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Horror on the Hill - your experiences?
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<blockquote data-quote="T. Foster" data-source="post: 2053532" data-attributes="member: 16574"><p>This was one of the first modules I bought (before I'd moved on from Basic D&D to AD&D) and I think is the very first pre-published module I ever ran as DM (though since at the time it was only me and 1 other player the DM also ran a couple PCs). I remember we played this in one marathon session that started under the bleachers at a track meet (we were there ostensibly to watch my friend's older step-brother compete) and ended in the back of the van on the way home (I can't believe I didn't get carsick...).</p><p></p><p>This is a very fun module with some memorable set-pieces and good art by Jim Holloway (which, alas, I'm pretty sure we later colored in), but it has a 'false ending' followed by a twist that is certainly dramatically exciting (my friend almost had a coronary when he realized what had happened) but is ridiculously unfair to low level characters who are likely low and hp and just about out of spells by the time it happens (especially since it cuts off any possibility to retreat and rest up -- the characters are given no choice but to finish the module or die). And then there's the actual true finale of the module which is so horribly out of balance that I can hardly imagine any party not getting TPK'd without heavy DM intervention (which I'm pretty sure I provided -- after all a 9-year old kid who's DMing for the first time and also running a couple of PCs doesn't want to inflict a TPK).</p><p></p><p>I'm not sure how I'd handle these issues if I were to run this module again today (which is probably one of the reasons why I never have...).</p></blockquote><p></p>
[QUOTE="T. Foster, post: 2053532, member: 16574"] This was one of the first modules I bought (before I'd moved on from Basic D&D to AD&D) and I think is the very first pre-published module I ever ran as DM (though since at the time it was only me and 1 other player the DM also ran a couple PCs). I remember we played this in one marathon session that started under the bleachers at a track meet (we were there ostensibly to watch my friend's older step-brother compete) and ended in the back of the van on the way home (I can't believe I didn't get carsick...). This is a very fun module with some memorable set-pieces and good art by Jim Holloway (which, alas, I'm pretty sure we later colored in), but it has a 'false ending' followed by a twist that is certainly dramatically exciting (my friend almost had a coronary when he realized what had happened) but is ridiculously unfair to low level characters who are likely low and hp and just about out of spells by the time it happens (especially since it cuts off any possibility to retreat and rest up -- the characters are given no choice but to finish the module or die). And then there's the actual true finale of the module which is so horribly out of balance that I can hardly imagine any party not getting TPK'd without heavy DM intervention (which I'm pretty sure I provided -- after all a 9-year old kid who's DMing for the first time and also running a couple of PCs doesn't want to inflict a TPK). I'm not sure how I'd handle these issues if I were to run this module again today (which is probably one of the reasons why I never have...). [/QUOTE]
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