You've got 168 hours to game. What do you do?

suggestion.
day 1 and 2 Game
day 3 morning sleep 8-12 hours. then game
day 4-6 game
day 7 REST, you got work the next day.

As for adventures....
I'd go so far as to suggest running the Temple of Elemental Evil module, and if it finishes and you still have time, run the Return of the Temple of Elemental Evil.
It definitely would be a loooong and fun game. :)
 

log in or register to remove this ad

Hmm... I just had a thought...

How many people are you looking at? That will change how long it takes to go through a module.

...and it will also change how long it takes to run through a combat. If it takes a half-hour to go through a combat (not unrealistic), then you'll need a module that is combat-light.

Just a few more thoughts...
 

Some of the suggestions above are good!

I would offer this, try a PbP game. I like them because they are always on. Depending how the game you can post daily, every other day, etc.

Enjoy!
 

I'd also suggest the RttToEE. I've been having a blast running it over the past year. If you do, have the DM post to Monte's messageboard about what parts can be cut/minimized.

Since it's designed to take you from 4th-14th level, you'll have to boost the XP rewards a lot (level up every 8 hours of gametime or so). I'd also recommend hand-waving a bunch of the "behind the scenes" stuff: buying/selling equipment, making items, scribing scrolls, etc. But it certainly could be done by a savvy DM and a smooth group of gamers.

Spider
 

If you want to relive the days of gaming past, take out the ENTIRE GDQ series (Giants, Drow, and Lolth), use the 3E conversion for it, and prepare to kick some major monster behind! Nothing tops off a week of classic D&D like taking out the goddess of the Drow.
 

I would suggest that you start with Sunless Citadel, move on to Forge of Fury, and then to RttToEE. However, I would cut the mega-plot part in the RttToEE out, just run part 1. If you do this, you have access to the locations from the original module in a very non-linear format with a 12 years after sort of feel. In this form it is a 37 page adventure. The changes one makes to do this are sort of obvious, A certain Cleric posing as a hermit won't let go of the past and is trying to bring back somthing that was destroyed long ago... At this point I would then run The Standing Stone. After that the characters should be about 9th level. At that point you should be out of time.

Or you could just run the whole darned RttToEE.

I would suggest:

City of the Spider Queen if you are into FR.

Return to the Temple of Elemental Evil.

But I would suggest Sunless followed by Forge, Followed by Rappan Athuk.

Aaron.
 
Last edited:


How many people are you looking at? That will change how long it takes to go through a module.

1 dm and 4-5 players. Combat does tend to take a while because the group tends to employ a lot of strategy. We know each others style of play pretty intricately and play off one another.

For what you are looking for, and from I´ve read about, I´d suggest the witchfire trilogy.

Could you elaborate a little more about what you think of this series. I'm rather unfamiliar with it.
 
Last edited:

I can't give enough praise to Banewarrens...it has plaenty of dungeon crawl and plenty of room for rolelpay. There are also time limits the DM can invoke to really give e sense of urgency that might help you make your real time constrictions. You might not be able to finish this one in a week though, especially if you get distracted by the possibilities for roleplay.
 

Remove ads

Top