Which modules you really wanted to run, but didn't get to finish ?

questing gm

First Post
I've read some threads here when reviewing adventure modules, some posters simply reply that they didn't get to finish them because of RL issues or the PCs died and it was very hard to pick up from where they left off.

I've had an experience with the Red Hand of Doom where I had to leave for university and our game has been on hiatus since then. My players don't seem to keen to continue where they last left off so it looks like the Red Hand has meet its doom on my table.

What are the modules that you really wanted to run/play, but didn't get to finish due to circumstances ?
 

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Me, I've never got to run them in the first place.

I'd love to run Speaker of Dreams.

The Viktor Saint Demaine trilogy, and Talpeak's Flood, from Dungeon.

The Rise of the Runelords.
 



questing gm said:
What are the modules that you really wanted to run/play, but didn't get to finish due to circumstances ?

I wanted to run Return to the Temple of Elemental Evil, but I knew I'd never talk my group into going through it a second time. The first GM ran it mostly as is (the most interesting encounters tended to be the ones he made up himself). The CRM was such a slog, it turned us off the whole thing. Add in real life issues eating up our time, and there was never a real chance to make it happen.

I was going to rip the guts out of the middle, placing each elemental temple on its own demi-plane, with connections to the CRM. Most of the random monsters in the CRM would go bye-bye, to be replaced by a handful of major groups. Imagine the players trying to track down the entrance to one of the elemental temples, while dodging armies of orcs and dwarves fighting over the ruins of the old dwarven temple, with a rakshasa or two manipulating events in the background.

Oh well, maybe some day.
 

Return to the Temple of Elemental Evil is a module I still look forward to run to the end, but wasn't able to go past the moat house with any group up till now. No specific reason for that, though, lack of time simply puts the games on hiatus until we just give up.
 

Hi,

About ten years ago we started but didn't finish Night Below, having got bogged down in Book 2. Several PCs died and the players of the survivors decided to call it a day. I wasn't too sorry but it was a bit of a shame as the coolest bits are in Book 3.

If the question was "Which modules you really wanted to run and didn't get to start?" I could give you dozens: Shackled City, Age of Worms, Rise of the Runelords etc etc

Cheers


Richard
 

Black Sails over Freeport. It would be interesting to give it a go, but even if I managed to set up a game for it, its just too massive for me to ever be able to finnish.

Now in the old days it would have been a different matter... *sniffle* ;)

Havard
 

Sunless Citadel and Heart of Nightfang Tower.

Sunless Citadel becuase the group met so rarely that eventually it just folded. I thought it was a real shame as I would have liked to have seen it through to the end (as we enjoyed what we did play of it, which was essentially the first level).

Heart of Nightfange Spire because a) it really wasn't very good, b) because a side treck mid-adventure saw a number of PCs die and c) a transformation in the group which saw a number of people come and go, which meant there was no real motive to return (thank goodness!).
 

1) Shackled City - I plan on getting back to this eventually but more than likely Ill be doing The Savage Tide first after AoW.
2) Return to the Temple of Elemental Evil - I always wanted to run it as is and with the web enhancement expansion. Im aware of what folks say about the CRM, but my crew is role play heavy and we always have fun even in dungeon crawls.
3) City of the Spider Queen - This will likely NEVER see play because I got burned out restatting it for 3.5. I stopped working on the conversion just after Szith Morcane. I really wish they would update this, it would be a perfect fit right after Red Hand of Doom.
 

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