Your wish list of modules you'd want to play in/run

Enemy Within: it has such a strong reputation. I bought the reissued hardback a few years ago but refuse to read them hoping I will get a chance to play.
 

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My wishlist of modules I want to run:
1. Dragonlance DL1-14 with a group that has no idea what the novels are about. I've started collecting up interested people that I know, the main issue seems to be finding time to run a separate long campaign with. If it ever gets off the ground, I'll probably use OSE with the Advanced rules to separate race and class to run it. I would definitely loosen up the rails the modules often put the PCs on, which is the main reason I want players who have zero idea what the novels are about.
2. Dolmenwood "Winter's Daughter" - But I'll probably use this as a test drive to see how the players like playing a OSR rules game.
3. PF2e "Kingmaker" - I've started picking through it to see how it looks, but I've gotten requests from my players before and I generally don't say no if people are really excited for me to run something.
4. PF2e "Season of Ghosts" - I've heard nothing but great things about this AP and it's likely either this or Kingmaker that is next in the queue for us. It will be awhile thought since we're prepping to start "Stolen Fate" next week.
5. Call of Cthulhu "The Crack'd and Crook'd Manse" - It has come up in discussion online enough as being a fantastic CoC scenario that I really want to see how good it really is.
6. Pendragon Starter Set scenarios - The rules sound interesting, so curious how the game plays.
7. Call of Cthuhlu "Arkham" sandbox game - And lastly I'd really like to take a stab at running a sandbox CoC game using the Arkham sourcebook.
 
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I’ve run and played Strahd. Run and played Keep what seems like a dozen times. Run and played Sailors, it’s absolutely great.

I generally run homebrew and sandbox games, but Horror and Masks are on my list. Willowby Hall as well. The absolute top of my list is WFRP’s The Enemy Within. Stone cold classic that I’d love to either play or run. I keep hearing people mentioning running it with Dragonbane lately. Might have to look into that. Speaking of, The Secret of the Dragon Emperor and Path of Glory for Dragonbane look great. Especially Emperor. It’s the sandbox of location-based mini modules included in the Core Set. And thanks to Whizbang, The Stygian Library.
The stygian library isn't an adventure module- it's more of a setting book with random charts. As a fan of Discworld L-Space I enjoy it!
 


Empire of the Ghouls: as a backer of this project, before we had true crowdfunding, I really really wanted this to be a success at the table. Unfortunately it went over like a lead balloon for, I think, two reasons:

(1) 3e rules. My group and I were at the point that we felt the heaviness of the rules interfered with our ability to enjoy the game, but we didn’t have any good alternatives at the time, so we forced ourselves to press on. This meant that both on the player side and the DM side, combat in particular became a slog and something we dreaded. Which took away any enjoyment from the lovingly crafted ghoulish encounters.

(2) Lack of context. Only I, the DM, was aware of the history being invoked by the adventure. So only I could appreciate it.

i think (1) is solvable (use a better / more fun rule set) but requires significant work. I think (2) is a major problem with the entire RPG hobby and I won’t presume to know how to solve it here.
I backed the 3E Kingdom of the Ghouls as well, but never ran it. I'm running Empire of the Ghouls in 5E now, but man, is it a lot of work to extract from Midgard. It literally took me weeks of figuring out how to do some of the crazier stuff, like the above-ground kingdom of vampires, that are critical to the plot. I've moved it to the world where Ptolus exists and have used it to flesh out areas beyond Ptolus that are only lightly sketched in that setting book.

I think it's going to be a success long-term, but I'm now finding some real issues with the organization of the adventure, including little things like putting the list of combatants in the first chapter's big set-piece bottle into a giant paragraph that runs across two pages, instead of putting them in bullet point form. (As a result, at least two cultists have blinked out of existence mid-combat because it was hard for me to remember which anonymous-to-the-PCs NPCs these were compared to the others.)

I think Kobold Press does a lot of good stuff, but they need to bring in new blood in their layout department when it comes to making big adventures table-usable.
 

I'd definitely call the Stygian Library an adventure. It's a dungeon crawl, just that the procedure for generating the dungeon happens on the fly. Works great for a one shot
One can definitely return to it and use it as a setting element -- a clever group of adventurers will probably want to, in fact -- but yeah, it's definitely a dungeon, especially the first time it's encountered.
 

Probably one of the Petersen Games 5e D&D Cthulhu adventure paths, I have the Mi-go alien worlds one, the Serpent Folk primal world one, and the Tsathagua dreaming cult one.

I would also like to do a full Call of Cthulhu adventure in 5e D&D, it would probably be the big Serpent one, though I have a bunch now.

I have run the big Paizo Pathfinder APs that I really wanted to run, (the Baba Yaga one Reign of Winter, the gothic horror one Carrion Crown, the Thundar the Barbarian one Iron Gods) and played in a bunch of others (the Demon Crusade one, Rise of the Runelords, Crimson Throne, the Drow one). I have run the Freeport Trilogy and played in Red Hand of Doom.

I have played in the three paizo 3.5 Dragon APs.

I have run the 1e Temple of Elemental Evil and the slavers modules.

I would like to do a full Dragonlance campaign using the 3.5 modules as a base and either running in Pathfinder or 5e, I think that would be fun as a player or DM.

I would enjoy doing one of the 5e Middle Earth modules, they look like fun.

I also want to do the Frog God Games Norse Saga.

There is also a 3.0 Avalanche Press module I want to run, the Norse one with the terrible archer cover (Doom of Odin?) that has one of the best trap setups I have seen for gaming in over 40 years of playing and DMing.
 

There is also a 3.0 Avalanche Press module I want to run, the Norse one with the terrible archer cover (Doom of Odin?) that has one of the best trap setups I have seen for gaming in over 40 years of playing and DMing.

As someone who hasn't read it, what makes the trap so good? Spill the tea!

As to the rest of your post, I ran or played in several of those you listed. Darkening of Mirkwood for Adventures in Middle Earth was a full-blown campaign in which I was a player. It was very good, although the DM had to heavily supplement it with their own content given that by itself it's rather skeletal.
 
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I thought of another one. I’d like to play, again, the Living Forgotten Realms Epic tier adventures. All of them are at least good and fun and the best ones are AMAZINGLY fun. One of the highlights of my D&D playing career.

Would be fun to play them again with a completely different character (than the tough-as-nails Dragonborn paladin I used at the time).
 

As someone who hasn't read it, what makes the trap so good? Spill the tea!

As to the rest of your post, I ran or played in several of those you listed. Eaves of Mirkwood for Adventures in Middle Earth was a full-blown campaign in which I was a player. It was very good, although the DM had to heavily supplement it with their own content given that by itself it's rather skeletal.
I remember being happy with it as a trap model that could engage players well, though it is over 20 years since I read the module.

It is a riddle puzzle followed by a rune covered floor set of traps and multiple ways to deal with the situation.

The riddle is based on knowledge of rune meanings and can show you a safe path through the rune covered floor if you figure it out. This is tied into the Norse Setting and rune information is available to players. The riddle is not a random riddle or logic puzzle but a coded reminder for the rune carver of the safe path. Failing to solve the riddle does not stop the adventure.

You can push through and take damage but deal with it with your tank and healing and use up resources before the next challenge.

You can long jump to get past a bunch of runes and hit fewer.

You can figure out ways to avoid touching the floor entirely and not set them off.

You can disarm the trap runes.

You can dispel individual runes to reduce but generally not eliminate what you face.

You can do the whole thing through immersive player skill in multiple different ways that does not rely upon die rolls to solve.
 

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