Favourite High Level Adventures?


3.5/d20/OGL


Hey all,

I'm currently running The Red Hand of Doom for a group and was considering what to challenge the group with after the module (everyone is having a blast with their characters and I would like to keep going with the campaign).

What are your favourite high level adventures (level 13 and up)? Anything you can think of that would follow up Red Hand of Doom nicely?

cheers,

Black Baron


I'll be starting RHoD this week and my next adventure depends on which level predictions are correct. If the 6-12th on the cover is right, then I'm unsure, but I've been led by other posts to believe that the 5-10 range on the inside is correct. If the PC's come out at 10th level I intend to run Expedition to the Demonweb Pits. How close to the end of RHoD are your players and what level are they?


ghettowedge wrote:
I'll be starting RHoD this week and my next adventure depends on which level predictions are correct. If the 6-12th on the cover is right, then I'm unsure, but I've been led by other posts to believe that the 5-10 range on the inside is correct. If the PC's come out at 10th level I intend to run Expedition to the Demonweb Pits. How close to the end of RHoD are your players and what level are they?

5-10 is the correct level range. I've heard people say that their parties reached 11th level by the very end.

I would suggest Kings of the Rift from the Ages of Worms adventure path could be a good addition if you aren't totally sick of dragons by now. Very cinematic and pretty easy to change for your own campaign.


I thought that Dungeon Crawl Classics #18, Citedel of the Demon Prince (By Goodman games) was a very good module for characters around level 12-13

Lord of the iron Fortress is agreat adventure for 15th level characters (Although it is 3.0 some some conversion might be required)

Queen of Lies (written by Monte Cook, put out by Sword and Sorcery)is a very good adventure for 11th level characters (It too is 3.0, some some conversions may be required)

City of the Spider Queen is also great (designed for characters to start at 10th level, advancing to around 18th by the time it is done, it is also 3.0 though).


"The Harrowing" by Monte Cook, in Dungeon...#84. Great fun.

Silver Crusade

One Adventure that I played in Second addition and loved the total revamping of it in 3.5 it was in Dungeon's anniversary issue, The Mud Sorcerer's Tomb. It was challenging and fun and I think for higher level characters ti would be a balst, my gaming crew loved it.

-V-


Castle Maure.

Grand Lodge

Here's another vote for City of the Spider queen - and, with some tweaking, it makes for a relatively smooth transition from RHoD.

Sovereign Court

Adventure Path Charter Subscriber; Pathfinder Adventure, Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game Subscriber

check out: Chaos Rising! I placed the finger just off the map to the north...


ghettowedge wrote:
I'll be starting RHoD this week and my next adventure depends on which level predictions are correct. If the 6-12th on the cover is right, then I'm unsure, but I've been led by other posts to believe that the 5-10 range on the inside is correct. If the PC's come out at 10th level I intend to run Expedition to the Demonweb Pits. How close to the end of RHoD are your players and what level are they?

This is a nice plan and continues on the scale that the characters will be accustomed to, I think. there are a couple of others that I can't seem to think of right now. Tomorrow I'll be rummaging through them, so if I think of one I'll post it.


ghettowedge wrote:
I'll be starting RHoD this week and my next adventure depends on which level predictions are correct. If the 6-12th on the cover is right, then I'm unsure, but I've been led by other posts to believe that the 5-10 range on the inside is correct. If the PC's come out at 10th level I intend to run Expedition to the Demonweb Pits. How close to the end of RHoD are your players and what level are they?

The party is currently in the lair of the Ghostlord and are at level 8. I'm guessing they will probably make level 11. Anyways I can always level them up a level or two to get them to the necessary level for the next module I run.

Thanks to everyone for their suggestions. I also have to thank James Jaccobs for producing such a fun adventure. Both my players and I just love this module (putting a stop to a rampaging evil horde is right up our alley, and this product caters to that idea in such a creative and fresh way). I look forward to the upcoming battle of Brindol with enormous glee.

I'll have to look into your suggestions and find what strikes me the most.

cheers,

Black Baron


After RHoD I'm running my players through Into the Dragon's Lair (10th level). I believe it was the first 3E Forgotten Realms adventure (before the campaign setting book was even released). I've rewritten it so that the dragon is changed from Nalavarra to Ashardalon, that way I can finish the campaign with Bastion of Broken Souls.

The adventure itself takes the PC's through Cormyr after a civil war there, but I've adapted it to Greyhawk after the RHoD. The PC's are searching for an undefended dragon's lair (as are many other parties). It is basicaly a race to claim the hoard with a nice twist near the end as the lair is on a demi plane defended by a goblin city (changed to a Red Hand outpost in my game).


