So this is basically the blog-version of a on the Rules As Written Twitch show. At time of posting, that episode hasn’t been uploaded but it soon should be. Anyway, let’s get to it.
EDIT: Here’s the Youtube upload.
SPOILERS AHEAD
This is the most spooky of possible MCC campaigns. Reliquary of the Ancients is a funnel with some wild time-travel and body horror possibilities. Museum At The End of Time is written as a funnel, but I’ve run it as a level 1 to give folks a quick bite of MCC where they get to use the character classes. You just remove some obvious “gotcha” moments or give PCs a save to make it work for level-1 games. Anyway, it’s ending has a whole cosmic horror that is very much inspired by the end of 2011: A Space Odyssey. At level 2, you have Incursion of the Ultradimension, which is a really cool dungeon crawl with a lot of combat. Then at level 3, it’s basically The Shining meets Event Horizon in Evil of the Ancients.
This is like the most "pure MCC” adventure path there is, imo. Fight Ant-Devils and crawl through the Hive of the Overmind. That one might seem linear, but there’s actually a fair amount of ways that players can handle the ending. Then the PCs level up, crawl across the desert and explore a busted up mining facility in A Fallen Star For All. Going onto level 2, the PCs journey Into The Glowing Depths to have an undersea adventure in an ancient research facility with a very explosive ending. Warlords of ATOZ is straight of the movie Zardoz. Level 4 has the PCs doing a big hexcrawl (great spot to steal hexcrawl rules for other DCC/MCC games), with a few more defined areas throughout in Blessings of the Vile Brotherhood. The Apocalypse Ark is another dungeon crawl, but the PCs have the time pressure of doing so before they (or at least their favorite village) die of a horrible disease.
This one gets a bit goofy. Use Assault on the Sky High Tower, which is basically robbing the Jetsons, for your funnel. Do either a Christmas adventure (Home for the Holideath) or a Cowboy adventure (Welcome to Eastwood) for level 1. Move onto When Manimals Attack (very inspired by The Isle of Dr Moreau), then use some Star Crawl with Electric Friends. That adventure can be tweaked to have the quest giver open up access to tunnels beneath the earth and send the PCs full hollow earth adventures with Journey to the Center of Aereth!
This one has a focus on cars in a sense. Grab your recent print edition of the MCC corebook, which has 2 new adventures. Start with Rivers of Iron and then go Under The Salvage Pits. Between the two, you’ll get plenty of busted vehicles and information on smelting (probably a new technology for your post-apoc neolithic village). Then buy a ticket and take the ride for Mayhem on the Magtrain! The PCs are likely to end up far from home, so use some Umerica and play through Burger Wars! Alternatively, Crash of the Titans was recently released and is also level 3. So tangle with some fast food franchise junkies or fight some kaijus. Your choice!
This one takes you far wide, when, and where! Start with Neverwhen Rock, which is the prequel to Ruins of the Future Past! Then take a swim with The Last Life Guardian and get out of Terra AD and into the demi-plane of suffering! After you escape The Web of All-Torment, you’re never seeing home again! It’s time to head to the Purple Planet! It’s got adventures for level 4, 5, and 6 so you’re good to adventure there for a long time!
Lastly, we’ll look at the effects of man on this world. Seeking the Post-Humans is a great adventure where the PCs will kill and entire city by exposing them to their germs. Level 1 has us playing in the first 3p MCC adventure, Children of the Fallen Sun, which involves a crashed space ship and leads into the unofficial sequel (same author, but it’s in the core MCC line now!) The Omnivary of Eden, where we finally see the seed bank mentioned in the prior advneture. Then hop over to some Umerican content with Killer of Giants, just replace aliens with Gene Police or another faction, and see if your players set off a nuke. Then have a big combat-heavy, roleplay light adventure with The Lair of the Batmen. Finally, use some DCC content that’s almost MCC and get your PCs to deliberately set off a nuke this time. In Against the Atomic Overlord, they can either make the nuke mutate more of the world, or less, but they need to set it off if they want to slay the Overlord!
Enough MCC for you?
Good! I hope this inspired you to start a campaign. If you used a different series of modules, or think a certain 3rd party module deserves some love, then let me know!
These names are perfect. They make the whole adventure path thing way more appealing, allowing me to quickly pitch stuff to the table without spoilers, quickly organizing things into genre examples.