Let's run a module: the vote take 2

What adventure should we all run?

  • The Temple of Mysteries 4th-5th level

    Votes: 28 17.7%
  • DCC 11: The Dragonfiend Pact: second level

    Votes: 29 18.4%
  • Dungeon #124: The Whispering Cairns

    Votes: 45 28.5%
  • Dungeon #103: Glacial Inferno; 7th level

    Votes: 15 9.5%
  • Dungeon #121: "The Styes"; 9th level.

    Votes: 11 7.0%
  • Cooperative Dungeon 02 - Halls of Anarchy

    Votes: 30 19.0%


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For those unfamiliar with it but who wish to make an informed decision, Cooperative Dungeon 02 - Halls of Anarchy is a FREE 7th-level adventure involving a thieves guild located in a city sewer system. It is available at RPGNow.com here. It was constructed here on EN World by your fellow board members and then edited by a group of them before publication.

Please, enjoy, compliments of your fellow EN Worlders. ;)
 


Cthulhu's Librarian said:
You need an excuse to buy a $2 adventure? ;)

Not really, no. I might need an excuse to motivate me to run it, though, which is the real test of a module, isn't it?

The truth is that Dungeon supplies me with more adventure material than I will ever use. Regardless of the cost, I'm probably not going to look at adventures from another source unless I see a specific fit for my campaign. And, since I'm not really looking, that's unlikely.

That said, as a result of seeing this poll, I have since invested in both "Temple of Mysteries" and "The Dragonfiend Pact" (which is only $1.40!), so maybe I'll run both at some point.
 

This thread is a great idea, though unfortunately I probably won't be able to participate any time soon due to my group's schedule. So I'm not voting, but I will provide my opinion, in case anyone cares. ;-)

In general, Dungeon adventures have seemed pretty good lately, but "The Styes" was off the mark.

While I applaud the use of a extremely compelling locale, the text of the adventure (i.e. info for the GM only) seemed to me to be a poor attempt at getting a Lovecraftian atmosphere out of a fantasy setting. Meanwhile, the actual adventure (i.e. what happens to the PCs) is fairly mainstream hack-n-slash, and there were way too few (if any) opportunities given to the GM to really scare or puzzle the players. I think the germs of a really cool adventure are there, but it would take a lot of GM work and planning that was not provided in the adventure text.

In short, I think this module could have been a wonderful opportunity to introduce GMs to a different way of conducting adventures rather than the standard kill-em-and-take-their-stuff. But the opportunity was missed. My $0.02.

The only other adventure I've read form the nomination list is "Halls of Anarchy." I'll admit I wasn't terribly impressed. Some of the rooms had some cool elements, but as a whole, it seemed disjointed and purposeless. It seems to me like the adventure was written as an excuse to use rules, rather than the other way around.

ironregime
 

I'm voting against the Age of Worms, because I will *not* run it at this point in time. I am DEFINITELY going to run it, but based on my (awesome) experiences with the first Adventure Path series, I want to wait until at LEAST half of these adventures have been published.
 

ironregime said:
This thread is a great idea, though unfortunately I probably won't be able to participate any time soon due to my group's schedule.

Go ahead and vote anyway. You'll have months to play the adventure and maybe you can pressure the group to play a fun one shot!!
 

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