Need a good single-session module, advice?

A forum for discussing the many DCC modules published under third edition rules, EXCEPT for Castle Whiterock, which has its own forum.

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Slider33
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Need a good single-session module, advice?

Post by Slider33 »

I need to seek the advice of all the DCC experts and veterans out there.

I am running a one session adventure for some friends. (one guy only gets to visit to play a few times a year).

So I'm looking for an adventure that we could possibly get through in one 12-hour sitting.

I would prefer to do something that's level 7-10, but if there's a lower level module that would fit better I'm

open to suggestions.

I want a good solid dungeon crawl with a healthy amount of combat, something the players can jump right into without a lot of setup or plot.

Are there any good dungeon crawl classics that would fit this description?
goodmangames
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Post by goodmangames »

I'll leave the advice to others... but as a good place to start, consider our Adventure Finder, which sorts the DCC's by character level:

http://www.goodmangames.com/adventurefinder.php

Hope that helps.
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Goodman Games
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tacojohn4547
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Post by tacojohn4547 »

Slider33 wrote:I need to seek the advice of all the DCC experts and veterans out there.

I am running a one session adventure for some friends. (one guy only gets to visit to play a few times a year).

So I'm looking for an adventure that we could possibly get through in one 12-hour sitting.

I would prefer to do something that's level 7-10, but if there's a lower level module that would fit better I'm

open to suggestions.

I want a good solid dungeon crawl with a healthy amount of combat, something the players can jump right into without a lot of setup or plot.

Are there any good dungeon crawl classics that would fit this description?

Gentlemen, allow me to make a suggestion for this nice fellow:


DCC #12.5 Iron Crypt of the Heretics by Harley Stroh


Big suprise there, eh? :wink:


DCC Requirements: DCC #12.5

-- Can be completed in one marathon session check!
-- Prefers DCC suitable for levels 7-10 (or higher?) double-check (1)
-- Good solid dungeon crawl check!
-- Healthy doses of combat check (2)
-- Quick start check (3)

Bonus considerations:

-- Proven adventure that veterans will enjoy check! (4)
-- Adventure that appeals to today's gamers
(ENnie nominated for Best Adventure) check!
-- Superfan had already done battlemaps for the addy CHECK!
-- Easily ran in either D&D 3.5 or AD&D 1E check! (5)


Footnotes:
(1) DCC #12.5 is stated for levels 11-13, but with slight adjustments can be ran for lower levels or for higher levels. Mid- to high-level play is a blast, both for the DM and for the players.

(2) Although billed as "thinking man's dungeon crawl" by the author, DCC does pack a powerful combat punch. As a part of the scaling notes, additional monsters can be added at numerous points in the dungeon without distracting from the overall plot. With additional modifications to the monster roster (with which I have had extensive experience on this particualr DCC and could help you out with), the combat encounters really start to stack up against the typical hack and slash party. Survival is purely optional.

(3) I ran this DCC at Gen Con Indy this past year. I ran 4 sessions of four hours each. I gave the players about 15 to 30 minutes to make their PC selections, read the player handouts I had put together, and pick their spells. We were into the action in less than 30 minutes with a couple of the groups.

(4) I've ran this module 6 times so far: four times at Gen Con Indy, one time at GorillaCon3 and one time for my home gaming group. Lots of 20 year veteran gamers in those six times through the Crypt. I've had lots of positive feedback on tihs module, especially at Gen Con.

(5) The 1E version of the module has an additional 5 rooms/encounter areas that were edited out of the 3.5 Ed version. These additional encounter areas are tough, tough, tough! More opportunities for combat - more opportunities for PC's to die!

And, if you wanted to run the module in 3.5 Ed, but want to play through the extra rooms to enchance the game session, I can help you "insert" them into the 3.5 Ed version and your players will never know the rooms were cut.

Of course, YMMV.

tacojohn4547
slimykuotoan
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Post by slimykuotoan »

Legacy of the Savage Kings DCC #17

We had a blast.
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Warduke
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Re: Need a good single-session module, advice?

Post by Warduke »

Slider33 wrote:I want a good solid dungeon crawl with a healthy amount of combat, something the players can jump right into without a lot of setup or plot.
you just described the entire product line!

either Savage Kings or Iron Crypt would be good choice, but Iron Crypt is more deadly puzzle than combat. (the 1e version does a nice job of balancing this)

Course you could always do Blackguard's Revenge followed by Iron Crypt in a save the world marathon session! Tons of combat, tons of deadly traps!
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Slider33
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Post by Slider33 »

Thank you so much for the advice, it was exactly what I was looking for! It is hard to choose from all the modules especially while not being able to look and see what each one provides.

I love the idea of running a "thinking mans game" but I worried that some modules may not contain enough combat to satisfy them. It would be perfect if the module had a good mix of puzzles and combat.

I will certainly be using D&D 3.5.

Matter of fact, I'll probably get both Iron Crypt and Legacy of the Savage Kings. I could always use one or the other at a later time.

I have the Crypt of the Devil Lich with me, but I'm saving that for some other time. It's a bit too high level than what I'm used to running (and playing).

Thanks again, you have all really helped me make the right choice!
Slider33
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Post by Slider33 »

By the way, I've decided to go with Legacy of the Savage Kings for this session, it's exactly what I had in mind. But I also purchased the Iron Crypt for later use. We'll run through that one when we all get a little more exposure with higher level play.

I can't wait to run through this, me and my players are very excited, and they haven't a clue what's in store for them. Should be a blast!!!!
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JediOre
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Post by JediOre »

Slider33 wrote:I can't wait to run through this, me and my players are very excited, and they haven't a clue what's in store for them. Should be a blast!!!!
Slider33, they are in for a wonderful time.

That's what's in store for them!
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