3.5 Modules


3.5/d20/OGL

Liberty's Edge

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I just got done reading Forge of Fury and was very happy. I will be running some PCs through it in a few weeks. My question for the 3.x community is what adventures/modules do you love or utilize for you campaigns?


We've been running the trio Cormyr: Tearing of the Weave, Shadowdale: Scouring of the land, and Anauroch: Empire of Shade for a few years now. Pretty awesome to see characters go from 1st to now 15th level.


I tend to prefer to create my own adventures and campaigns, but I've had a great deal of fun with Green Ronin's Freeport setting. I ran the original Freeport Trilogy in v.3.0 (and [shameless plug] later updated it to 3.5 for the company) and "Dead Man's Quest" (v.3.5; from Dungeon Magazine). I've also converted "Cut-Throat's Gold" (from the "Tales of Freeport" adventure anthology) from v.3.0 to Pathfinder for a later Freeport campaign.

Grand Lodge

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Red Hand of Doom is a great war campaign that I have sadly never seen run through the end.

Liberty's Edge

Tim Emrick wrote:
I tend to prefer to create my own adventures and campaigns, but I've had a great deal of fun with Green Ronin's Freeport setting. I ran the original Freeport Trilogy in v.3.0 (and [shameless plug] later updated it to 3.5 for the company) and "Dead Man's Quest" (v.3.5; from Dungeon Magazine). I've also converted "Cut-Throat's Gold" (from the "Tales of Freeport" adventure anthology) from v.3.0 to Pathfinder for a later Freeport campaign.

I do homebrew campaigns as well. The real reason why I started this thread was to try and find interesting adventures to supplement what I am unable to come up with myself. Forge of Fury is going to be used by me for level 5 and 6 Mythic characters. I have several plans on how I will be upgrading the monsters and treasure. I am not looking for a Rise of the Runelords type of module. What I'm really looking for are adventures out of a Dungeon magazine or possibly a short adventure like Forge of Fury.


Free Adventures

Here ya go

Liberty's Edge

Diffan wrote:

Free Adventures

Here ya go

Thanks!


One module that is pretty neat is the Sinister Spire. Underdark/city adventure. The other parts of the trilogy are not quite as good.

Liberty's Edge

Sissyl wrote:

One module that is pretty neat is the Sinister Spire. Underdark/city adventure. The other parts of the trilogy are not quite as good.

What did you like about it and what levels is it for?

Liberty's Edge

Tim Emrick wrote:
I tend to prefer to create my own adventures and campaigns, but I've had a great deal of fun with Green Ronin's Freeport setting. I ran the original Freeport Trilogy in v.3.0 (and [shameless plug] later updated it to 3.5 for the company) and "Dead Man's Quest" (v.3.5; from Dungeon Magazine). I've also converted "Cut-Throat's Gold" (from the "Tales of Freeport" adventure anthology) from v.3.0 to Pathfinder for a later Freeport campaign.

Can you tell me what you enjoyed about these products?


Irranshalee wrote:
Tim Emrick wrote:
I tend to prefer to create my own adventures and campaigns, but I've had a great deal of fun with Green Ronin's Freeport setting. I ran the original Freeport Trilogy in v.3.0 (and [shameless plug] later updated it to 3.5 for the company) and "Dead Man's Quest" (v.3.5; from Dungeon Magazine). I've also converted "Cut-Throat's Gold" (from the "Tales of Freeport" adventure anthology) from v.3.0 to Pathfinder for a later Freeport campaign.
Can you tell me what you enjoyed about these products?

When the 3E rules came out, I had decided to use Lovecraft's Dreamlands as the setting for my first campaign with that system. Then I discovered Death in Freeport in my FLGS, and saw that it featured serpent people and other Mythos elements. That clinched buying it for my game. It was a solid adventure, and well received by my group, so I bought and ran the rest of the trilogy (Terror in Freeport and Madness in Freeport) as well.

