D&D Campaign - Adventure Modules
Aug 08 2023
I probably won't be running every D&D adventure. Thinking about it a bit this is the minimum I'd like to run, based heavily on stuff that is in D&D Online (yeah, mostly AD&D rather than D&D modules but I can adapt them fairly easily as it's a matter of deleting/simplifying rather than adding).
B2 The Keep on the Borderlands (D&D lvl 1-3)
FRQ1 Haunted Halls of Eveningstar (AD&D 2E lvl 1-3)
U1 The Sinister Secret of Saltmarsh (AD&D lvl 1-3)
U2 Danger at Dunwater (AD&D lvl 1-4)
U3 The Final Enemy (AD&D lvl 3-5)
X1 The Isle of Dread (D&D lvl 3-7)
T1-4 Temple of Elemental Evil (AD&D lvl 1-8)
A0 Danger at Darkshelf Quarry (AD&D lvl 1-3)
A1 Slave Pits of the Undercity (AD&D lvl 4-7)
A2 Secret of the Slavers Stockade (AD&D lvl 4-7)
A3 Assault on the Aerie of the Slave Lords (AD&D lvl 4-7)
A4 In the Dungeons of the Slave Lords (AD&D lvl 4-7)
I6 Ravenloft (AD&D lvl 5-7)
I10 Ravenloft II: The House on Gryphon Hill (AD&D lvl 8-10)
S2 White Plume Mountain (AD&D lvl 5-10)
DA1 Adventures in Blackmoor (D&D lvl 10-14)
DA2 The Temple of the Frog (D&D lvl 10-14)
DA3 City of the Gods (D&D lvl 10-14)
DA4 The Duchy of Ten (D&D lvl 10-14)
I kind of want to end with the Blackmoor adventures. They're set 3000 years in the past so a bit of a campaign reset or bring that setting forward. Anyways it's fantasy with science fiction elements.
Not sure how I'm using all this. One thing is that the current map uses the B1 dungeon so I should try to switch it out with FRQ1 or A0. Saltmarsh can be south-east of the Keep since there's a swamp there so I can have the sea over that-a-way and then X1 in the sea past the horizon.
A0, A4, I10 are optional since they didn't make it to DDO. Too many lvl 1-3 modules so A0 is out. Possibly the same for mid-levels so A4 is out (and it's a bit weird in that the PCs start out captured). I10 might be useful since we're very light on lvl 8-10 modules.
I think I want B2, U1-3, X1, and T1-4 as the core. ToEE can be switched out for B1. U1-3 is SE of B2 through the marshes. X1 I'm not sure how to fit in so that PCs will go there at the same time as they're doing T1-4. Maybe T1-4 will be a temple in the X1 island.
B2 The Keep on the Borderlands (D&D lvl 1-3)
FRQ1 Haunted Halls of Eveningstar (AD&D 2E lvl 1-3)
U1 The Sinister Secret of Saltmarsh (AD&D lvl 1-3)
U2 Danger at Dunwater (AD&D lvl 1-4)
U3 The Final Enemy (AD&D lvl 3-5)
X1 The Isle of Dread (D&D lvl 3-7)
T1-4 Temple of Elemental Evil (AD&D lvl 1-8)
A1 Slave Pits of the Undercity (AD&D lvl 4-7)
A2 Secret of the Slavers Stockade (AD&D lvl 4-7)
A3 Assault on the Aerie of the Slave Lords (AD&D lvl 4-7)
I6 Ravenloft (AD&D lvl 5-7)
S2 White Plume Mountain (AD&D lvl 5-10)
DA1 Adventures in Blackmoor (D&D lvl 10-14)
DA2 The Temple of the Frog (D&D lvl 10-14)
DA3 City of the Gods (D&D lvl 10-14)
DA4 The Duchy of Ten (D&D lvl 10-14)
I kind of want to end with the Blackmoor adventures. They're set 3000 years in the past so a bit of a campaign reset or bring that setting forward. Anyways it's fantasy with science fiction elements.
Not sure how I'm using all this. One thing is that the current map uses the B1 dungeon so I should try to switch it out with FRQ1 or A0. Saltmarsh can be south-east of the Keep since there's a swamp there so I can have the sea over that-a-way and then X1 in the sea past the horizon.
A0, A4, I10 are optional since they didn't make it to DDO. Too many lvl 1-3 modules so A0 is out. Possibly the same for mid-levels so A4 is out (and it's a bit weird in that the PCs start out captured). I10 might be useful since we're very light on lvl 8-10 modules.
I think I want B2, U1-3, X1, and T1-4 as the core. ToEE can be switched out for B1. U1-3 is SE of B2 through the marshes. X1 I'm not sure how to fit in so that PCs will go there at the same time as they're doing T1-4. Maybe T1-4 will be a temple in the X1 island.