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What module are you running?

Crothian

First Post
Let us talk modules. What are you running? How is it going? Are you doing it as is or are you changing things up? Did you prepapre heavily for it or are you just reading it as you play? Modules are always fun and we need to talk about them more.

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.
 

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I'm running IN Maiden Voyage by Atlas.

I was going to run Shades of Gray, but don't know if that's going to happen right now. :(
 

Crothian said:
Let us talk modules. What are you running? How is it going? Are you doing it as is or are you changing things up? Did you prepapre heavily for it or are you just reading it as you play?

My bi-weekly Saturday game is running through the entire hardcover "Mysteries of the Moonsea" by WotC. It's really a lot of fun. I read through it quickly when I got it and re-read the section I run coming up that week a few days in advance before running it. The first section I'm running nearly as-is, which is a testament to it's strength. The second part will feature a lot of modifications of the encounters, however. Changing out SRD monsters for those from other WotC sourcebooks and the Tome of Horrors series of books.

On Sunday, in January, I'll begin my Eberron campaign, with a heavily modified version of the adventure in the back of the book mixed up with "Queen of Burning Eyes" by James Wyatt in Dungeon magazine. I'm pretty sure the players read through at least a little of that adventure, so I'm stealing the stats and reworking how they get involved with the quest leading into the Dungeon module's thread.

-DM Jeff
 



I am currently running:

2 games using the original Temple of Elemental Evil, both Play by Post.
1 game using Dwellers of the Forbidden City, Play by Post.
1 game using Queen of Spider, my players having just finished off the Fire Giants. This is my face-to-face gaming group.


As these are all 1E adventures, I am converting the to 3.X as we go. I've found that it is fairly simple to do, and if you look around, most the conversion process is done for you.
 

In my Savage Tide campaign I just ran Here There Be Monsters and will run Tides of Dread in the first weekend of January. I ran this as a 10 player marathon session so I had to beef up the monsters considerably:

http://www.rpgyubasutter.com/

In my homebrew campaign I'm finishing up Scourge of the Howling Horde and tying in the Shattered Gates of Slaughtergarde. Scourge I ran as is but for Slaughtergarde I have to heavily modify the Valley area to adapt it to my homebrew world (a D&D world based on the terrain of Northern California).
 

Why, Return to the Temple of Elemental Evil. (RttToEE)

Set in my alternate earth home brew (in link, and not as crazy as it sounds, at least with some flavour from the first T1).

Boy, its a long module.And I have to mix in other things for everyones sake (so we have just had a 3 session detour of sorts). But there is a lot in it. Maybe too much.
 

My D&D 3.5 game is about halfway through The Whispering Cairn (Age of Worms Pt. 1). DM and players seem to be enjoying it so far.

My C&C group is just finishing up Keep on the Borderlands and looking forward to starting Slave Pits of the Undercity.
 

I've been running a conversion of good old D1-2-3; the PCs should reach the Vault of the Drow tonight.

This is the first time I've ever run the D series, though I have wanted to do this for 22+ years. We're having plenty of fun, but I am beginning to wonder if this adventure is actually an example of one that reads great but plays bad.

There are all sorts of wonderful descriptive passages in the original text -- the eerie underworld setting, the alien shrine of the kuo-toa, the bustling and decadent city of Erelhei Cinlu. And I am totally down with the concept that these modules are not so much focused adventures but the skeleton of an open-ended campaign setting. To that end, I have prepped myself for plenty of improvisation in order to allow the PCs the ability to "go off the map," should they wish. I have adventure hooks galore at the ready.

The problem is, the basic premise of the setting is an extremely hostile environment teeming with a very evil, resourceful, and powerful (if factious and chaotic) enemy. An enemy that is probably aware that the PCs are on the way. An enemy that has had their bad-assedness built up for months and months.

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. My players have a very healthy respect for the dark elves and are determined to march straight and swiftly for Erelhei-Cinlu, sack the Eilserv estate, and get the heck out. They didn't want to mess with troglodyte warrens or kuo-toan shrines. They were more than happy to quickly push through both areas, keeping a low profile all the way. In their mind, the less action, the better.

So, after 6 months of running G 1-2-3, they blew through D1 and D2 in about 3 sessions. Considering the amount of work required to convert those modules, I am rightfully wondering if the effort was justified. Hopefully I can stretch D3 out for 3 or 4 more sessions to get some value out of them.

From what I can gather through reading old-timer forums like Dragonsfoot, or even EGG himself recalling his experience, it sounds like it's pretty common for players of the D series to just hustle through the whole thing (and miss most of the "good" parts).
 

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