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What module are you running?

Saturday tabletop - Playing as a player in Lost City of Barakus, highly modified by the DM, very enjoyable campaign, lots of different plotlines to pickup and run with.

Sunday tabletop - Just wrapped up DCC3, the Mysterious Tower, about to start up Red Hand of Doom. DCC3 is a fun adventure, but some of the puzzles are a bit frustrating for my players. Red Hand looks to be a fun adventure to run, but haven't actually started it yet.

Thursday online via Fantasy Grounds - Age of Worms, currently in the Hall of Harsh Reflections on the brink of a party TPK. This particular adventure is a bit longer that I would have liked, but the next (Champion's Games) looks to be a lot more roleplay intensive and split more evenly between combat and roleplay opportunities.
 

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I've been running The Abduction of Good King Despot, published in 1988 as part of New Infinities Productions, Inc.'s generic "Gary Gygax Presents Fantasy Master" line, adapted from a 1E AD&D (OD&D?) tournament module from the 70s. It was one of the first modules to be published in a consciously "retro" style (anticipating Hackmaster, DCC, etc.) and "feels" much more 1978 than 1988 -- heavy emphasis on puzzle-solving and challenging the players' intellect as much or more than the characters' abilities, no attempts at "ecologizing" (except for a couple things that play more as jokes than serious explanations), and lots of humor -- to the point that the module veers close without quite dropping over the ledge into "joke module" territory. I've had this module since its release, it's always been one of my favorites, and I ran part of it (never finished) for a different group of players (guys from the local game club) c. 1989-90.

I'm running the module using 1E AD&D rules (simplified in an OD&D-ish direction) and using the module pretty much as-written (with allowance for the fact that as published it has generic stats so I had to fill in specific AD&D monster stats, spells, magic items, etc.) -- but the "plot" and the encounters are all straight per the module. It was originally written assuming 8 players and I've got 4-5, so I've toned a few combat-oriented encounters down a bit (8-headed hydra becomes 6-headed, 4 griffins become 3, etc.). After 2 sessions the party has made it through about 1/3 of the "plot" and about 40% of the page-count of the module. They haven't yet figured out any of the patterns which would help them to make sense of the place (and, presumably, make more efficient progress). Alas, in the second session because they got stymied by an obstacle they went backwards and visited all the red-herring rooms they'd skipped over in the first session, which was fun for them (they got to kill some more things and take some more stuff) but a trifle annoying to me for two reasons: 1) I wanted them to keep making forward progress (because I generally like the second half of the module better than the first half -- the puzzles are harder and IMO more interesting), and 2) I was hoping to perhaps recycle some of the unused encounters/traps/puzzles into my own dungeons.

The players are all familiar with 1E AD&D (it's the only thing we've been playing for the last 2.5 years) so there's nothing new there, but the other DMs (I was just sitting in while our regular DM was out sick) have tended to run more serious/logical/story-based games so the "funhouse" style of this dungeon (where you can have, say, a lady with a pair of pet bulls in one room, a pair of frost giants down the hall, and then a giant crab in the next room) has been a change, but they've been rolling with it (maybe too well -- I think they've accepted the funhouse atmosphere so unquestioningly that they're not even looking for the actual logical patterns that are there) and even those players who prefer more story and NPC interaction and are probably glad that all our games aren't like this have been enjoying themselves, so I consider it a success.

We're currently on hiatus for XMas, and presumably our regular DM will want to resume the chair now that he's finally recovered from illness, but I'm keeping this on the back burner and hoping that sooner or later we can schedule another 2-3 sessions to finish this module (especially because, as I alluded to above, I think the best parts of the module are still to come).
 
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Garnfellow said:
Given this backstory, there's very little to encourage a reasonable player to take their time and "see the sights" of either D1 or D2.

I have similar problems with the outer planes IMC where PCs don't really want to linger for any time. D1-D3 does say IIRC that the enemies (like Drow) are pretty chaotic and aren't likely to mount some crushing response to PCs actions. Nevertheless, I guess it's to be expected that PCs would not waste energy with side quests in the underdark. One possibility is to allow players to finish their quest, and then just set future adventures in the same area. The other is to allow the Svirfneblin to provide a safe-haven, and then get PCs embroiled in their issues.
 

I haven't gotten to run the Transmuters Last Touch, but it looks like a really fun one.

Not currently running a module, but the next one in queue for C&C is the Slag Heap.

For D&D, I don't have any coming up, though I've been toying with Return to the Temple of Elemental Evil. I'm just not sure about the commitment.

Crothian said:
I am preparing to run DCC 31 Transmuters Last Touch. It is the latest 2 buck module by Goodman Games and I think it should go fast and be a lot of fun. I will run it as is and just give a few things more hit points since the party I'm running it for are a strong second level.
 

I'm running a modified Chimes at Midnight (Dungeon #133) right now. Had to bump it up from a 6th level to a 10th-11th level adventure, which is more difficult than I first expected, but I think it is going well.
 

DMing Lost City of Barakus (www.necromancergames.com), modified moderately to fit it into the City State of the Invincible Overlord/Wilderlands setting. Removed Endhome as the default city and am cherry-picking which side adventures to use. Throwing in quite a few Dungeon adventures over the course of the next year, including some from the Challenge of Champions series. Already ran "Shut In!" (can't remember issue but may be 119). I have it fairly well mapped out.

Likely will run the following in the same campaign: Hall of the Rainbow Mage (Necro Games), Black Ice Well (MonkeyGod) but that's not set in stone and will depend on leveling of the PCs (which I've slowed down).

Interject in the same campaign a few tidbits (not the whole thing) from Rappan Athuk Reloaded (again, Necro Games).
 

Playing in Age of Worms. In the 3rd module now.

About to start a new campaign - Sons of Grumsh followed by Red Hand of Doom. Right now, I should be applying my own personal touches to them rather than reading enworld. :)
 

For my Thursday night "Classic Modules" campaign, I'm running I6-Ravenloft, updated for 3rd edition. I started them in this before the EtCR hardcover came out but I am working bits of that in.

On Sundays, we're doing the Shackled City campaign. They're just heading into Drakthar's Way.
 

I just started DMing my Savage Tide campaign. We are towards the end of the first issue , There is no honor. So far we are having a blast! I haven't had to much changing of it yet.
 

I just finished The Assault on Argosy Base at Moon's Thrall Bay. It went really well, with the League of Unlikely Gentlemen escaping in their magical submarine with the kidnapped heiress.

That module's part of the F***, Delphine's Been Kidnapped Again! series, which follows The Cook, the Part-Time Yakuza, One's Wife, and One's Mother.

I probably should have mentioned up front that I write all my own modules. Such as they are.
 

Into the Woods

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