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<blockquote data-quote="Enrico Poli1" data-source="post: 7874540" data-attributes="member: 6947027"><p>In no particular order:</p><p></p><p>1) The Whispering Cairn (Age of Worms AP, D&D 3.5)</p><p>Best starting adventure, in which you learn how to menage a starting base, NPCs and dungeons. IMO better then Keep on the Borderlands, The Sunless Citadel and Lost Mines of Phandelver.</p><p></p><p>2) There is no Honor (Savage Tide AP, D&D 3.5)</p><p>If you want to create the feeling that your adventures are like a great movie, try this. Also, an example of a very very difficult adventure, in which optimized players will struggle to survive.</p><p></p><p>3) Isle of Dread (BECMI)</p><p>An hexcrawl that serves as an introduction to the middle game, in which the PCs exit the dungeon and explore the wildlands. To learn what an hexcrawl is, you can substitute with Tomb of Annihilation (5e) or Stolen Lands (Kingmaker AP, Pathfinder)</p><p></p><p>4) Ravenloft (AD&D)</p><p>Gothic Horror done right. You can substitute with Curse of Strahd (5e)</p><p></p><p>5) Against the Cult of the Reptile god (AD&D)</p><p>A mystery-solving and thrilling adventure. You can substitute with The Haunting of Harrowstone (Carrion Crown AP, Pathfinder)</p><p></p><p>6) Into the Wormcrawl Fissure (Age of Worms AP, D&D 3.5)</p><p>An example of very high level play (19-20)</p><p>You can substitute with Prince of Demons (Savage Tide AP, D&D 3.5)</p><p></p><p>7) Descent into Avernus (5e)</p><p>Best example of planar adventure.</p><p></p><p>8) Test of the Warlords (BECMI)</p><p>To learn late-game in which PCs are landlords.</p><p></p><p>9) Red Arrow, Black Shield (BECMI)</p><p>An example of diplomatical and political game of international scope, with a full military campaign.</p><p></p><p>10) The City of Skulls (AD&D2e, Greyhawk)</p><p>An infiltration mission, done right.</p></blockquote><p></p>
[QUOTE="Enrico Poli1, post: 7874540, member: 6947027"] In no particular order: 1) The Whispering Cairn (Age of Worms AP, D&D 3.5) Best starting adventure, in which you learn how to menage a starting base, NPCs and dungeons. IMO better then Keep on the Borderlands, The Sunless Citadel and Lost Mines of Phandelver. 2) There is no Honor (Savage Tide AP, D&D 3.5) If you want to create the feeling that your adventures are like a great movie, try this. Also, an example of a very very difficult adventure, in which optimized players will struggle to survive. 3) Isle of Dread (BECMI) An hexcrawl that serves as an introduction to the middle game, in which the PCs exit the dungeon and explore the wildlands. To learn what an hexcrawl is, you can substitute with Tomb of Annihilation (5e) or Stolen Lands (Kingmaker AP, Pathfinder) 4) Ravenloft (AD&D) Gothic Horror done right. You can substitute with Curse of Strahd (5e) 5) Against the Cult of the Reptile god (AD&D) A mystery-solving and thrilling adventure. You can substitute with The Haunting of Harrowstone (Carrion Crown AP, Pathfinder) 6) Into the Wormcrawl Fissure (Age of Worms AP, D&D 3.5) An example of very high level play (19-20) You can substitute with Prince of Demons (Savage Tide AP, D&D 3.5) 7) Descent into Avernus (5e) Best example of planar adventure. 8) Test of the Warlords (BECMI) To learn late-game in which PCs are landlords. 9) Red Arrow, Black Shield (BECMI) An example of diplomatical and political game of international scope, with a full military campaign. 10) The City of Skulls (AD&D2e, Greyhawk) An infiltration mission, done right. [/QUOTE]
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