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I'd like to throw in some coppers for Bastion of Broken Souls. It's very cool if you like high-powered mind-goggling over-the-top planar fantasy. I know I do. I had lots of fun converting this to the Forgotten Realms.

"The Harrowing" seem ok in the same genre. I also hope to run "Gates of Oblivion" and that recent fire giant adventure.

Scarab Sages

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Here are a few that I have either run and liked or at least liked the look of it and plan on running in the future...

The City of Istivin arc (Dungeon 117, 118, 119) looks like it would be a lot of fun to run.

Spiral of Manzessine (Dungeon 94) was great fun and can be put into any dungeon scenario very easily.

Maure Castle stuff (Dungeon 112, 124, 139) of course.

The Black Egg looks like it could be fun (Dungeon 106) but of course deals with lots of dragon stuff.

Khazefryn (Dungeon 81) looks like a good dungeon crawl -- of course it is 2nd edition, so you would need to modify.

The Mud Sorcerer's Tomb (Dungeon 37 or 138) is probably the best dungeon crawl I ever ran.

Interlopers of Ruun-Khazai (Dungeon 92) looks like a fun planar travel adventure.

Lost Temple of Demogorgon (Dungeon 120) also looks fun -- felt a little like planet of the apes when I was reading it, but still could be a blast.

Quadripartite (Dungeon 99) worked really well for our group.

Tomb of Aknar Ratalla (Dungeon 119) is one I am planning on running in a couple of months.

I would like to run Quicksilver Hourglass (Dungoen 123) some time after Age of Worms.

Anyway, there are a few ideas. Hope that helps.


Mordakainen's fanstastic adventure; and Isle of the Ape; and Blackmoor :); all D&D high level modules of fun; I have many of my own homebrews though.


Well, as long as the seal on 2nd edition adventures has been cracked, I'd have to vote for my favorite adventure of any edition, that being "Labyrinth of Madness". I don't have it in front of me, but I think it was a Monte Cook adventure. Loved it, loved it, loved it.

It's a bit higher-level than where your characters are now, but if you're one who can up-convert an older module (I sure can't; I'm lousy w/ the crunch), look for this.

And of course, the updated "Mud Sorcerer's Tomb" is a must. And the "Maure Castle" adventures. And...the list goes on, admirably noted by earlier posters :)


Adventure Path Charter Subscriber; Pathfinder Rulebook, Starfinder Adventure Path, Starfinder Roleplaying Game, Starfinder Society Subscriber
BenS wrote:
Well, as long as the seal on 2nd edition adventures has been cracked, I'd have to vote for my favorite adventure of any edition, that being "Labyrinth of Madness". I don't have it in front of me, but I think it was a Monte Cook adventure. Loved it, loved it, loved it.

Heh. "Disturb not the Labyrinth of Madness again, and live a while longer."

Apart from the freaky mind-switching sphere (just too complex to run and deus-ex-machina, IMO), it was a great dungeon crawl. If you ran it using the sigils, it was also one huge puzzle-box, forcing the party to explore almost the entire complex 20 times. A high-level campaign in one dungeon location.

If Mr. Cook would re-write it for 3.5 OGL (maybe using half-fiend templates instead of "yuan-ti"), I'd buy it again.


Dragonchess Player wrote:
BenS wrote:
Well, as long as the seal on 2nd edition adventures has been cracked, I'd have to vote for my favorite adventure of any edition, that being "Labyrinth of Madness". I don't have it in front of me, but I think it was a Monte Cook adventure. Loved it, loved it, loved it.

Heh. "Disturb not the Labyrinth of Madness again, and live a while longer."

Apart from the freaky mind-switching sphere (just too complex to run and deus-ex-machina, IMO), it was a great dungeon crawl. If you ran it using the sigils, it was also one huge puzzle-box, forcing the party to explore almost the entire complex 20 times. A high-level campaign in one dungeon location.

If Mr. Cook would re-write it for 3.5 OGL (maybe using half-fiend templates instead of "yuan-ti"), I'd buy it again.

Ahh, another fan of that great dungeon. I would also buy it again for 3.5, and pay serious money to (re)own it. But the fact that Monte seems to have largely left gaming behind...makes that not very likely :(

EDIT: Since we can post all sorts of fantasies on the boards here, what I would like for Xmas: have some bold entrepeneurs at Paizo update it for 3.5, w/ Monte's blessing (and some recompense provided), and make it a GameMastery module! :)


Vattnisse wrote:
Here's another vote for City of the Spider queen - and, with some tweaking, it makes for a relatively smooth transition from RHoD.

And yet another vote for City of the Spider Queen. Toying w/ the idea of updating it to 3.5 and running a party of Drow through it. Good fun. Don't have it in front of me currently but Monte Cook's "Demon God's Fane" was a hoot.

