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What are you favorite/least favorite Dungeon Adventures

I really liked Beast of Burden from issue #100. It had a really nice illustration of the beast, and the concept was really cool. I liked the idea of a tribe living on the back of a giant beast. I used it in place of the first chapter in the Dead Gods adventure and had it take place on the Beastlands.

Yes, this is another one that stuck in my mind, despite reading it several years ago now. I'd love to have a go at running this adventure. It read as being a lot of fun and is definitely different from most!

And I would have to play Bette Midler's "Beast of Burden" at the end of the adventure! :lol::D

Olaf the Stout
 

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Thanks to Olaf and Joshua for mentioning Pandemonium in the Veins. Back in the day, Chris Youngs (formerly Chris Thomasson) sent me an email saying, "Hey, how about we do an arena/gladiator adventure? There's going to be this great fold-out map and a tie-in with the concurrent Dragon issue..." and it took off from there. Tons of fun to write!

My favorites are:
Umbra by Chris Perkins
Old Man Katan's Mushroom Band by Ted James Thomas Zuvich
Fortune Favors the Dead by Lance Hawvermale
... and various others that I like almost as much, like Thiondar's Legacy, the Harrowing, Trouble at Grog's, Vesicant, and The Murder of Maury Miller.
 

Best adventure
The Prince of Redhand by Richard Pett, Dungeon Magazine #131, part 8 of the Age of Worms adventure path.

This is the adventure that showed the possibilities inherent in a high-level adventure path: glorious structured roleplaying as you tried to get into the good graces of the Prince and the important people in Alhaster.

Worst adventure
The Spire of Long Shadows by Jesse Decker, Dungeon Magazine #130, part 7 of the Age of Worms adventure path.

Ambitious, but utterly flawed. The adventure played as a big combat followed by an extended rest. Repeat. No smaller combats, it was "brink of disaster" for every one, and required quite optimized characters.

Cheers!
 

Best adventure
The Prince of Redhand by Richard Pett, Dungeon Magazine #131, part 8 of the Age of Worms adventure path.

This is the adventure that showed the possibilities inherent in a high-level adventure path: glorious structured roleplaying as you tried to get into the good graces of the Prince and the important people in Alhaster.

Worst adventure
The Spire of Long Shadows by Jesse Decker, Dungeon Magazine #130, part 7 of the Age of Worms adventure path.

Ambitious, but utterly flawed. The adventure played as a big combat followed by an extended rest. Repeat. No smaller combats, it was "brink of disaster" for every one, and required quite optimized characters.

Cheers!

Brink of disaster? I WISH.

My players breezed through Spire of Long Shadows. It was a butt kicking - a total butt kicking. They flexed their Spell Compendium fueled Awesomeness and Complete Munchkin characters and slapped the bad guys around. **slappety-slap-slap**

The end of Spire of Long Shadows marked the end of my AoW campaign as I realized that the power balance was utterly broken from all the D&D add-on books I had allowed. My own fault, to be sure -- but I didn't realize how broketastic it all was until the Spire was such a cakewalk for the party.

That marked the end of me and unrestricted 3.5 D&D. Too bad - I had actually enjoyed reading Spire of Long Shadows and had looked forward to playing it.

I do think that my gaming group tends to prefer combat intensive adventuring though. *nods* And Spire of Long Shadows certainly was that.
 
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The end of Spire of Long Shadows marked the end of my AoW campaign as I realized that the power balance was utterly broken from all the D&D add-on books I had allowed. My own fault, to be sure -- but I didn't realize how broketastic is all was until the Spire was such a cakewalk for the party.
Wow. I've heard of several groups TPKing or getting sick and throwing in the towel during that adventure. That really states the sheer optimization skills of your group.
 

Wow. I've heard of several groups TPKing or getting sick and throwing in the towel during that adventure. That really states the sheer optimization skills of your group.

Two of the guys in my group are very good rules exploiters. One because he's a mathematician/programmer and he's
always been a min/maxer. It's the way he's made.

The other - who is the best player in our group by far (playing since '75) is the best tactical gamer you literally will ever meet, but he's usually more philosophically restrained when it comes to character generation. He genuinely doesn't try and break something "just to do it". He appreciates the errors - sees the exploits and points them out conversationally - and then doesn't take undue advantage. Usually, that is.

But I killed his character earlier in the AoW, you see. Or rather, Jason Buhlman did :)

Dave's initial character fell to the invisible stalkers in Sodden Hold (Hall of Harsh Reflections) - which ended up just being a whisker shy of a TPK (NASTY encounter). Dave refused to let his character be raised. Said it "wouldn't be right". He'd "roll up something else".

That's what he said at least. I've been playing with the guy for over 30 years - and I got that little sort of an "oh my" feeling of dread at the time. But his character was just killed in combat - which almost never, ever happens. So what was I going to say? "No no - you have to be raised?"

So I went with it. I think he took it sort of personally, in retrospect. Not against me -- but against the nameless, faceless designers of the AoW. He rolled up his sleeves and decided "Undead is it? I'll show them".

Well - he certainly did - I'll give him that. That's Mr. Broketastic's real "backstory" :D
 
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I DM'ed the 2e Adventure Dragon's Delve and much enjoyment was had both sides of the screen. It was published in Issue 62, here's the skinny...

Dragon’s Delve (3-6; Christopher Perkins; 24 p.) Something has seized control of Thunderdelve. The heroes must rid the fortress of its evil menace to free an enslaved crystal dragon.**

For 3e I ran Depths of Rage and that wasn't bad.
Depths of Rage (3) Entering the goblins’ lair is easy. Getting out alive is the tricky part.** (Feels like 13th Warrior..goblins need Balance skill..C.Cramer).

There is an earthquake half-way through the adventure which changes the map significantly and makes getting out of the stronghold much, much deadlier. I had included some tremors in the sessions running up to this adventure, heh heh.
 



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