| Post/Author/DateTime | Post |
|---|---|
| #1ryanlOct 28, 2010 23:10:33 | So I'm thinking of starting the Dark Sun adventure path instead of Forgotten Realms and I'm having trouble finding material. There is the Vault of Darom Madar in Dungeon 181 to level 3, then the Lost Cistern of Aravek for level 4. Is there a fan site or any more resources to take the characters to higher levels? |
| #2nightchillOct 29, 2010 3:59:50 | Unsure if this is useful, however here's a semi-logical path based on level and geographical location: *** Free RPG Day - Betrayal at Altaruk - Begins on way to Altaruk from Tyr, finishes in Altaruk - Level 1 *** Free RPG Day - Veiled Threat - In Altaruk - Level 1/2 *** DSCS - Sand Raiders - Begins in Altaruk, Ends in Altaruk - Level 1 *** Vault of Drom Madar - Takes place just after 'Sand Raiders' (DSCS) - Begins in Altaruk, Ends on way to Tyr - Should take players to level 3 *** Marauders of the Dune Sea - Leads on from Vault of Drom Madar - Begins in Tyr, ends in Tyr - Level 3 adventure *** The Lost Cistern of Aravek - Begins in Tyr, ends in Tyr - Level 4 adventure *** Revenge of the Marauders - Level 5-7 adventure |
| #3ryanlOct 29, 2010 8:48:46 | Thanks for the reply. The only problem I see with that adventure path is that the Marauders of the Dune Sea has gotten HORRIBLE reviews and has not been recommended. I haven't seen Revenge of the Marauders and would wonder if that module could be run (and make sense) for those that never played the MotDS module first. |
| #4apitch85Oct 29, 2010 9:30:27 | Thanks for the reply. I've read through Marauders and I don't think it's nearly as bad as everyone says. Revenge can be run as an independent adventure. |
| #5khorne37Oct 29, 2010 10:51:32 | The only problem with the modules is that they are typically encounter driven instead of roleplaying driven. I am going to be using old old 2nd edition modules for my campaign and the new stuff is going to be used to establish weath and items for the party. This should take them to epic tier I believe at which time it is moon time. |
| #6big_goonOct 29, 2010 11:10:50 | If you can make your own roleplaying/fluff, then you can use any module you'd like. Monsters are easily converted into new themes (like a Dark Sun theme). I've actually begun using the establish Adventure Path (Scales of War). The mechanics included in that module work fine so far, I'm just upping the difficulty and modifying the themes (Orcs become Gith, Gnolls become Belgoi, Overlook becomes Nibenay, etc). That way I have a sequence of ready-made encounters and skill challenges (both supplemented by the Creature Catalog) and all I need to think about is the story-line. Works like a charm. |
| #7khorne37Oct 29, 2010 11:33:14 | Yes I have to agree a lot of people are complaining about about how 4th ed is all about the combat but the mechanics are there for a very well done and stream lined RPG. The world is what you make it and your imagination is the limit. |
| #8ryanlOct 29, 2010 11:45:36 | Yes I have to agree a lot of people are complaining about about how 4th ed is all about the combat but the mechanics are there for a very well done and stream lined RPG. The world is what you make it and your imagination is the limit. I would agree with that sentiment. I remember when 4E first came out with encounters, the DM could run the combat but had no idea about roleplay. I like the 4E structure in that it's a lot of crunch and allows you to modify quite a bit. Unfortunately the 4E system can be a breeding ground for bad DM's who don't have any experience. The plus side is that we get to use our imagination more. That being said, I located the .PDF files for everything Dark Sun in second edition and will likely adapt that. Thanks |
| #9khorne37Oct 29, 2010 11:49:11 | Yeah me too I am doing the prisim pentad line of adventuring modified and with the new stuff thrown in to give the players a chance at some wealth and some dungeon crawls that did not exist in the original modules. |
| #10PennarinOct 29, 2010 13:00:09 | Marauders of the Dune Sea's core design is sound, but many specific elements are flawed (depending on what you find Dark Sun-ish). It's relatively easy to change those elements while staying true to the core design. |
| #11JohnLynchOct 30, 2010 9:29:08 | The only problem I see with that adventure path is that the Marauders of the Dune Sea has gotten HORRIBLE reviews and has not been recommended. I've read through it and as long as you're willing to bring your own story its an acceptable mod. Its essentially "word spreads throughout of a ruins with treasure inside. There's a rush as people attempt to find it." *** The Lost Cistern of Aravek Can this be obtained in a legal manner for those who missed out on World Wide Games Day? |
