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[Dungeon] Which TSR Modules are "Classics"?
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<blockquote data-quote="ashockney" data-source="post: 1108614" data-attributes="member: 1363"><p>Erik, if you do ANYTHING related to ANY of the modules listed above, we'll all go ga-ga. </p><p></p><p>All time favorite, no question: Against the Giants.</p><p></p><p>What a kick ass module that had interesting NPC's, a truly 'fantastic' setting (giant's keeps), that were richly detailed, a variety of encounters, and it had a very well-thought-out design (putting scent creatures with the giants to overcome invisibility for example). Finally, the great moment of truth: The true first ever appearance of a drow villian...at the end of ATG. If you had the joy of playing it with a group who didn't know what a drow was or could do, you know how awesomely challenging this encounter was! What a great experience top to bottom.</p><p></p><p>Keep on the Borderlands. Total nostalgia. The module is nothing more than a crawl.</p><p></p><p>White Plume Mountain. Awesome stakes. Great NPC's and villians. Multiple mysteries to be solved. Great weapons to be wielded, which has brought a smile to many players faces. The heart of the adventure takes place around a live volcano. Very nice.</p><p></p><p>The Lost Caverns of Tsojcanth. Completely because of the unique loot and spells, when no such thing really existed elsewhere. Here was a whole book FULL of such things. Agreed, that it is otherwise a total dungeon crawl.</p><p></p><p>Rahasia, I3, and I4. Play them again and again. Still some of the best sources to "pull" an encounter from with puzzles, mysteries, interesting NPC's, and challenging encounters (with new monsters). Very cool. Fear the unknown.</p></blockquote><p></p>
[QUOTE="ashockney, post: 1108614, member: 1363"] Erik, if you do ANYTHING related to ANY of the modules listed above, we'll all go ga-ga. All time favorite, no question: Against the Giants. What a kick ass module that had interesting NPC's, a truly 'fantastic' setting (giant's keeps), that were richly detailed, a variety of encounters, and it had a very well-thought-out design (putting scent creatures with the giants to overcome invisibility for example). Finally, the great moment of truth: The true first ever appearance of a drow villian...at the end of ATG. If you had the joy of playing it with a group who didn't know what a drow was or could do, you know how awesomely challenging this encounter was! What a great experience top to bottom. Keep on the Borderlands. Total nostalgia. The module is nothing more than a crawl. White Plume Mountain. Awesome stakes. Great NPC's and villians. Multiple mysteries to be solved. Great weapons to be wielded, which has brought a smile to many players faces. The heart of the adventure takes place around a live volcano. Very nice. The Lost Caverns of Tsojcanth. Completely because of the unique loot and spells, when no such thing really existed elsewhere. Here was a whole book FULL of such things. Agreed, that it is otherwise a total dungeon crawl. Rahasia, I3, and I4. Play them again and again. Still some of the best sources to "pull" an encounter from with puzzles, mysteries, interesting NPC's, and challenging encounters (with new monsters). Very cool. Fear the unknown. [/QUOTE]
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[Dungeon] Which TSR Modules are "Classics"?
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