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What is your favorite d20 adventure?
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<blockquote data-quote="Melan" data-source="post: 871460" data-attributes="member: 1713"><p>I don't have Grey Citadel (yet!), but I have run a <strong>Tomb of Abysthor</strong> campaign. It is a very packed product - maybe not as much stuff as in Larin Karr, but we played it for about 70 hours total. </p><p>It is a well constructed dungeon (small wilderness section is included), offering various different environments and factions which, when played well, can really spice up exploration (some of them will take an active role against PCs, others just keep to themselves unless bothered). There is always something new, and some places are downright scary - a careless party may easily bite it in some spots.</p><p>The only weak spot, IMHO, is the level where Abysthor is - it is very linear, as opposed to others where there are several pathways and hidden things. Plus some unfair "gotcha!" traps. But you don't even have to make your players find it.</p><p></p><p><strong>Hall of the Rainbow Mage</strong> is another one I would recommend - it is one storyline, centered on two dungeons. You can run the whole together, but using each place separately is also fine. It isn't as well written as Vault of Larin Karr, but still very good in execution and ideas.</p></blockquote><p></p>
[QUOTE="Melan, post: 871460, member: 1713"] I don't have Grey Citadel (yet!), but I have run a [b]Tomb of Abysthor[/b] campaign. It is a very packed product - maybe not as much stuff as in Larin Karr, but we played it for about 70 hours total. It is a well constructed dungeon (small wilderness section is included), offering various different environments and factions which, when played well, can really spice up exploration (some of them will take an active role against PCs, others just keep to themselves unless bothered). There is always something new, and some places are downright scary - a careless party may easily bite it in some spots. The only weak spot, IMHO, is the level where Abysthor is - it is very linear, as opposed to others where there are several pathways and hidden things. Plus some unfair "gotcha!" traps. But you don't even have to make your players find it. [b]Hall of the Rainbow Mage[/b] is another one I would recommend - it is one storyline, centered on two dungeons. You can run the whole together, but using each place separately is also fine. It isn't as well written as Vault of Larin Karr, but still very good in execution and ideas. [/QUOTE]
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