What modules have triggered an emotional reaction in you?

The first few sessions of my Ravenloft game.

It initially started with the characters all arriving in a town for various reasons - one seeking out rumors of a demonic master of song, another to claim an ancestral legacy and another having already lived there throughout the previous winter, working at the local inn.

From there, while the characters were all taken along the general act of getting to know one another, and looking into their own personal matters (and bringing the other PC's along after being all properly bound together), I also began to familiarize them with the family that ran the inn, having the PC's and the family get to know one another rather well, along with the half-elven cleric who'd come to study the local religion, but had to hide her elven heritage away due to the xenophobia of the village.

At which point, I rolled my plot in. Which involved a creature of nightmares attacking the family and those who stayed at the inn one night after another, which led to increased tension amongst the family, bringing about spousal abuse, an eventual suicide, and then the suicide spawning an Allip. One by one, the PC's saw the family and friends they'd come to know and care for attacked, some of whom eventually died, while they were scrambling to find out just what was doing this in the first place, eventually having to make a deal with a hag to take care of the problem.

It had been a particularly emotionally draining string of sessions, leaving me one night in my house alone after game just introspecting. However, they were probably some of the best games I'd run, and my players all agreed. They were all emotionally involved, and it helped tie the characters together quite strongly, and define them to a degree.

I had a similar experience when I ran the starter adventure out of Midnight. I used the little girl who'd become a Fell, and played it to the hilt, leaving the players in a moral debate for about an hour before they - quite hesitantly - finally did what they needed to do, and killed her.

Not that all my games are so morose. I've had plenty of games defined by perfectly in-game laughter (as opposed to just general screwing around), such as, again, Ravenloft, when they met up with the Carnival. Wood'n'Head, one of the "freaks" of the Carnival, proved a welcome relief to all their previous troubles, as he quite gleefully showed off his ability to have things nailed into him, stabbed through him or even be shot, without any more reaction than a cheeky grin.

Those are the ones that stuck with me, anyway. Only one was a real module, per se, but there you have it.
 

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The party returned to Fairhill (Crucible of Freya) after deciding to spend 7 weeks in Reme making mighty compound bows. They found a group of caravan merchants burying the bodies of the nearly 400 townspeople. After some detective work doing heal checks to determine cause of death and searches fro other clues; they came to realize the undead monster they left sealed in the bottom of a nearby tower had somehow escaped and slain most of the townsfolk in their sleep. By the time the alarm had been raised most of the living had become undead minions, which easily overwhelmed what was left of the living.

One player cried, because several of the NPC's had become good "friends" which made them think of what it would be like to lose all of their real life friends. Another player got real mad about all the women and children (whom he had role played giving treats and horse rides to) being killed. The rest of the players made very obvious efforts to remind themselves they were only "pretend" people. They were all definitely very "bothered" by the town being wiped out because they took so long to come back and finish it. Especially when they found that some zombies had dug out of the tower foundation.

Unfortunately the final battle was rather anti-climatic because the cleric had consecrate going and rolled a 20 on their turn roll. Then they rolled well enough to effect the "lead" undead and his two lieutenants, one of whom was identifiable as the previous Captain of the guard because it had only one hand.

It was a slaughter from then on. Even though they toyed with the idea of trying to save the Captain. They opted on just putting his soul to rest. That particular dilemma is what made the final battle emotional.
 

The Blood Reign of Nishanpur...

Ran it when RL got a bit too busy and it was a module of about the apt. level.

It had some funky 'moral maze' side plots. We played those up to the hilt - and they really got to a few of the players... one in particular (a funeral rite) - was followed up later by an outraged cleric. Great stuff.
 

Is frustration considered emotion?

If so, Castle Greyhawk, level 2, "It's My Party And I'll Die if I Want To." drove a group of players insane... it's not often you're in the lair of about 1000 humanoids, and none of them will fight.

And then, they freak out when Azmodeus shows up...
 

Heart of Nightfang Spire and Bastion of Broken Souls. Anger, both times, for the potential damage to my game.


And for the record, the person being interviewed in that article is a Grade A twit. "Emotioneering', my aunt Fanny. How about concentrating on making the gameplay magnificent, and not worrying if I'm experiencing a diverse enough emotional range while playing? :(
 

Dead Gods.
At a certain point in the adventure, there are two characters which are the human-but-immortal guardians of the place where a certain powerful magic is stored. They've guarded the place, alone, for thousands of years, fueled by their purpose and friendship. Orcus arrives, kills one of them, steals what magic he wants, and destroys the rest. Now the remaining guardian is stuck there for eternity, with no purpose at all (since there is nothing left there), with only the corpse of his friend to mourn.
It made me very sad, and my players hated
Orcus
even more after realizing what happened.
 

Bad emotions: Heart of Nightfang Spire (wretched module), Bastion of Broken Souls.

Good emotions: Ravenloft (screaming terror but in a good way), Sunless Citadel (great module), Lich Queen's Beloved (great module)
 

Definitely "A Paladin in Hell". Nothing like going to the Nine Hells to rescue a temple that is is being corrupted by Asmodeus who is doing it to get revenge on the soul of a Paladin that thwarted one of his better plans for godhood. It features Emerikol the Chaotic as one of the NPCs the party has to deal with as well as Klysandril the Paladin who is featured in the picture "Paladin in Hell". Diving into the River Styx in diving bells and then getting attacked by Megalodons was really tense situation.
 

Another vote for Ravenloft's "The Created". Great module, great premise, and with just a little DM embellishment (as I found out afterwards), it completely creeped me out.

Temple of Elemental Evil - There was no greater module for our party. We kicked ass, took names, and came back from the point of death SOOOO many times. Just a total rollercoaster of an adventure.

An adventure from Dungeon Magazine called Hopeful Dawn. So many moments of unintentional comedy, plus the three thieves in the group (me being one of them) ended up controlling a thieves' guild as a result.
 

Wippit Guud said:
Is frustration considered emotion?

heh, my first thought at seeing the thread title was "does annoyance count?" If so, the The Bastion of Broken Souls. Complete herding, patheticly weak excuses for fight scenes with an inability to negotiate written into the "script" and a DM who enforced an artificially created "dillema" with a straightforward suspension of reality in a fight scene. oh and the big bads near the end were just annoying to fight. I couldn't consider it a challange, because it was just a matter of slogging though till they gave up and died...

kahuna Burger
 

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