Best adventure to start a C&C Campaign with?

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BASH MAN
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Best adventure to start a C&C Campaign with?

Post by BASH MAN »

What in people's opinions is the best adventure to run for a starting party? I was thinking of doing Escape from Zanzer Tem's Dungeon, and then the PCs go the Keep on the Boarderlands, then go to the Isle of Dread. After that, when they have a few levels under their belts, I was thinking of involving them in some of the Dungeon Crawl Classics for C&C (since I helped write them).

But I wanted to hear peoples' ideas.

Also, in case people were interested, the campaign will use the following variant rules:

Hit Points: PCs will start with their Constitution score in HP, and gain hit dice as they level up. So even a wizard with 9 Con should not die in one-shot by a kobold at 1st level.

Weapon Mastery: an adjusted version of the weapon mastery rules from the D&D Rules Cyclopedia.

Basic D&D Classes allowed: In addition to the C&C classes, PCs can instead choose to play as the D&D Elf, Dwarf, and Halfling class (and obviously tack on the C&C race abilities to those).
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Treebore
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Post by Treebore »

The "A" series, starting with Rising Knight/Blacktooth Ridge has worked well for several campaigns that I know of.

You can easily work in the Haunted Highlands series as well later on, like I did.
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Post by anonymous »

B1: In Search of the Unknown.

Mac Golden
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old school campaign outline

Post by Mac Golden »

Lvl 1: Fantastic Adventure

Lvl 1-2: Lion in the Ropes

Lvl 2-3 Vakhund

Lvl 3-4: Dzeebag

Lvl 3-5: Felsentheim

Lvl 4-5: Mortality of Green

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Post by CKDad »

Or give them a reason to be sailing someplace, then shipwreck them. Have a party of evil-doers arrive on the island hunting for an artifact. Defeat the bad guys, take their ship and head back to civilization!
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Post by CharlieRock »

The Adventure Begins ... I think it has twenty 1st level adventures in it. Some other ones we used were The Transmuters Last Touch, Crown of the Kobold King, The Secret of Ronan Skerry, Assault on Blacktooth Ridge (very good), and Into the Unknown/Vakhund. I'd recommend any of these. I found Sinister Secret of Whiterock to be a bit too difficult for level one. And while The Ruins of Castle Churo was a lot of fun, you'd have to adjust some of the trap DCs (I think they were like DC20+) or your first level rogue is going to be rerolled.
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Post by Lord Dynel »

For TLG, I'd go with A0. Good stuff there.

The following are all old TSR.

For non-TLG, I'd suggest Keep on the Borderlands. If background is of little concern, maybe Treasure Hunt, where the players start, technically, at level 0, but would work well for a 1st level party, too. I only say the background bit because the players start shipwrecked on an island, as former slaves, with virtually no gear to speak of. For something a little more epic, start with T1, The Village of Hommlet, and throw in a few minor "side-treks" until maybe 2nd level, which is what I would suggest the players move into the Moathouse. That could be the end of it, or you could throw the Temple at them at some point, too.
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Camazotz
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Post by Camazotz »

I just thought I'd mention that the adventure "The Ruins of Ramat" which Brave Halfling Publishing recently released for C&C is actually a very nice introductory module, and is probably one of the most concise "newb" modules I've seen in ages. Just my two cents...I didn't know anything about BHP or their books until I read a review of this module and snagged the PDF on a lark, and now I'm saving it for the next time I have a batch of new players to introduce to C&C.
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Post by Tadhg »

Camazotz wrote:
I just thought I'd mention that the adventure "The Ruins of Ramat" which Brave Halfling Publishing recently released for C&C is actually a very nice introductory module, and is probably one of the most concise "newb" modules I've seen in ages. Just my two cents...I didn't know anything about BHP or their books until I read a review of this module and snagged the PDF on a lark, and now I'm saving it for the next time I have a batch of new players to introduce to C&C.

Good call. I've got this as well - very good started mod for young or inexperienced players!

If the adventure group are veterans but new to C&C, then A0 The Rising Knight is a real good one, IMO.

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Post by DeadReborn »

Dragonsfoot's Voices of the Three is pretty cool.
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Post by voxpop »

Started my folks out in Goodman Games #28, "Into the Wilds" that I set into Erde/Airdhe using the Codex of Erde (a lot like Keep on the Borderlands, nice safe base, lots of territory and dungeons to explore), modified the dungeons to make them deeper, added a tower from the TLG "Towers of Adventure", added a dragon encounter. They even had a side trip to the Darkenfold wood where they fought a Troll Lord. When they returned to vanquish the wyrm, the young dragon escaped, giving them reason to give chase, where they found him in the mountains north of Dirty Bowbe's roadhouse (So somehow I found a place for all of the haunted highlands series wedged in to Erde). They've been deep in the Crater of Umeshti on a mission for the barbarian chief, gotten themselves involved in Duke Mandras' war against Yorgach the Destroyer, had revelations about a lost artifact that would help them defeat Yorgach that were located in a lost, and now grounded flying city (Paizo's Gamemastery Module J3: Crucible of Chaos), and now they're off to try to defeat the dread necromancer Nesturon (in my campaign Nesturon secretly controls Yorgach).

We've been playing weekly now for a year and a half with 8 PCs, 6 of which have been there (not necessarily all their original characters) the whole time.

Long rambling uninteresting story short; it doesn't really matter what module you start them out in. With a modicum of duct-tape, you can chain any series of modules into whatever idea you have for your world.

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Post by csperkins1970 »

TSR's Against the Cult of the Reptile God was a blast to start with, though The Keep on the Borderlands is a classic starting point too.
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