Wik
First Post
They've been mentioned already, but I'll list my personal favourites:
EXPEDITION TO THE BARRIER PEAKS: Essentially, this is a crashed spaceship. The PCs force open the doors, and start exploring - but they only have a certain amount of time before the doors close, and then they have to find a way out. There are many different floors in this "dungeon" - a submerged floor, a swampy floor that was once an animal menagerie, and some more sci-fi like floors. Many of the monsters were written for this specific adventure, and were very sci-fi in nature - the vegepygmies, for example, as well as one of the weirdest monsters ever... the Wolf in Sheep's Clothing.
The PCs could pick up various ray guns, powered armour, and gadgets, but they had to make intelligence checks and follow an "item learning" flow chart to see if they could get the thing working (or if it'd blow up in their faces). There were coloured key cards to get from place to place in the dungeon, crazed androids, and so many other cool things that this has to be one of my favourite dungeons of all time (and I'm amazed it hasn't serously been remade).
THE HIDDEN SHRINE OF TAMOACHAN: This one is actually my favourite adventure of all time. There's a lot of Aztec imagery within the adventure, and the PCs actually fight various "Gods" (a giant slug, a giant bat) that I always thought were cool. I mean, fighting a giant slug is kind of lame... unless that slug is actually a cthulu-esque God, right?
Another neat thing was that the shrine was filling up with poisonous gas, and the PCs only had a certain amount of time to escape (in the original module, it was something like two hours of REAL TIME, because the module was written for tournament play, but you can easily modify it, and were sort of expected to, for at-home play). As a by-product, many of the encounters were themed around actually AVOIDING the encounter, as opposed to "beating" it. We had a lot of fun with this, because at the time, we were very much into playing rogues and other sneaky folk.
Plus, there's a neat scene involving a mirror of opposition. I won't give it away.
THE ISLE OF DREAD: My second favourite adventure, because it really is a sandbox. You can explore the island (and the simple towns found on the Tanaroan Peninsula), and many areas of the island had different themes. There were the nomadic Rakasta riding giant cats in the savannah, dinosaur-haunted jungles, and a volcanic centre that was also the home for the aquatic kopru.
Many things in this adventure leap out at me, but I won't give it all away. But, really, it was the perfect adventure in that it gave a lot of quick details, but expected the GM to take it from there. You could really follow your group's interest and expand upon the isle for many, many levels. When I ran it in 3e, I unfortunately felt I had to stick to the path (it was an Adventure path, after all)... if I ran it again, I'd pretty much stick to the "sandbox" play - it's a lot of fun.
EXPEDITION TO THE BARRIER PEAKS: Essentially, this is a crashed spaceship. The PCs force open the doors, and start exploring - but they only have a certain amount of time before the doors close, and then they have to find a way out. There are many different floors in this "dungeon" - a submerged floor, a swampy floor that was once an animal menagerie, and some more sci-fi like floors. Many of the monsters were written for this specific adventure, and were very sci-fi in nature - the vegepygmies, for example, as well as one of the weirdest monsters ever... the Wolf in Sheep's Clothing.
The PCs could pick up various ray guns, powered armour, and gadgets, but they had to make intelligence checks and follow an "item learning" flow chart to see if they could get the thing working (or if it'd blow up in their faces). There were coloured key cards to get from place to place in the dungeon, crazed androids, and so many other cool things that this has to be one of my favourite dungeons of all time (and I'm amazed it hasn't serously been remade).
THE HIDDEN SHRINE OF TAMOACHAN: This one is actually my favourite adventure of all time. There's a lot of Aztec imagery within the adventure, and the PCs actually fight various "Gods" (a giant slug, a giant bat) that I always thought were cool. I mean, fighting a giant slug is kind of lame... unless that slug is actually a cthulu-esque God, right?
Another neat thing was that the shrine was filling up with poisonous gas, and the PCs only had a certain amount of time to escape (in the original module, it was something like two hours of REAL TIME, because the module was written for tournament play, but you can easily modify it, and were sort of expected to, for at-home play). As a by-product, many of the encounters were themed around actually AVOIDING the encounter, as opposed to "beating" it. We had a lot of fun with this, because at the time, we were very much into playing rogues and other sneaky folk.
Plus, there's a neat scene involving a mirror of opposition. I won't give it away.
THE ISLE OF DREAD: My second favourite adventure, because it really is a sandbox. You can explore the island (and the simple towns found on the Tanaroan Peninsula), and many areas of the island had different themes. There were the nomadic Rakasta riding giant cats in the savannah, dinosaur-haunted jungles, and a volcanic centre that was also the home for the aquatic kopru.
Many things in this adventure leap out at me, but I won't give it all away. But, really, it was the perfect adventure in that it gave a lot of quick details, but expected the GM to take it from there. You could really follow your group's interest and expand upon the isle for many, many levels. When I ran it in 3e, I unfortunately felt I had to stick to the path (it was an Adventure path, after all)... if I ran it again, I'd pretty much stick to the "sandbox" play - it's a lot of fun.