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

I wanted to run Age of Worms but chose Savage Tide instead which is going well. I did get to run the Return to the Temple of Elemental Evil and that turned out to be a fun campaign. I'd like to squeeze in the Bastion of Broken Souls in to the end of the Savage Tide game but I'm not sure if I will (still working out the details) be able to.

City of the Spider Queen looked interesting. I also always wanted to pick up Necropolis (I think that's the name- the big book by Necromancer/ Gygax IIRC) but I knew I wouldn't be able to run it so I didn't. For some reason I've always been interested in that particular book.

Maybe I'll buy it someday anyway.
 

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Mad God's Key from Dungeon magazine. The party all got killed by the undead rat pack. Too bad, was a real fun adventure too up until that point, went well with the Freeport flavor I was using.
 

Dragonlance Classics - as a player. Some 15 years ago, made it all the way up to that underground dwarven realm, but university got in the way and we never finished it. Too bad, as I was having a lot of fun at the time.

Wild Elves - as a DM. My players made it almost three-quarters of the way through this old 2e module (which I converted to FR, where it fit better) before a TPK. Everyone had a blast, and it's a shame we never completed it. Someday, though, we'll do this one again...
 

Witchfire Trilogy Adventure 3: Seriously... we made it 80% through only to be sloshed by a player induced near TPK. Everyone loved how it ended and the plot continued on a different storyline from there, but it never actually finished!

City of the Spider Queen: I think I might run this if 4th Edition doesn't immediately pan out for my group. Heard many good things about it :-)

World's Largest Dungeon: Do I even have to explain this one?
 

Another vote for RttToEE. I remember I started it, but our group was in a state of flux at the time. By the time things stabilized, I wasn't in the mood to DM and we'd moved onto different adventures.
 

Temple of Elemental Evil. The group finished off the New Master and decided to head off to Wild Coast and see the world instead of checking out the Temple.

Slavers series. Part way through A1 the group decided to join the slavers, that went badly, they then went against the slavers again. They went through A2, captured a cleric and a PC fell in love with her just as they turned her over to the city. He got the rest of the party to try a jailbreak that failed spectacularly, leading to the party being exiled to another plane on a quest under a geas. After returning to the world they went to Greyhawk instead of the Wild Coast.
 

My problem is that I like creating my own adventures, but I still buy modules and the like for ideas. My homebrew setting isn't a standard D&D setting either--only humans can be player races. Dwarves are evil. And there are no elves, halfings, etc.

So I have some difficulty converting modules to my setting. So I have a long list, which I'll list only a few here:

Rappan Athuk--The PCs played through most of the first module and part of the second, but their goal wasn't to complete it, just to find an artifact.

The Heart of Nightfang Spire--A tower full of undead that I just can't figure out how to incorporate into my setting.

The Night Below--this super module is perfect for the setting, its just too long to convert to 3e.

The Tomb of Horrors--Hey, its not my fault that my PCs kept getting killed before reaching the end.
 

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