
rileyglow |
I am coming in as a guest DM to a party currently playing SCAP, so the DM can have some fun playing :) I've played D&D a fair amount, but never really DM'd, so I need a "dummy proof" module :). I'd like to do something with a good mix of mysteries to figure out with some fights/encounters - I'm really into the storytelling aspects and role playing more than I am the mechanics and rules.
The current DM said I could do whatever as long as it fit fairly well into the SCAP world and was good for 7/8th level characters. Anyone have any good ideas? Thanks in advance!

Chef's Slaad |

are you looking for something that ties into the AP story line, or a real side-trek? in the latter case you could go with any number of Dungeon modules. I could really recomend the Styes (dungeon 121). You'll have to scale it down a bit, but that shouldn't be a prolem.. You could locate the styes in the lower end of cauldron, by the lake. Make sure to replace some of the NPC's in the styes with cauldron locals you've met before.
another popular option is Mad Gods key (dungeon 114). You'll need to do some serious work to get it up to the right level, but it might be worth your while.
check out the dungeon index to search through more dungeon adventures.

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After Zenith Trajectory, my group was short on XP (they got to Zenith using the most direct route, then fled with him without exploring/discovering Dhorlot and friends). I used two mini-adventures to fill the gap.
The first was 'The Statue Gallery' (issue 93) - this was a very tasty encounter, and worked nicely in the overall story. I used it on the party's return route while escorting Zenith through the underdark. From this direction they noticed something they hadn't on their way in - the statue of a Dwarf that was somewhat hidden. This started to draw Zenith out of his stupor - for he remembered this area. This was the location of the last fight Zenith's forces faced before taking on the Kua Toa.
I replaced many of the statues in the lair with dwarven statues (and assumed Zenith and his forces retreated without defeating the encounter). The encounter (for 9th level) worked perfectly with my 7x 7th level characters. Perhaps through divinations or information gathered from Zenith's before he disappeared your party could be hired by family members to find what happened to other members of Zenith's army.
The other mini adventure I used was 'Wings, Spikes and Teeth' (issue 98) - less deadly, it provided a good wilderness encounter between the Pit of the Seven Jaws and Cauldron (for 8th level). In your case, it could be used en route to the statue gallery.
The first encounter from 'Hateful Legacy' (issue 131) with the awakened dire ape and the dinosaurs is also an excellent fit with Cauldron, another good wilderness encounter.
Finally, one other thing I did was create an adventure where my curious party sought out the lair of Gottrod the red dragon from Zenith Trajectory. I used the Red Dragon lair map from Draconomicon as my starting point.
If the party didn't defeat Gottrod, this could be a very exciting encounter. If they did (as in my case), by the time my group found the lair (a few weeks after Gottrod's fall) it had been discovered empty by some local Stone Giants, who were now using their stonecraft skills to turn it into the lair of their chief. It was pretty easy to throw together. I had two Stone Giants at the opening to the cave doing stonework. I had a Stone Giant Elder/Sor 1 at the back of the cave with his dire bear, and a couple stone giants in the lower level of the cave who came up on a weighted pulley lift the second they were alerted to the danger above.
I’m sure there are lots of other excellent options – I was very happy with the way these ones worked out.

delvesdeep |

Hurmferd |

As a sidequest prior to Zenith's Trajectory, I ran my own party through "The Styes", as recommended by Chef's Slaad above.
They were sent by Jenya to travel to help Refrum, the town's cleric, recover a wand of water control that was stolen by "the Lantern Man" and ended up in Mr. Dory's possession (later found within Mr. Dory's cabin). The party found the wand of water control after defeating Mr. Dory, but have decided to follow through with the remainder of that scenario, which includes battles with an aboleth and a juvenile kraken. I was cautious with the levels and numbers of combatants, but the party did very well since they're pretty creative in using tactical advantages to bolster their character's capabilities.
Upon the player's return to Cauldron, I then plan to have them invited to Delvedeep's Demonskar ball (where they'll have lots of fun confronting the Stormblades).
Hurm.

Marcos |

Warning: Possible Spoilers Below…
Rileyglow,
Several excellent ideas have already been offered. As further consideration, you may wish to check out Requiem of the Shadow Serpent in Dungeon #139 (9th level). While set in the Frealms, the adventure could easily be adapted for use near Cauldron. Since the main foes of Requiem, the Yuan-Ti are actually featured later in the SCAP, the module could add some foreshadowing elements. In fact, I plan to use this adventure in my own SCAP game in the near future.
As for the special feature regarding the location used in the module (the Dead Magic Zone), it could easily be removed (I am choosing to leave the location as is). In addition, if removed, the motivation of the foes could be changed from collecting magic items to gathering intelligence in preparation for their eventual comeback (the second motivation is the primary reason in my campaign).
I know that the adventure is rated for 9th level characters, but it can easily be toned down with the removal of a couple of encounters within the lair. Likewise, removing the Dead Magic Zone will change the dynamics of the final encounter, which reduces the challenge the party will face.
I hope that the above suggestion is of some help. Have fun when you run and let us know what you decide on.
Good gaming,
Mark

Great Green God |

Mellorn Hospitality (7th level/Dungeon #107) - by Russell Brown
One of my favorites in Dungeon. I had the Mellorn elves as natives to the Amedio jungle in my campaign. I even had the PCs meet two of them back when they were just beginning the SCAP (setting the stage for later).
I'll second this one. Very good. Very self-contained, and has all the stuff you are looking for (RP, story, fights, etc...). When we played it I played the glass merchant like Christopher Lee -subtly scary. The artwork just made me do it.
GGG