Oct 18, 2016 11:03
This weekend, if all goes to plan, will be five sessions into The Keep On the Borderlands. We're somewhere near the mid-point depending on how deep into the Caves of Chaos the heroes want to plunge, so it's worth putting some thought into if we want to continue beyond it, and if so what we want to do. Some possibilities…
Call It a Game
The object of the game was to show Seifer the ropes of Dungeon Mastering. To that end, I'd say "mission accomplished." There’s always more to learn of course, but once you've got a basic idea of how it goes, there's really only one way to learn, and that's to do it yourself. So in this option, once the Caves of Chaos are dealt with and the Keep on the Borderlands is secured, the group is simply declared heroes, rewarded for a job well done, and they ride off into the sunset. Pros: Simple, clean, provides a satisfactory "the end" which can be a rarity in roleplaying campaigns. Cons: No more game.
Storm King's Thunder
The most recent 5E adventure from Wizards of the Coast, theoretically at least the state of the art in D&D adventure design. I've looked through this and honestly it looks pretty darn cool. It does present me with a quandary, however, because it really should be set over on the Silver Coast and some 65-70 years later than the Keep as I've been doing it. However, a) I’m really the only one keeping track of my in-world canon, and b) the Appletop Wines are an anachronism already. So I don't imagine it would make that big a difference if we just slid over there and said the game was at the right point in history. Pros: Modern adventure, starts at around 5th level (which you might reach or be close to by the end of KotB), seems like a good adventure. Cons: Wibbly wobbly continuity wontinuity, and takes us to a different part of the world that only my previous players have any real connections to. Also, commits us to a much longer game. Adventure Size: Quite large, intended to take characters to level 11+.
The Lost Caverns of Tsojcanth
Another classic module by Gary Gygax, a straight-up dungeon crawl of the old style. The archmage Iggwilv, mother of the demonborn Iuz the Old, was rumored to have left "her greatest treasure" buried somewhere under the Barrier Peaks. Seeking something that will help in the never-ending enmity against the Empire of Iuz, the party is hired by Thessalaine to find and recover Iggwilv’s treasure. Pros: Lots of old school dungeoney goodness; considered a classic adventure; smooth transition from Keep. Cons: Another Gygax module, with the usual backstabbing NPCs; set in the wilderness, providing limited RP opportunities. Adventure Size: Comparable to Keep on the Borderlands.
The Dragon’s Demand
This is a Pathfinder module involving the machinations of a devious dragon and its kobold minions; the basic idea would be that you’re following the kobolds south to make sure they don’t cause trouble wherever they land. Pros: A relatively modern adventure, focusing more on story and NPC interaction and less on dungeon assaults. Can tie nicely to Keep. Cons: Suffers from a lot of Pathfinder bloat; designed to go from 1st to 7th level on fast forward and is actually a bit thin for all that, so might require more conversion on my part (although probably just condensing will work). Adventure Size: Hard to tell. Probably about half again as long as Keep on the Borderlands.
The Temple of Elemental Evil
One of the definitive mega-adventures of Advanced Dungeons & Dragons, also written by Gary Gygax. A generation ago, a massive horde of evil creatures swarmed out of the Temple of Elemental Evil, to be defeated at the devastating battle of Emridy Meadows. The temple lay quiet and all but forgotten, but in the little village of Hommlet, there are hints that evil may be stirring in the temple again. Pros: A cool adventure and one every D&D player should at least be familiar with, even if they never play it. Cons: Gygax yet again; in many ways, it’s a rerun of The Keep On the Borderlands just on a larger scale (the same way Lord of the Rings is The Hobbit again on a larger scale). Adventure Size: Roughly three times the size of Keep on the Borderlands.
The Age of Worms
One of the Dungeon magazine adventure paths that set the stage for Pathfinder, this is actually twelve sequential adventures. Prophecies foretell the coming of a new age of the world- the Age of Worms, in which the great god Kyuss will rise from the dead, to fill the world with his endless hunger. Pros: A complete campaign of creepy crawly undeady adventure that namechecks a lot of Greyhawk lore. Cons: All the usual problems with Adventure Paths, plus conversion from 3.x to 5E (which is actually a little trickier than converting older editions for various reasons). Adventure Size: Considerable. Designed to be a complete campaign.
Make Seifer Run Something ;P
This whole thing was his idea in the first place, wasn’t it? Just sayin’.
I have my own thoughts on the matter, but I'd like to hear from you, players! What sounds good?
-The Gneech
rpgs,
d&d,
dungeons & dragons,
d&d,
gaming,
silver coast,
dungeons and dragons