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[Dungeon] Which TSR Modules are "Classics"?
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<blockquote data-quote="johnsemlak" data-source="post: 1109054" data-attributes="member: 7233"><p>I haven't played some of the 'classics', but here are my favorites.</p><p></p><p>GDQ--Enough said.</p><p></p><p>WG4--The Forgotten Temple of Tharizdun. A dark, lovecraftian module and really capitalized on the abandoned evil temple motive. One of the best for haveing players stumble on an Ancient arcane secret. A Gygax/Kuntz classic. I'm surprised this module doesn't get more mentions. I agree with MerricB it's too bad some of the material in it was never followed up on (Just what was in that lost grimore menioned at the end????)</p><p></p><p>B2: Keep on the Borderlands</p><p></p><p>B3: Palace of the Silver Princess--A very old school module in a good way. A classic quest in which the players must figure out how to lift a curse and save someone. Plus, the controversy of the 'orange module'. One of the great things about this module is that it gives an epic feel to a low level adventure. Again, I'm surprised it doesn't get more mentions.</p><p></p><p>A1-4 Slaver series. Dunno, just like it.</p><p></p><p>X1-Mmmmm. Classic exploration of unknown territory, with dangers abound. And the DM had so much freedom to expand on this one.</p><p></p><p>X4-5 I can't believe there's been no mention of this one yet. Dave Cook's best work, possibly. Great massive-epic quest modules, which forced players to really think, solve puzzles, travel discretely, etc. Both modules offered really cool new monsters too.</p><p></p><p>B10 Night's Dark Terror. Ooooh, I loved that one. Another great low-level adventure with an 'epic' feel.</p><p></p><p>I3-5 Desert of Desolation. Perhaps the best 'Egyptian' style products every actually done for D&D (at least that can be said for I3 Pharoah).</p></blockquote><p></p>
[QUOTE="johnsemlak, post: 1109054, member: 7233"] I haven't played some of the 'classics', but here are my favorites. GDQ--Enough said. WG4--The Forgotten Temple of Tharizdun. A dark, lovecraftian module and really capitalized on the abandoned evil temple motive. One of the best for haveing players stumble on an Ancient arcane secret. A Gygax/Kuntz classic. I'm surprised this module doesn't get more mentions. I agree with MerricB it's too bad some of the material in it was never followed up on (Just what was in that lost grimore menioned at the end????) B2: Keep on the Borderlands B3: Palace of the Silver Princess--A very old school module in a good way. A classic quest in which the players must figure out how to lift a curse and save someone. Plus, the controversy of the 'orange module'. One of the great things about this module is that it gives an epic feel to a low level adventure. Again, I'm surprised it doesn't get more mentions. A1-4 Slaver series. Dunno, just like it. X1-Mmmmm. Classic exploration of unknown territory, with dangers abound. And the DM had so much freedom to expand on this one. X4-5 I can't believe there's been no mention of this one yet. Dave Cook's best work, possibly. Great massive-epic quest modules, which forced players to really think, solve puzzles, travel discretely, etc. Both modules offered really cool new monsters too. B10 Night's Dark Terror. Ooooh, I loved that one. Another great low-level adventure with an 'epic' feel. I3-5 Desert of Desolation. Perhaps the best 'Egyptian' style products every actually done for D&D (at least that can be said for I3 Pharoah). [/QUOTE]
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