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Against the Cult of the Reptile God - your experiences?

Quasqueton

First Post
Twenty-fifth thread of a series on the old classic Dungeons & Dragons adventure modules. It is interesting to see how everyone's experiences compared and differed.

Against the Cult of the Reptile God
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Did you Play or DM this adventure (or both, as some did)? What were your experiences? Did you complete it? What were the highlights for your group?

Quasqueton
 
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refereed this one.

it was okay. had a good village setup.

and the enemies are good choice. except... the BBEG.

the BBEG was way over the top in comparison to the relative power of the module.
 

This is one of the best, if not the best classic adventure of all time.

It had a good non-linear organic set-up that allows for the PCs to investigate, hide, spy and eventually fight - and the adventure takes place in a few well-detailed locations so the party has a chance to re-coup between section.

I had a great time running this in my old 2E Aquerra campaign. . . Sure, several PCs died in accomplishing it - but everyone had fun anyway.
 

First time, I played it and we were wasted by troglodytes who ambushed us in our sleep. I thought it was fun, investigating the town. I just wish that us PCs had more brain cells to rub together that session.

I picked up a copy for myself and I hope to run it some time...in the future.
 

The memories coming flooding back ;)!

Great module...up until the very end :p. Party played smart most of the way...then failed to take advantage of a "safe zone" rest area before facing the BBEGal. Some unfortunate saving throws and poor tactical decisions = virtual TPK.

It would be fun to replay this in 3.x...

~ OO
 

I like the adventure and the village, and like others have said the big bad is not fun...but also the temple has a basement that is a dungion crawl and it really doesn't need to be. THe put in a dungeon crawl for the sake of having a dungeon crawl :eek:
 

nemmerle said:
This is one of the best, if not the best classic adventure of all time.

I have a bunch of the classics and this is my favorite by far.

It had a good non-linear organic set-up that allows for the PCs to investigate, hide, spy and eventually fight - and the adventure takes place in a few well-detailed locations so the party has a chance to re-coup between section.

And that's why. There was an adventure in Dungeon using a doppleganger plant that was similar, but with a race against time. I am not sure which I like more.
 

Probably the best written module I've ever read. And it was the most catastrophic experience I've ever had as a DM. At every turn the players did the rock-stupidest, most contrary things that could be done, turning what could have been the best adventure ever into an absolute travesty.
 

I loved it. It was better than Cats. I would play it again and again.

That stated, for someone thinking through the implications of how the module works in the larger context of the D&D universe, it raises and does not solve serious problems with how cleric spell acquisition works.
 


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