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<blockquote data-quote="Sacrosanct" data-source="post: 9548081" data-attributes="member: 15700"><p>B2, Keep on the Borderlands, and S1: White Plume Mountain</p><p></p><p>B2 gets a lot of criticism, but the reason I love it is not because it was the "default" first module (it wasn't for me anyway). And it wasn't because of the caves themselves (even though the caves really shine when you impalement alliances between the clans with the final priest in charge of them all and not just individual caves that don't really interact with each other).</p><p></p><p>The reason I love it is because of what a great sandbox it was. In a small module, there is still so much information about surrounding areas that really drove my imagination to turn it into an entire campaign. The Keep is a great base of operations for turning B2 into a much larger thing. To me, that's what makes D&D great: it lets you as the DM create your own adventures and stories on top of the existing adventure.</p></blockquote><p></p>
[QUOTE="Sacrosanct, post: 9548081, member: 15700"] B2, Keep on the Borderlands, and S1: White Plume Mountain B2 gets a lot of criticism, but the reason I love it is not because it was the "default" first module (it wasn't for me anyway). And it wasn't because of the caves themselves (even though the caves really shine when you impalement alliances between the clans with the final priest in charge of them all and not just individual caves that don't really interact with each other). The reason I love it is because of what a great sandbox it was. In a small module, there is still so much information about surrounding areas that really drove my imagination to turn it into an entire campaign. The Keep is a great base of operations for turning B2 into a much larger thing. To me, that's what makes D&D great: it lets you as the DM create your own adventures and stories on top of the existing adventure. [/QUOTE]
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