the main story and is the culmination of the Hookface sub-plot, which also is a nice ending to that story, but not related to the main plot. If you haven't foreshadowed Adimarchus too much you can remove Asylum and end the campaign with Thirteen Cages, which a lot of people do. When I ran the campaign I spent a ton of time foreshadowing Adimarchus so it wouldn't have worked for me to drop the last chapter, but as written, he's not mentioned very much prior to the end.

Dropping these substantial segments of the story will require some smoothing out but shouldn't have too much impact outside of the scaling of encounters that will need to happen. It should shorten the second half of the campaign to focus just on the battle with the Cagewrights as told in Lords of Oblivion and Thirteen Cages. If you want to chop up the adventures themselves, the Fiery Sanctum in Thirteen Cages could probably be made smaller. It's been a while since I read the adventures so I'm not sure where you could start there. Lord of Oblivion has some material outside the big dungeon and final showdown but I recommend keeping it for completeness of story sake.


So what I'm gathering from this conversations is, pretty much all of them can stand alone pretty easily, it's just a matter of taste as to which ones folks prefer.


I don't know what that means, but I like it.

I'm still not sure I'm going to like 5e or not and converting material from one system to another is easy, but I was curious if the extra adventures would be available across all three systems.


1 person marked this as a favorite.

For completeness sake I will include the rather exhaustive list of best adventures that appeared in issue #200. The issue also had a number of author spotlights and lists of adventures that fell into a reccuring theme, I didn't bother to list those. This list is a hefty one and they touch upon nearly every single issue so I divided it up by 'era' and put it behind spoiler tags.

AD&D and AD&D 2E Era:
4: Trouble at Grog’s (AD&D)
7: The Jingling Mordo Circus (AD&D)
13: The Ruins of Nol-Daer (AD&D)
18: Chadranther’s Bane (AD&D 2E)
19: House of Cards (AD&D 2E)
20: Ancient Blood (AD&D 2E)
23: Deception Pass (AD&D 2E)
25: A Rose for Talakara (AD&D 2E)
35: The Ghost of Mistmoor (AD&D 2E)
37: The Mud Sorcerer’s Tomb (AD&D 2E)
38: Horror’s Harvest (AD&D 2E)
40: Son of the Fens (AD&D 2E)
42: The Lady of the Mists (AD&D 2E)
43: Jacob’s Well (AD&D 2E)
47: The Assassin Within (AD&D 2E)
51: Ailamere’s Lair (AD&D 2E)
55: Umbra (AD&D 2E)
57: The Murder of Maury Miller (AD&D 2E)
58, 69, 80, 91, 108, 138: Challenge of Champions Series (AD&D 2E, 3E, and 3.5)
59: The Mother’s Curse (AD&D 2E)
61: Jigsaw (AD&D 2E)
64: Last Dance (AD&D 2E)
64: The Mad Chefs of Lac Anchois (AD&D 2E)
66: Operation Manta Ray (AD&D 2E)
69-73: Mere of Dead Men Series (AD&D 2E)
71: Priestly Secrets (AD&D 2E)
75: The Forgotten Man (AD&D 2E)
76: Mertylmane’s Road (AD&D 2E)
81: A Race Agaionst Time (AD&D 2E)

D&D 3E and D&D 3.5 Era:
84: The Harrowing (D&D 3E)
84: Dungeon of the Fire Opal (D&D 3E)
85: Ever-Changing Fortunes (D&D 3E)
86: Anvil of Time (D&D 3E)
87: The Whole Issue, apparently (D&D 3E)
90: Tears for Twilight Hollow (D&D 3E)
91: Kambrinex’s Machinations (D&D 3E)
92: Shadow of the Spider Moon (D&D 3E)
100: Beast of Burden (D&D 3.5)
101: Prison of the Fire Bringer (D&D 3.5)
101: The Chasm Bridge (D&D 3.5)
106: Tammeraut’s Fate (D&D 3.5)
107: Test of the Smoking Eye (D&D 3.5)
109: The Devil Box (D&D 3.5)
112: Maure Castle (D&D 3.5)
113: Practical Magic (D&D 3.5)
115: Steel Shadows (D&D 3.5)
118: Throne of Iuz (D&D 3.5)
119: Wrath of the Abyss (D&D 3.5)
121: The Styes (D&D 3.5)
121: Secrets of the Arch Wood (D&D 3.5)
123: Quicksilver Hourglass (D&D 3.5)
126: The Clockwork Fortress (D&D 3.5)
127: Dungeon of the Crypt (D&D 3.5)
133: Kings of the Rift (D&D 3.5)
134: Home Under the Range (D&D 3.5)
139: Maure Castle, The Greater Halls (D&D 3.5)
144: Diplomacy (D&D 3.5)
145-147: Seeds of Sehan Series (D&D 3.5)
150: The Whole Issue, again
151: Hell’s Heart (D&D 3.5)
152: The Last Breaths of Ashenport (D&D 3.5)
153: Prisoner of Castle Perilous (D&D 3.5)

