A Recommended Order of Playing To Start in The Southlands
(Average
Total XP- 510,000):
Game Number
|
Title
|
Suggested Level
|
Campaign Level
|
Game 00,
|
Introduction
|
(Level 1)
|
|
Game 35,
|
REF5, "Skeletons"
|
(Level 1)
|
1
|
Game 27,
|
U1, Sinister Secret of Saltmarsh
|
(Levels 1-3)
|
1-3
|
Game 26,
|
T1-4, The Temple of Elemental Evil
|
(Levels 1-9)
|
2-9
|
Game 29,
|
X1, The Isle of Dread
|
(Levels 3-7)
|
7-9
|
Game 24,
|
S2, White Plume Mountain
|
(Levels 5-7)
|
7-9
|
Game 20,
|
I2, Tomb of the Lizard King
|
(Levels 5-7)
|
8-10
|
Game 22,
|
I7, Baltron's Beacon
|
(Levels 5-7)
|
8-10
|
Game 33,
|
X8, Drums on Fire Mountain
|
(Levels 5-8)
|
8-10
|
Game 32,
|
X7, The War Rafts of Kron
|
(Levels 9-12)
|
9-11
|
A suggested order for playing the games
of The Realm.
Each row offers the game number, its
title, the suggested level of the adventure, and the level your characters
should average at that point if you play the campaign in this order.

In introduction,
you make your characters and save them as the base *.cch
files you will use throughout your time in The Realm. Introduction also
provides a background and explains the history of the conglomerate world of The
Realm. In The Realm you will find pieces of the Forgotten Realms, the world of Greyhawk, the D&D world of Mystara,
and, if you're not careful, even a piece of Ravenloft.
Now updated to
include nine mini-adventures!

Eor needs heroes to investigate
disturbances south of the capital. People are leaving the land for safer
pastures, and there are rumors of dark evils awakening in the great southern
swamps. Designed for characters of levels 5-7.

A sage in a small
village along the main road needs heroes to delve into oddly glowing ruins in
the heart of the nearby swamp. He has found a way to defeat a sinister cult,
but the final ingredient for the potion he is brewing must be roasted in the
infernal black fires that lie within Baltron's
Beacon. Designed for characters of levels 4-6.

A daring rogue has
stolen three carefully guarded artifacts from the city. The thief claims to be
the wizard Keraptis, believed dead for over a
thousand years. Do you dare defy the will of Keraptis
and search for the stolen items within the smoking heart of White Plume Mountain? Designed for characters of levels 5-10.

For ten years
there has been peace at the crossroads where Hommlet
grew from a roadside hostel into a vibrant hamlet. Now, though, brigands are on
the rise, and word has spread that the evils of the past may be resurfacing.
Kings and lords look south in mounting concern, but your band of valiant
adventurers could make the difference between peace and a new reign of terror. Designed for characters of levels 1-9.

Rumors insist that
worthy work for adventurers lies within the borders of the town of Saltmarsh, but the people of the town are a proud folk, and not so willing to
bemoan their troubles to every passerby. Will you be able to learn the sinister
secret of Saltmarsh? And will you be strong enough to
rescue the town from the fear that haunts it? Designed for
characters of levels 1-3.

The log of an
adventuring sea captain some thirty years dead takes you on a voyage into the
seas farther south than any map shows in search of fame and fortune on the Isle
of Dread! Experience explorative adventure in jungles,
swamps, high-ranging mountains and deep-delving caverns. Designed for characters of levels 3-7.

If you brave the
depths of the ocean to save a kidnapped Ierendi
princess and make the waterways safe for sea trade again, the Minrothad Guilds will give you an island in payment. The
most challenging design in the Southlands campaign, this is not for the
frivolous adventurer; the stakes are high, and the rewards are grand, indeed. Designed for characters of levels 9-12.

An elfin ship
captain needs you to accompany him to the Mountain of Death, where
green-skinned pirates celebrate a dark ritual that leaves their new war chief
vulnerable. More wealth lies for the taking than in all the Southlands
combined, but there are only five days to begin and complete the mission. Designed for characters of levels 5-8.

Grave robbers have
torn up the cemeteries of every local village around the town of Daufin. Your interest peaked by the bizarre and inhumane crimes, as well as
word of a reward posted by the village curate, your band of neophyte
adventurers has come to investigate the matter. But what truly lurks in the
night around Daufin? Designed for
characters of first level.


All of the preceding
modules and game worlds are trademarked property of TSR Inc, which is now the
property of Wizards of the Coast, Inc. I take no credit for the stories or
ideas presented here, I merely converted them to a
playable format for SSI's Unlimited Adventures game.