From the start, Freeport was designed to be easy to drop into any campaign, but it has its own distinct flavor by mixing pirates and Lovecraftian cults with the usual D&D tropes. That mix gives it a dark, brooding quality, with an undercurrent of black humor, that makes it a great setting for PCs that aren't the shiniest of heroes. (I've now run three campaigns in the setting. The first was a pretty traditional mostly-good party--and most of the survivors wanted to get the hell out of this wretched hive of scum and villainy. By the third campaign, they were all gleefully playing pirates.)

Freeport also appealed to me because it was a brand-new setting. That meant that I could absorb and master all the available material as it came out far more easily that I could go back and collect, say, one of the old, massive TSR worlds like Greyhawk or Forgotten Realms. I became an expert on the setting, which led to me doing unofficial errata for the line, and eventually working on it myself.

Green Ronin remains one of my favorite RPG publishers because of that, and more importantly, because they put out consistently good material. A few years ago, their Kickstarter to relaunch Freeport using Pathfinder is what finally sold me on trying that system, so that I could use the new material.


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Despite the title of this thread, I assume that 3.0 modules are acceptable, since you mention Forge of Fury, which is also why I'll mention its predecessor and immediate successor: The Sunless Citadel is my favorite introductory module of all time, and The Speaker in Dreams is my favorite urban module of all time. My favorite modules series of all time is the "Coin" trilogy by Kenzer & Company (The Root of All Evil, Forging Darkness, and Coin's End). And my favorite Paizo adventure is for 3.5: Conquest of Bloodsworn Vale, which I'm currently running.


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I don't know what level of resources you have, but I'd certainly recommend looking at Dungeon Magazine (still sold by Paizo!).

Liberty's Edge

Aaron Bitman wrote:
Despite the title of this thread, I assume that 3.0 modules are acceptable, since you mention Forge of Fury, which is also why I'll mention its predecessor and immediate successor: The Sunless Citadel is my favorite introductory module of all time, and The Speaker in Dreams is my favorite urban module of all time. My favorite modules series of all time is the "Coin" trilogy by Kenzer & Company (The Root of All Evil, Forging Darkness, and Coin's End). And my favorite Paizo adventure is for 3.5: Conquest of Bloodsworn Vale, which I'm currently running.

Honestly, anything 3.0-Pathfinder. Modules that can easily be adapted to Pathfinder.

To derail my thread a bit, I must say that one of my favorites (from Pathfinder) is Way of the Wicked. I bought hard copies and really enjoyed the first book. I was not able to play anymore as my group broke, but it definitely was a great read. I will take a look at the ones you suggested.

I get to GM Forge of Fury on Sunday :)

Liberty's Edge

ericthecleric wrote:
I don't know what level of resources you have, but I'd certainly recommend looking at Dungeon Magazine (still sold by Paizo!).

My favorite Dungeon was one of the first 20 magazines (I can't remember which one). There was a keep one of the party members could acquire through a will if they cleared it out. There was a hobgoblin or orc gang that moved in. They kept the ears of their enemies. I believe there was a backdoor that led to a room with an ape or gorilla. It was the perfect 1st level adventure in my mind.

Which ones do you like?


I vaguely remember the adventure you are talking about.

Two adventures which I especially enjoyed running were Tammeraut’s Fate (#106), and The Whispering Cairn (#124). With the first, I had to go a little easy with two of the encounters because the players were unlucky with their saving throws (against the harpies and later, the sea hags). The latter adventure really needs a PC with access to ray of frost, to deal with certain encounters. There’s lots of great stuff in those magazines though, including the Shackled City, Age of Worms, and Savage Tide APs, as well as the individual adventures that are unrelated to APs. Perhaps others can chime in with their favourites?


TriOmegaZero wrote:
Red Hand of Doom is a great war campaign that I have sadly never seen run through the end.

I ran RHoD as an email/pbp campaign a few years ago; ran it all the way to the end. My players loved it! Took almost a full year, but well worth it!

