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<blockquote data-quote="Draksila" data-source="post: 4402469" data-attributes="member: 31376"><p>Ravenloft/House of Strahd - Watching my father DM this module led me into gaming. I've run it often since then, including the House of Strahd incarnation (which updated some of the statistical anomalies, I freely admit). Two groups have lived through it, one survivor of two other groups, and a good dozen found it to be lethal... but enjoyable. They often wanted to go back for more, but I avoided running it multiple times for any particular group just to keep some of the mystery.</p><p> </p><p>Night of the Walking Dead - A classic opening module with a difficult but cinematic ending, stories are still told in my longest-running group about this little gem. Of course, they were fans of the entire Hyskosa cycle... but this is the module that got their interest peaked.</p><p> </p><p>Curse of the Azure Bonds - More or less just a conversion of the SSI Gold Box video game, my groups still got a lot of mileage out of this adventure. Run well, it's a mini-epic all on its own. The lead-in adventure, Paths of Adventure (the module based on Pool of Radiance) was clunky and needed a good deal of work, but this one functioned really well.</p><p> </p><p>Night Below - If I could still find a decent copy of this boxed set, I might be tempted to dig it back up. Maybe eBay... anyway, we never got further than book two before the group composition was shattered by real life changes, but there are some very memorable scenes from my uses of that campaign set. Hardcore negotiations with green dragons, rambling barfights, vendettas with NPCs, elaborate funerals for fallen heroes, and betrayals from within the group that led to disaster... this one ended up having a little of everything.</p><p> </p><p>Return to the Tomb of Horrors - I never got a chance to run this one, but it read beautifully. Take the old grindhouse of an adventure, put a full and complex story around it, add in a city of obsessive necromancers... it just sounded like it would have been incredibly interesting. Too bad I lost my group before it came to be.</p><p> </p><p>(Added a sixth) Dragon Mountain - Okay, so I liked the old boxed set adventures. This one was a bit difficult to run due to its dungeon crawl nature, but it was the first official module that exhibited the cleverness and ingenuity of kobolds as a species. After years of being noted as sly and inventive trapmakers and survivalists in monster manuals, they were finally used as more than cannon-fodder. Add to it another case of vendettas sworn against NPCs, and it went over rather well in play.</p></blockquote><p></p>
[QUOTE="Draksila, post: 4402469, member: 31376"] Ravenloft/House of Strahd - Watching my father DM this module led me into gaming. I've run it often since then, including the House of Strahd incarnation (which updated some of the statistical anomalies, I freely admit). Two groups have lived through it, one survivor of two other groups, and a good dozen found it to be lethal... but enjoyable. They often wanted to go back for more, but I avoided running it multiple times for any particular group just to keep some of the mystery. Night of the Walking Dead - A classic opening module with a difficult but cinematic ending, stories are still told in my longest-running group about this little gem. Of course, they were fans of the entire Hyskosa cycle... but this is the module that got their interest peaked. Curse of the Azure Bonds - More or less just a conversion of the SSI Gold Box video game, my groups still got a lot of mileage out of this adventure. Run well, it's a mini-epic all on its own. The lead-in adventure, Paths of Adventure (the module based on Pool of Radiance) was clunky and needed a good deal of work, but this one functioned really well. Night Below - If I could still find a decent copy of this boxed set, I might be tempted to dig it back up. Maybe eBay... anyway, we never got further than book two before the group composition was shattered by real life changes, but there are some very memorable scenes from my uses of that campaign set. Hardcore negotiations with green dragons, rambling barfights, vendettas with NPCs, elaborate funerals for fallen heroes, and betrayals from within the group that led to disaster... this one ended up having a little of everything. Return to the Tomb of Horrors - I never got a chance to run this one, but it read beautifully. Take the old grindhouse of an adventure, put a full and complex story around it, add in a city of obsessive necromancers... it just sounded like it would have been incredibly interesting. Too bad I lost my group before it came to be. (Added a sixth) Dragon Mountain - Okay, so I liked the old boxed set adventures. This one was a bit difficult to run due to its dungeon crawl nature, but it was the first official module that exhibited the cleverness and ingenuity of kobolds as a species. After years of being noted as sly and inventive trapmakers and survivalists in monster manuals, they were finally used as more than cannon-fodder. Add to it another case of vendettas sworn against NPCs, and it went over rather well in play. [/QUOTE]
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