D&D 4E Era:
161-163: Tears of Ioun Series (D&D 4E)
164: Haven of Bitter Glass (D&D 4E)
164: Worse Than Death (D&D 4E)
166: Storm Tower (D&D 4E)
167: Heart of the Forbidden Forge (D&D 4E)
167: Garaltha’s Anvil (D&D 4E)
176: Dead by Dawn (D&D 4E)
176: Cross City Race (D&D 4E)
184: Lord of the White Field (D&D 4E)
192: Evard’s Shadow (D&D 4E)
194: Leader of the Pack (D&D 4E)
196: Baba Yaga’s Dancing Hut (D&D 4E)
197-200: Against the Giants Series (D&D 4E)

There are several lists of series in these that I feel should be rated based on their component parts. Also, the issue had sections about the Adventure Paths so there are surprisingly few individual segments called out, leaving many that I feel are quite good adventures without mention. To rectify this, I am also including a list of all the AP adventures, some merely okay with most quite good.

Shackled City:
97: Life’s Bazaar (D&D 3E)
98: Flood Season (D&D 3E)
102: Zenith Trajectory (D&D 3.5)
104: The Demonskar Legacy (D&D 3.5)
107: Test of the Smoking Eye (D&D 3.5)
109: Secrets of the Soul Pillars (D&D 3.5)
111: Lords of Oblivion (D&D 3.5)
113: Foundation of Flame (D&D 3.5)
114: Thirteen Cages (D&D 3.5)
115: Strike on Shatterhorn (D&D 3.5)
116: Asylum (D&D 3.5)

Age of Worms:
124: The Whispering Cairn (D&D 3.5)
125: Three Faces of Evil (D&D 3.5)
126: Encounter at Blackwall Keep (D&D 3.5)
127: The Hall of Harsh Reflections (D&D 3.5)
128: The Champion’s Belt (D&D 3.5)
129: A Gathering of Winds (D&D 3.5)
130: The Spire of Long Shadows (D&D 3.5)
131: The Prince of Redhand (D&D 3.5)
132: The Library of Last Resort (D&D 3.5)
133: Kings of the Rift (D&D 3.5)
134: Into the Wormcrawl Fissure (D&D 3.5)
135: Dawn of a New Age (D&D 3.5)

Savage Tide:
139: There is No Honor (D&D 3.5)
140: The Bullywug Gambit (D&D 3.5)
141: The Sea Wyvern’s Wake (D&D 3.5)
142: Here There Be Monsters (D&D 3.5)
143: Tides of Dread (D&D 3.5)
144: The Lightless Depths (D&D 3.5)
145: City of Broken Idols (D&D 3.5)
146: Serpents of Scuttlecove (D&D 3.5)
147: Into the Maw (D&D 3.5)
148: Wells of Darkness (D&D 3.5)
149: Enemies of my Enemy (D&D 3.5)
150: Prince of Demons (D&D 3.5)

Scales of War:
156: Rescue at Rivenroar (D&D 4E)
157: Siege at Bordin’s Watch (D&D 4E)
158: Shadow Rift of the Umbraforge (D&D 4E)
159: The Lost Mine of Karak (D&D 4E)
160: Den of the Destroyer (D&D 4E)
161: The Temple Between (D&D 4E)
162: Fist of Mourning (D&D 4E)
163: Beyond the Mottled Tower (D&D 4E)
164: Haven of the Bitter Glass (D&D 4E)
165: Alliance at Nefelus (D&D 4E)
166: Throne of the Stone-Skinned King (D&D 4E)
167: Garathia’s Anvil (D&D 4E)
168: A Tyranny of Souls (D&D 4E)
170: Betrayal at Monadhan (D&D 4E)
171: Grasp of the Mantled Citadel (D&D 4E)
172: Legacy of Io (D&D 4E)
173: Those Once Loyal (D&D 4E)
174: Test of Fire (D&D 4E)
175: Terror of Tiamat (D&D 4E)


I think 'Maure Castle' should count, despite the fact it was an entire issue and then some of content. It was still a great adventure.

Unless I'm mistaken, and I could be here, it doesn't look like any of those are post #150. 4E wasn't everyone's favorite system and the change in magazine format limited the audience but there were still some gems hidden in there. Do you have any favorites from the 4E era?


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Augustus4 wrote:
You could always adapt it. I haven't read the adventure path but you could make it about a very long train trip. Specific locations are stops along the way and any encounters attacking the caravan are now train robbers or something like that. If they're more official then they could be government officials inspecting the train or an assassin hired to kill someone on the train. Just an idea.

I don't know, that sounds like a really railroady campaign.



It was just a typo, don't have a cow man.

So on topic, will we see these six adventures in the 5e book? Or not because the stretch goal wasn't met?


Homie don't play dat.


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Olondir wrote:
There Is No Honor, the first installment of the Savage Tide Adventure Path is pretty great.