| #12longlive2ndeditionOct 30, 2010 12:45:32 | A Heroic tier Dark Sun campaign could be easy to put together with modules from Dungeon mag, and Marauders of the Dune Sea, and some filled in Encounter to bring the PC's up to about level 8 or 9. |
| #13PennarinOct 30, 2010 14:19:24 | *** The Lost Cistern of Aravek Can this be obtained in a legal manner for those who missed out on World Wide Games Day? It's called money, and eBay. Good luck. A pdf on WotC's website in the coming year, if we're lucky. |
| #14leakycubeNov 01, 2010 5:10:03 | *** The Lost Cistern of Aravek It's called money, and eBay. Good luck. A pdf on WotC's website in the coming year, if we're lucky. Its bull, they should release it for subscribers which I think is justifiable. The content is available why hold it back from us? Managed to find a black and white pdf (17 pages) fairrrrly easy which will do the trick. Fair game. |
| #15tranceNov 02, 2010 5:01:14 | Does anyone know where i can get my hands on The Lost Cistern of Aravek? |
| #16AlphastreamNov 02, 2010 11:16:53 | For a Dark Sun campaign I would totally talk my friends into saving up cash and planning a road trip to the D&DXP convention so we could play the new shared campaign. Additional stuff I can't talk about yet would then fill in the holes nicely. Then again, I am biased! In all seriousness, starting at level one with the idea of not being beyond 3rd come January might be cool... |
| #17tranceNov 02, 2010 11:30:32 | For a Dark Sun campaign I would totally talk my friends into saving up cash and planning a road trip to the D&DXP convention so we could play the new shared campaign. Additional stuff I can't talk about yet would then fill in the holes nicely. Oh... inside info! gota love it! Thanks for Sharing. |
| #18AlphastreamNov 02, 2010 17:36:32 | What? No, I didn't.... (sound of Templars dragging a man away) (All info subject to change, stay tuned) |
| #19tranceNov 02, 2010 17:58:18 | What? No, I didn't.... (sound of Templars dragging a man away) Nice.. lol Can't wait! |
| #20big_goonNov 04, 2010 13:00:22 | Posting a link to illegal digital copies of published material on the publishing company's webforum. Not the brightest idea. |
| #21Cyber-DaveNov 04, 2010 13:23:47 | Ha. I see a forum ban coming along soon... possibly a lawsuit. :p |
| #22tranceNov 04, 2010 14:37:13 | Yeah, i was looking more for a link to Amazon or something of that nature.. so far my local game store doesn't carry it. :/ |
| #23OzmodiousNov 04, 2010 14:44:31 | I have been ebaying everything that I don't already have. The game day adventure the Lost cistern is selling pretty expensive still but hoping that they will put it up for DDI subscribers sometime in the future. |
| #24DontEatRawHagisNov 12, 2010 22:59:48 | I'm running the Waste Walker campaign for some friends as a starting off point this coming January. Since it was meant for new players I think its a great starting off point for my friends who are mostly new to D&D. Dark sun was my first dnd campaign, mainly due to my dislike of high fantasy. I'm definetly going to start them off with an arena fight for their freedom. Best way to start off a campaign without using the standard met in a tavern. |
| #25zguillotineNov 13, 2010 2:39:27 | The only problem with the modules is that they are typically encounter driven instead of roleplaying driven. I am going to be using old old 2nd edition modules for my campaign and the new stuff is going to be used to establish weath and items for the party. This should take them to epic tier I believe at which time it is moon time. For me, I started running my campagin based on the old 2nd and 3rd edition Dark Sun books as well. I wanted to pump the danger and pump the excitement, and frankly, the RP is much easier in these older modules. So, I picked Black Spire and my players are having a blast playing it. Pretty much all I had to do is prepare monster upgrades to 4th. I used the Adventure Tools and it was pretty easy. I think that a part of the daunting nature of DS is the danger. I helped to get past that by pumping them to level 10 and no assigning experience points. I will simply tell them when they make enough to level, which may be at the end of the next adventure depending on their course of actions. Good luck with your game and remember, if your players don' RP, you shold step in an NPC that just sstarts singing a tune while you are trying to sup and roll those cool new dis\ce you havel |
| #26adamblangeroMay 02, 2011 9:11:44 | Any updates or suggestions for what to run in paragon Tier? Looks like we can put together a campaign with existing material pretty easy, and with the tools available making up encounters to fill in the gaps in Heroic shouldn't be a problem. But once we get to about level 10...no support available. Makes for a short campaign. Can anybody suggest 4th edition adventures which would be fairly easy to modify for a DarkSun theme? Thanks! |