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Dungeon Magazine's Top 30 Adventures: Do they hold up?
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<blockquote data-quote="Stormonu" data-source="post: 8638371" data-attributes="member: 52734"><p>A few more I've had experience with:</p><p></p><p>A1-A4: Scourge of the Slavelords. A good premise, A1 & especially A2 are strong. The "scripted" end of A3 is a problem and I wish Suderham was more fleshed out. A4 is a pain in the neck from the player's perspective, but if you're willing to go along with the premise (starting with no gear), it's one that really tests the player's creativity instead of the character's ability.</p><p></p><p>C1 - Ghost Tower of Inverness. To me, this module is trash - a bunch of random, anachronistic puzzles held together with an extremely loose plot. The last encounter is a random dicefest player killer where skill plays little to no part in its resolution.</p><p></p><p>N1 - Cult of the Reptile God. I like its premise, and this is essentially a homage to the Lovecraftian <em>Secret of Innsmouth</em> , but I had trouble running this adventure and keeping it from devolving into "kill every commoner in town, it's the only way to be sure" sort of mentality.</p><p></p><p>Ruins of Undermountain - the original is overly wordy for a snobbery-based attempt to tackle a megadungeon and attempt to prove the genre is "wrong". I wouldn't recommend it.</p><p></p><p>X1 - Isle of Dread - A great concept and oozes with theme, but unless you're willing to put in the extra work to flesh it out (or get the Goodman version that does that for you), it can be frustratingly barebones. Also, by the original B/X rules for sea travel, I discovered that it's impossible to reach the island without ending up losing your ship to a hurricane. This needs a little bit of fiat to reach the isle in one piece in the first place - I guess that's somewhat expected, but its annoying and should be kept in mind when used.</p><p></p><p>Dwellers of the Forbidden City - another Conan/Lovecraft throwback, this one is really bare bones and needs a lot of prep to be workable. It has a great premise, huge potential as an exploration sandbox and the potential to ooze with atmosphere in the right hands. Again though, takes a lot of work to pull off effectively and doesn't really have a plot - it's more of just an adventuring location. I think the ToA reinterpretation does this much better, though it too is a bit bare bones at time.</p><p></p><p>DL1 - Dragons of Despair. The adventure, I've tried it at least 3 times and its a slog to run. It's a <em>great</em> sourcebook for the novels, but has serious issues as an adventure. If you do try to run it, you have to put the novel out of your mind, and I'd still recommend NOT using the pregens. Which defeats the adventure's entire purpose.</p></blockquote><p></p>
[QUOTE="Stormonu, post: 8638371, member: 52734"] A few more I've had experience with: A1-A4: Scourge of the Slavelords. A good premise, A1 & especially A2 are strong. The "scripted" end of A3 is a problem and I wish Suderham was more fleshed out. A4 is a pain in the neck from the player's perspective, but if you're willing to go along with the premise (starting with no gear), it's one that really tests the player's creativity instead of the character's ability. C1 - Ghost Tower of Inverness. To me, this module is trash - a bunch of random, anachronistic puzzles held together with an extremely loose plot. The last encounter is a random dicefest player killer where skill plays little to no part in its resolution. N1 - Cult of the Reptile God. I like its premise, and this is essentially a homage to the Lovecraftian [i]Secret of Innsmouth[/i] , but I had trouble running this adventure and keeping it from devolving into "kill every commoner in town, it's the only way to be sure" sort of mentality. Ruins of Undermountain - the original is overly wordy for a snobbery-based attempt to tackle a megadungeon and attempt to prove the genre is "wrong". I wouldn't recommend it. X1 - Isle of Dread - A great concept and oozes with theme, but unless you're willing to put in the extra work to flesh it out (or get the Goodman version that does that for you), it can be frustratingly barebones. Also, by the original B/X rules for sea travel, I discovered that it's impossible to reach the island without ending up losing your ship to a hurricane. This needs a little bit of fiat to reach the isle in one piece in the first place - I guess that's somewhat expected, but its annoying and should be kept in mind when used. Dwellers of the Forbidden City - another Conan/Lovecraft throwback, this one is really bare bones and needs a lot of prep to be workable. It has a great premise, huge potential as an exploration sandbox and the potential to ooze with atmosphere in the right hands. Again though, takes a lot of work to pull off effectively and doesn't really have a plot - it's more of just an adventuring location. I think the ToA reinterpretation does this much better, though it too is a bit bare bones at time. DL1 - Dragons of Despair. The adventure, I've tried it at least 3 times and its a slog to run. It's a [i]great[/i] sourcebook for the novels, but has serious issues as an adventure. If you do try to run it, you have to put the novel out of your mind, and I'd still recommend NOT using the pregens. Which defeats the adventure's entire purpose. [/QUOTE]
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