Liberty's Edge

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I used some of the Kalamar mods when I ran a Kalamar campaign. I've always wanted to run Return to the Temple of elemental Evil.


The problem I've seen (and had) with the AP-type of campaigns is that they take a very long time to complete via pbp, as in years of real life time. Some players and DM's find that they start out strong and altruistic about finishing this mega 12-part adventure (or all 26 levels of Undermountain or Castle Greyhawk or the ToEE) and they begin to run out of steam (and/or interest) in a few months as players either die or leave the game and they realize they've bitten off way more than they can chew.
Yes, I'm speaking from experience...unfortunately.

So, while I long to be able to run or play in one of those type of campaigns, I try to be realistic about my time and the time commitment of my players.

And I say all this as I am toying with the idea of running the Age of Worms adventure path! :D


Qstor wrote:
I used some of the Kalamar mods when I ran a Kalamar campaign. I've always wanted to run Return to the Temple of elemental Evil.

RttToEE is fun, but takes a *long* time. We eventually gave up because it took so long, but it was fun while we played it. I'm playing the PC version right now, and even that has taken me the better part of a year just to clear out the first level of the Temple!

Grand Lodge

hedgeknight wrote:
So, while I long to be able to run or play in one of those type of campaigns, I try to be realistic about my time and the time commitment of my players.

Precisely why I stick to PFS scenarios and sanctioned modules for the most part.


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I do a fair amount of converting of older material to PF or other game systems.

The Sunless Citadel is a 3.0 classic that converts pretty easily. Just use PF stats for the bad guys, and you'll be fine.

I'm converting the original AD&D 1e module I6: Ravenloft (1983) to Pathfinder... and am looking at both the 3.5 version Expedition to Castle Ravenloft (2006) and the 5e version Curse of Strahd (2016) for additional inspiration in the PF conversion. Sometimes, you'll need to ad PF-specific elements that don't exist in D&D... for example, I've added in a bunch of haunts of my own design, and I also threw in an occult ritual that I designed using the rules from Occult Adventures.


Haladir wrote:
The Sunless Citadel is a 3.0 classic that converts pretty easily. Just use PF stats for the bad guys, and you'll be fine.

Heh. You know, I often take that attitude with other modules - quickly grabbing stats from sources like the NPC Codex, or from PFRPG modules, or from the GameMastery Guide, with good results. But The Sunless Citadel was so special to me, I felt compelled to write PFRPG conversions of those statblocks that reflected those NPCs as true to the originals as possible.

At one point, while working on that conversion, I replaced Erky Timbers with some other character. I dusted my hands off and started working on something unrelated... and in the middle, I stopped and said to myself "Are you kidding?!? This is The Sunless Citadel! This is no time for shortcuts!" And I proceeded to write a statblock truer to the original.

The only one part of SC I fudged was Sharwyn's equipment, which I got from Holdreda Danton, the "Cautious Mage" from the NPC Codex, page 178.

For that matter, I took a similar attitude to converting The Shattered Circle to 3.0. I could have replaced some monsters with other monsters, but instead, I took the time to convert all the monsters - some painstakingly - to 3.0. And that module had the same author: Bruce Cordell.

In fact, those two modules had certain similarities. Maybe there's just something about that style that appeals to me.


I ran the Age of Worms in Eberron, and really enjoyed it. I have run all of the WotC Eberron modules except for the Voyage of the Golden Dragon plus several of the Dungeon modules. I converted The Queen with Burning Eyes (Dungeon), Eyes of the Lich Queen (WotC), and Secret of the Soul Pillars (Shackled City AP) to my homebrew Pathfinder setting.


TriOmegaZero wrote:
Red Hand of Doom is a great war campaign that I have sadly never seen run through the end.

I ran RHoD from beginning to end, pretty much straight as written, and it was one of my group's all-time favorites. :) First time I've ever actually done a campaign completely straight out of the book, and it worked really well.

-The Gneech

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