
MaxwellEdison |

Hey folks, I've got an old friend coming into town for three weeks and he's dying to get some serious RPG time in. I want to run him a mini-campaign over about 6-7 sessions and was wondering what adventures/adventure path I could piece together/cut down to give the maximum memorable role playing experience, preferably with a solid conclusion on the last session. I've got access to just about every Dungeon magazine along with Castle Ravenloft and Red Hand O' Doom (neither of which I have run as of yet). Thanks in advance for your suggestions.

EATERoftheDEAD |

Red Hand of Doom all on it's own works out pretty well for a mini campaign. It gives you a wide variety of things to do and ties up nicely. It's not epic but for a short campaign is pretty good.
I'm not an Eberron player but I have access to the books and the adventure path of The Forgotten Forge (in the Core Rulebook), Shadows of the Last War, Whisper of the Vampire's Blade, and Grasp of the Emerald Claw works great as a mini-campaign. I converted them all very easily to a more generic D&D world, my own, with ease and minimal work. The adventures will run your party from level 1-6 depending on the number of players. The length of time to play that depends on your group. I included small adventures from Dungeon in between the modules to keep my group off kilter so I can't say how long it might take. We went 8 levels in about 10 sessions (6-8 hours at a sitting) but that was with three additional small adventures and a few red herrings plus lots of digressing.

EATERoftheDEAD |

I've run RHoD, and I like it a lot, but I would have a hard time seeing someone successfully complete it in six or seven sessions, unless those are marathon sessions.
In all honesty I have not had the opportunity to run Red Hand of Doom yet. I was making a guess about it's length. I guess I was wrong. :D

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While Red Hand of Doom is great (my group is in the middle of it as we speak), 6-7 sessions may not do it justice.
If you decide to go down this path, skip Ruins of Rhest, and plant the note and "necklace" in Vraath. That should shave some time without messing with the story too much.

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If you're dead set on Red Hand of Doom, the other suggestion I have is to cut the last chapter of it. Essentially, the adventure has the PC's fight an army. They win! (WEll, we hope) Yay!
And then, some NPC says "Well, yeah, but there's another threat you never knew about. And the whole army thing is just a diversion. here's where the real bad guys are. Go get 'em."
If you're tight for time, skip that part. Just concentrate on the army.

MaxwellEdison |

If you're dead set on Red Hand of Doom, the other suggestion I have is to cut the last chapter of it. Essentially, the adventure has the PC's fight an army.
I think we may have a winner unless anyone else has some brilliant nugget of adventuring goodness. Also we do run marathon sessions ranging from 4-6 hours on average, hurray youth! Thanks for all your useful advice guys.

EATERoftheDEAD |

You people are monsters. I am in awe of your gaming fortitude. I think I may have to start uping my expectations for weekend gaming.
For me those 20 hour sessions were a result of the fact that we had a game store to ourselves and no lives outside of gaming. Believe it or not, we used to do that twice a week on Tuesdays and Thursdays. It was crazy.