The best purchased adventure you've CKed using C&C...

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slimykuotoan
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The best purchased adventure you've CKed using C&C...

Post by slimykuotoan »

If you could also provide a 'why', that'd be great!

I'm just curious as to how C&C works with various modules (D&D and etcetera), and also which factors make it successful as a system.

For me, I've had quite a few successes, but one of the best that comes to mind is 'A Lion in the Ropes' -which surprised me as well!

Aside from being a really interesting adventure to CK (I got to be a wizened, local lord fast approaching senility -my take on him anyway- a pile o' nasty ungern and goblins, an ungern chief -I got to use my giant voice for this one- and well, also a lion), we had a chance to put the Seige system through its paces.

What really hit it for the group, was the fact that we encountered a lot of situations which called for some brainstorming as to how characters could accomplish various of tasks not covered in the rules: battling in a river/muddy area, spotting stuff in unusual situations, using grappling hooks to hook gargoyles set on a wall, and then pulling them down, dealing with characters with split kness, etc. (we used a critical hit/fumble table).

This is where the Siege engine truly shined.

No surprise in the above examples for us old time C&Cers on these boards, but it was rather the sheer fluidity and quickness of this logical process that floored us as a gaming group.

Indeed, combat, etc. was so seamless that we were 'in the flow' throughout the adventure (that moment when you're so 'into' the game, you lose track of real time, and of the fact that you're sitting in a chair and not really in Aihrde battling stuff).

Honestly, this was a mesmerizing game that had the players actually sweating with strained looks on their faces, and one which would've made Jack Chick proud...
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Post by serleran »

Tegel Manor - the complete bare-boniness of its design allows one to do whatever one wants. Its as flexible as the system, and is an all-around nearly perfect module... probably the best written, really.

After that, Temple of the Frog, from Supplement II: Blackmoor. Its just zany and whacky goodness.

And then, there's Expedition to the Barrier Peaks. Yummy sci-fi AD&D goodness...

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Post by cuchulainkevin »

In Search of the Unknown.

The fact that it provided a framework for the DM while allowing easy customation was awesome.

I tend to overthink metaplots.

Solving puzzles, finding treasure and killing monsters while roleplaying within that framework is more or less what my players want.
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Post by Storm Queen »

Palace of Shadows. (A Goodman Games C&C adventure.) I did it as a ten hour dungeon crawl over the holidays and there was a good mix of puzzles, NPCs to talk to/be diplomatic with, different environments and lots of fights. The players were also able to use a number of different tacticals strategies. The backstory is a bit blah, but can easily be changed.
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moriarty777
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Post by moriarty777 »

I've had a few successes... but there are 4 that immediately come to mind (sorry, I can't just choose the one). In no order of preference, they are:

The Shadows of Halfling Hall

The Lion in the Ropes

The Fantastic Adventure

Galal's Grave

They each had memorable moments which became strong highlights as C&C allows for the rules to fade in the background (as they should).

For the Shadows of Halfling Hall, a couple of my players were creeped out with the 'Deathgrips'

In the Lion in the Ropes, the large battle against the animated gargoyles on top of the Cathedral.

For the Fantastic Adventure, it was the NPCs and the fun I had roleplaying the lot of them and the same can be said for some of the things I added to Galal's Grave.

I had also added material linking three of the four adventures for a larger story arc and I think those little moments made a much bigger and funner experience all around.

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serleran
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Post by serleran »

Odd, that, moriarty... the first C&C mod in the current campaign I'm in was Galal's Grave, and we're currently going through The Fantastic Adventure...

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Post by seskis281 »

A1 Blacktooth Ridge,

followed fairly closely by the group adventuring to X1 Isle of Dread

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Post by moriarty777 »

serleran wrote:
Odd, that, moriarty... the first C&C mod in the current campaign I'm in was Galal's Grave, and we're currently going through The Fantastic Adventure...

Hehehe... both great adventures and in my case, I *also* chose to run Galal's Grave first followed by the Fantastic Adventure. I ran the Shadows of Halfling Hall after that.

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Post by angelius »

Which one is the best dungeon crawl?
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moriarty777
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Post by moriarty777 »

angelius wrote:
Which one is the best dungeon crawl?

Best overall ... or best one ran?
I find that a module which has more 'intense' dungeon crawling is not for everyone. A couple of my players need a bit of variety during the course of 3 or 4 sessions. If it was 4 sessions spent purely dungeon crawling as part of a larger mega-dungeon, I could end up with a riot on my hands!
That said, one enjoyable one in recent memory was the Mysterious Tower.

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Post by rabindranath72 »

DL1, Dragons of Despair. The "porting" to C&C was a breeze, and the adventure flowed quite neatly. And the final dragon REALLY scared the players to death!

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Post by bighara »

DCC1: Idylls of the Rat King and B10: Night's Dark Terror.

Though DCC1 was fairly tweaked (mixed with part of the Dragonfiend Pact) and B10 fizzled before finishing. Still, we got through the Siege, which is one of the coolest parts.
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Post by serleran »

Quote:
Which one is the best dungeon crawl?

D1-3. It doesn't get much more dungeon crawly.

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Post by Aladar »

I have found, in my limited experience, that most of the old AD&D (1st Ed) modules will work fine with C&C.

I will also add that Tegal Manor (original JG copy) is one of the best "crawls" I have been in and ran as a DM, and I am looking forward to using it in C&C. There is no set "plot" just good old dungeon exploring, killing monsters, and finding teasures.
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Post by Treebore »

Between my two groups I have CKed a fair number of modules, successfully.

With my home group:

The "A" series of modules, the goodman modules, Halfling Hall, Against the Giants series (just the giants), another Goodman DCC (I think it was called Citadel of the Demon Prince), and I don't remember any others.

The Monday Group:

HH 1 and 2. My own module, and now they will also being going into the "Against the Giants" modules, possibly all the way through Queen of the Demon web Pits, if they live that long.
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