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What module are you running?

CryHavoc said:
Just leading into 'Vote For The Goat'. And those that know what it is will agree, it is the most goat-related module ever....rockin' :p
Indeed, it is a classic.

In my home game, I am running The Great Modron March, converted to 3.5. I'm converting it a chapter at a time as we play. The next chapter is the fifth one and will involve a bit more work, since I'm statting up the modron grafts in 3.5.

For Living Greyhawk, I am running Red Hand of Doom. We finished part one earlier this month, and will do part two in two or three long sessions in January. Thus far, the party has torn apart all opposition without too much trouble, since there's not a single party member who's not either a tank or some sort of support fighter type. Will saves, skill checks, and ranged attacks are proving most troublesome for them, however.
 

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I'm running two games.

In my high level dwarven veangance game it is mid way through Lord of the Iron Fortress in a 3.5 game. I changed the metaphysics of the Oultands, the makeup of the Planar city of Rigus, had planar plots setting up Bation of Souls, Oathbound stuff, one of the player's wanting to eventually get a good dragon mount as a champion of his god, Banewarrens tie-ins, Hellish politics of both Archduke and cult level levels, multiple murder investigations, an invasion of the city, Rigus politics, drow politics, and created a Lothian, druidic, and dwarven tie-in plot.

I have used different monsters, expanded hugely on the module's skeletal plot, tied it into other campaign issues, and developed lots of stuff that is only hinted at in the module.

My other game is a house ruled 3.5 Wildwood campaign. Since this is a pbp game here I ask my players not to read the following [SBLOCK]I'm planning on using elements of Lost Island of Castanimir and Transmuter's Last Touch both modified for a crashed magic/psionic/tech ship recently awakened in Wildwood by stange eldritch energies. Humanoid foes are all goblins and one simulacrum wizard will be a deranged warforged, though I haven't decided on exact class yet.[/SBLOCK]
 

Shock and surprise, my lot are about 4/5th of the way through the World's Largest Dungeon.

Yay, I'm finally going to get to use the SPOILER: Tarrasque in an adventure. In all my years of gaming, I've never so much as seen one. I'm really looking forward to it.
 

Well, it's official.

Starting within the next 2 weeks, I will be running a 3.5 adaptation of Return to the Tomb of Horrors.
 

We just finished the first adventure in our Age of Worms campaign last Sunday and started the next one. Well... sorta. The "exclusively Paizo AoW material" first-in-the-series adventure wasn't completed, but the "Kill As Many PCs as Possible" adventure certainly was. :o

[sblock]The group started in Blackwall which is mostly part of the 3rd adventure and a lot of what has happened in the last few sessions is wandering about the Cairn Hills attempting to run from, escape from, and generally trying to survive with what food, water, sleep, equipment, and hit points 1st level offers against an Army of Lizards[men] (over 100 in all), kobolds from that adventure (baby lizards they call them) who were determined by the players as tougher than the Big Lizards, and some wandering encounters in the hills (namely hippogriffs, stirges, and wild dogs). The fleeing inhabitants of Blackwall were seen peripherally on different occasions and the party still doesn't know what exactly happened to them or the Rescue Army sent to take care of the problem from Diamond Lake (some of our replacement characters came from that group). The remains of a deadly battle were seen however.

All but one player lost their initial starting PC and some even lost 2 to the hungry mouths of the lizards. Two others were trapped in a tomb for almost a week forced to survive on cleric purified Lizard meat as they searched for another way out while avoiding traps and other stuff. Besides the AoW adventure 1 & 3, the group has had some contact with The Tomb of Abysthor and another "tomb" adventure that is actually pretty famous (not the one in the vast swamp though).

All in all, it's been a pretty exciting, but draining and deadly adventure so far. Now they have finally escaped the terror of the lizards (for now anyways) and they are holed up enjoying the "good" life in Diamond Lake. Their money is juuuust about gone. They've already started a brawl in the Feral Dog tavern on the main square and met with a few contacts. Good ol' urban adventure looks to be next on the agenda for the coming session.[/sblock]
 

Mallus said:
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.
You make me laugh. :)
 

I'm running Shackled City for my ENWorld group (they're up to the Demonscar Legacy), and I'm also running it with my weekly group to buy me time while I rewrite the Desert of Desolation series for their Freeport characters (they're up to Flood Season in SC). I am modifying the Shackled City stuff: following some good advice on the Paizo messageboards to foreshadow the main bad guys before the party just runs into them near the end. I also skipped one of the adventures (Drakthar's Way) for the second group, as they were advanced enough not to need the XP. I'm pretty much using the DoD series as a template, as the PC's are 3.5 and higher level (plus, lets face it, some of that good ol' 1e D&D magic looks a bit wonky nowadays: undefended +3 warhammer sitting in an intersection for no reason, I'm looking at you!).

~Qualidar~
 

Currently playing in Wulf's Barakus/Larinn Karr/Queen of Lies campaign. We are in the QoL now. Needless to say, there's been a lot of drow.

We are nearing the finish of the campaign and another player is going to run Red Hand of Doom afterwards.
 

Garnfellow said:
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).

Sorry for the brief thread hi-jack, but the key to getting players more involved with these adventures is to introduce a couple of "allies" along the way that are, themselves, tied to the setting. The svirfneblin in D1 can give the party more of a reason to explore the big cave, and a group of friendly underdark traders can give the party more of a reason to explore the shrine of the kuo-toa. Somewhere in Erelhei-Cinlu the party should run across a member of a "rebellious" drow house whose goals complement the goals of the party. This will get the party more involved in the politics of the city, give them a reason to experience more of the city, and give them a "safe" place where they can feel free from immediate reprisals.
 

Just finished with Whispering Cairn. One PC is very unhappy (die rolls and some perhaps questionable choices by me...) since there wasn't a lot of "loot" for him. The others...hard to say but I might try a little "side quest" to brighten things up before moving on to Three Faces of Evil.
 

Into the Woods

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