Labyrinth of Madness was a meat grinder IMHO. Very complex and time consuming. i.e. it gets old for the characters after they've crossed the same terrain for the umpteenth time.

I'm reading Expedition to the Demonweb Pits right now and it looks pretty cool. I'm a fan of Wolfgang's work... but the propensity to get off track in the module looks to be fairly monumental to me. Again, just my humble opinion. ;-)

One of my all time favorite modules was the original 1e "The Lost Caverns of Tsojcanth". That was an absolute classic. Lots of great little ditty's in there. I know you can purchase it for a pittance in PDF form and there very well could be a 3.5 conversion for it somewhere out there in the "internets". I would imagine that it would be around 10th-ish w/ the conversion. Just a guess though.

The old Gygax classic, "Against the Giants" might be neat converted over to 3.5. From dragons to giants might be a neat segue. I know that they just redid all the maps for the old modules and that they've each been converted over at enworld.

Heh, can you tell I'm an old-fogy gamer from way back? Well anyway. Our party just finished RHoD and I'll tell you what, that ending was a doozy.

Game on.

"I want to stay as close to the edge as I can without going over. Out on the edge you see all kinds of things you can't see from the center."

Kurt Vonnegut

Grand Lodge

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Lilith got it -- "The Harrowing" in Dungeon 84 has got to be the the best, by Monte Cook.

Laveth, Lolth's daughter, is about to attempt a coup against Mom and the PCs get caught in the middle!

Or, if you're looking for something easier to drop in at a moment's notice that won't take too long to run, try "Stike on the Rabid Dawn." (someone help on the issue #, please) As a huge "all things Infernal" fan, Markosian -- Priest of Asmodeus -- is one of my favorite Dungeon mag villains. BTW, the author is this guy named Frank Brunner!

-W. E. Ray


hands down me likes the bastion of broken souls sorry it won't follow the RHoD. But you start the durned thing fighting a half demon devil thingy it was ok


I know this is totally bringing this thread back from the dead but I have to put in my two cents.

I am currently running Red Hand of Doom for my group and I was poking around the interwebs to see about good high-level adventures in general and here is someone else looking for a followup. Weirdness.

Anyway, my original plan, and the one I will probably go with is the following campaign arc:
1 Hollow's Last Hope
2-5 Witchfire
6-12 Red Hand of Doom
13-16 Hellbound: The Blood War
17-20 Dead Gods

My new game world is a steampunk setting so I returned to Witchfire, though it was pretty heavily modified to mesh with the setting of Red Hand of Doom. Hellbound is more war themed adventures I though would follow Red Hand of Doom and Dead Gods is just awesome. I have a Plancescape fanatic in my group so I thought it would be cool to go back to a couple of my favorite adventures. I will be forced to update them to 3.5 but whatever.

Currently my party just hit level 9 and have left Brindol for the Blackfens. I have planned advancement points so unless they skip the Ghostlord they should be level 13 after they defeat Azarr Kul.

Silver Crusade

If you want a change of pace after RHoD, I would recommend highly, the Mud Sorcerer's Tomb. Is challenging enough to get them over the I hate dragons hump.

Grand Lodge

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EATERoftheDEAD wrote:
I know this is totally bringing this thread back from the dead but I have to put in my two cents.

Wow, this is Bumping an old Thread -- it's from way back when I was still posting as Molech.

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Regarding using Dead Gods -- you're gonna have to bump up the ELs for most of the fights and there's gonna be some things that the PCs can circumvent due to their spell lists.

And those early encounters with the "Squirrel Folk" on the Tree are gonna really need some reworking if the PCs are gonna be 17th level.

I'd also be a bit careful about using the name "Tenebrus." By now there's a good chance your Players, especially the one who loves Planescape, knows who Tenebrus really is. Maybe make up an anagram using "Tenebrus."

But I must admit -- a transition from RHoD to Dead Gods is pretty awesome!

If you and your group are into maintaining a Campaign Journal let me know -- I'd love to read over it when you get it started.


We don't really do campaign journals but I can pop back on and post how it went. I know I will have to scale it up because Dead Gods is intended for 8-9th level I think. My players played through Expedition to the Demonweb Pits a year and a half ago so I'm interested to return to the Ratatosk. I'll have to take a real close look at the adventure to look for any pitfalls, good to know there are a couple to watch out for.

I'm converting Hellbound right now though my group has a bit longer in Red Hand of Doom. It is intended for lower levels too but the conversion is pretty easy. I'm aiming more for maintaining the story and the feel of encounters over the strict monsters and such. This allows me to scale to whatever level I want. Interestingly, I have learned from this and other 2nd Ed adventures that there seem to be much less encounters and potential for XP than in 3.x era adventures.

If anyone is interested I can put up my conversions once I do them.

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