Savage Tide has some great bits to it. I haven't looked too closely but I bet the Isle of Dread segments could be used as a big, island sandbox.

Andoran *

I also vote for The Devil We Know series. It has a good balance of combat, problem solving, and roleplaying. I had a blast with my local lodge when we ran it and many of the players were cursing the names of some memorable NPCs by the end.


Gerald wrote:
Seven Days to the Grave from CotCT is a great stand alone adventure.

Oooh, it looks like that one is about a plague in a big city. I think I'll go ahead and steal that hook.


Gark the Goblin wrote:
The Thousand Fangs Below has always looked pretty fun to me. I don't recall there being many plot points relying on the rest of the path - it's just some evil serpentfolk waking up in a lost city, and the PCs must stop them.

I'm running Serpent's Skull for a different group with a few of the same players as this game so it won't work for my purposes. However, you are correct in that it can be decoupled pretty easily. Other parts of that AP that can be decoupled are Souls for Smuggler's Shiv, which is a great adventure on so many levels, and the sandboxy goodness of the lost city as told in City of Seven Spears and Vaults of Madness. When my party reaches the city in my SS game I am going to open up the last four books as a big sandbox that they can go play in.


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We had an absolute blast with Raiders of the Fever Sea despite the fact that I played a paladin who wasn't having any of the shenanigans of the crew. The GM didn't want to have to convert things to account for my Andoran slaver hunter so he called an end to the game and is now running Second Darkness. There's a whole story as to why I ended up playing a paladin in the pirate game and it isn't because I'm a disruptive douche.

I thought it was a great adventure and the AP had a ton of potential as a kind of Kingmaker of the Sea.


Plerumque wrote:
Do you know if Raiders of the Fever Sea would work?

I played in an aborted Skull & Shackles game and this one can work really well on it's own. We, as a group, never made it past the first part but it wraps up pretty nicely and leaves the nautical sandbox open if you want to do more with it. The only thing that doesn't wrap up is an important NPC the party has probably grown to hate gets away at the end.

From what the GM told me when we called it quits, the entire S&S AP is pretty stand alone.


FFG, even old school in it's pop culture references.


Is The Brinewall Legacy from Jade Regent pretty stand-alone? It looks like it from the product description.


Sweet! That's a hell of a list and now I shall have to look at them closer.

I will probably not include Frozen Stars but only because I don't want to send my players to another planet when they will already be experiencing Rasputin Must Die! and probably The Moonscar. Herald of the Ivory Labyrinth is already out there to be used if my party decides to go join the crusades, but it will be part of all of Wrath of the Righteous. If they get really exploratory they might run across a strange and alien land full of robots and chainsword wielding orcs...

Dead heart of Xin looked really neat because of the whole dangerous, mysterious island thing and the clockwork reliquary on the cover just looks awesome.


I plan on using Rasputin Must Die! but that's a pretty gonzo one-off. I also have all of Wrath of the Righteous and Serpent's Skull but I am running SS another night for many of the same players and have WotR plugged into the fringes of the campaign already if the party wanders out that way. I want to include the segments of Rise of the Runelords but one of the players just got his own copy and will be running it another day for some of the same players. I ran the first two books of Reign of Winter for some of the same players previously so those are out and the other books don't seem like they would be good fits.

Outside of those, some of the things that strike me as good candidates would be Scarwall from Curse of the Crimson Throne and perhaps any of the installments of Carrion Crown or Shattered Star as from what I gather, they are pretty stand-alone already. I really want Kingmaker to have some good peices but that's just because I'm running a sandbox, though not a hexcrawl sandbox so much.


I am looking for AP installments that can stand on their own as solid adventures or adventure sites for a homebrew sandbox campaign I am planning. I asked elsewhere for suggestions in general, but then I got to thinking that the AP line has some great bits that could work inside or outside their existing framework.

The game is set in a temperate region that borders an arid wasteland area. It is rooted in low to mid fantasy medieval akin to Game of Thrones or Lord of the Rings. The narrative backbone of the campaign is a decoupled Age of Worms though we will not explicitly be playing that campaign, it is just the big plot that will be running depending on where the party goes and what they do. The world is a dark and gritty one with a healthy dose of Lovecraftian horror in the mix.

The idea is to sprinkle the map with locations to explore and hooks to uncover that will create a decent sandbox campaign. What AP installments might work on their own as sites or plots that I could plug into the world and let the party interact with?


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My first published AP was Dragonlance, which I ran in 1999 and was the real last AD&D 2E game I was in. Prior to that I had played or run several interconnected, narrative campaigns, but nothing that was published as such. After that it was a few years before I found another published AP when I got my hands on a large collection of 3E and 3.5 Dungeon Magazines and ran across Age of Worms. I looked closer and discovered I had all of it as well as Shackled City and the first couple issues of Savage Tide. I immediately devoured all I could about these new APs and ran Shackled City in 2008-2009.

I have eagerly followed the evolution of APs ever since.

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