Are there any *classic* 2E adventures?

If we're talking "great" adventures instead of "classic" (Classic, IMO, requires that a significant part of the players have actually played it and thus have shared memories of it), I have to mention Dragon's Crown for Dark Sun. It featured travel back and forth across the face of the world (well, an area about as large as Spain anyway), man-eating halflings, thri-kreen driven nuts, ancient defiled ruins, giants, sorcerer-kings, sneaking around, and lots of other stuff. Also a refreshing lack of huge dungeons for such a big adventure - instead, most of the adventure took place while travelling, with a couple of small dungeons here and there. Dragon's Crown is my favoritest adventure ever.
 

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I had to speak up on behalf of a Dungeon adventure called Prism Keep. I don't know why, but I love that one and I have run it several times. It has a little of everything: strange adversaries, NPC interaction that effects major portions of the adventure, exotic locale, etc. Very well done IMO and well worth the cover price, issue #68? I cannot remember the issue, but the cover featured the keep itself with it's gargoyles. Very cool. Later!
 

I see The Shattered Circle was mentioned a couple of times. Was that a good module? I have it, it came out during a short module buying phase I went through near the end of 2e, but I never really got around to running it. It does look cool, but reading a module and playing it are two different things.
 

Orius said:
I see The Shattered Circle was mentioned a couple of times. Was that a good module? I have it, it came out during a short module buying phase I went through near the end of 2e, but I never really got around to running it. It does look cool, but reading a module and playing it are two different things.
I have it, and it looked like a neat starting adventure with one major flaw - it uses stuff that's not in the core books and isn't explained in the adventure. The main stuff you run into in the dungeon are chitines, and very little info is given on them in the adventure. Dedicating one page of the adventure to a MC writeup of chitines would have improved it immensely.
 

DaveMage said:
Classic vs. great?

Hmmm....

The Undermountain box set (the first one) is the only one I think I would consider "classic" and even that gets points off because, while the detailed areas were great, the blank rooms were a disappointment. I realize that the DM was supposed to fill these in, but there were just too many blank rooms for my liking.

A GREAT one was Return to the Tomb of Horrors. I never got to play the other TOMES adventures: Axe of the Dwarvish Lords or Rod of Seven Parts. Did anyone play these - and if so, were they any good?

The Rod of Seven Parts is one of those adventures I wanted to play but was never able to work it...did read the book though.

gk
 

AFGNCAAP said:
Have to agree with ya on Vecna Lives! & its lead-up modules

What modules were those? As I recall Vecna Lives! didn't have any modules that directly fed into it, and I don't think it was part of an alphanumeric series.
 

Alzrius said:
What modules were those? As I recall Vecna Lives! didn't have any modules that directly fed into it, and I don't think it was part of an alphanumeric series.

I think the poster is refering to:

Vecna Reborn by Monte Cook
&
Die Vecna Die! by Bruce R. Cordell.

Let's see another one for 3E! Call it: "Vecna, Are you freaking dead yet?" :D
 

dead said:
I think the poster is refering to:

Vecna Reborn by Monte Cook
&
Die Vecna Die! by Bruce R. Cordell.

Let's see another one for 3E! Call it: "Vecna, Are you freaking dead yet?" :D

Yeah, but Vecna Lives! predates those modules by years. Vecna Lives! is one of my all-time favorites, despite the railroading. MerricB mentions the "Howl From the North" series, which turned into a horrible case of railroading at the end -
the PCs retrieve the swords, and promptly have them taken away with no chance of hanging onto them - boo!

Return to the Tomb of Horrors is another classic. Not groundbreaking, but was, in my opinion, a great example of adventure writing at its best, and my favorite boxed set. Probably the most atmospheric of TSR's late 2e efforts.

A Paladin In Hell was a great module. Lots of cool ideas and set pieces.
 

Classic is an Ubiquitous and unique symbol of a time gone by.

If we consider that definition, I would consider Gates of Firestorm peak a classic culmination of the 2e era.

I think Dead Gods is a Classic of Planescape

I think Ruins of Undermountain also qualifies as a 2e classic.
 

[All i have to say is 7 words. The rod of seven parts, Well 5.
That was a great and classic adventure. It had it all. And my grooup still talks of it 5 years later. That is worth it and i find that is the main thing missing from 3rd ed and 3.5. The adventures that were done well and are not just a one night only. I want a 20 dollar adventure that is good for it is worth the price if it covers like 5 to 10 games nights. Go rod of seven parts!!!! Die Myska
 

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