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[Dungeon] Which TSR Modules are "Classics"?
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<blockquote data-quote="Joshua Randall" data-source="post: 1127596" data-attributes="member: 7737"><p>Y'know, I was going to pimp WG5 but I wasn't sure it fit the definition of a classic. For one thing, the adventure assumes you will play as Mordenkainen, Bigby, et al. That's cheesy at best and terribly munchkiny at worst. Also, the adventures starts off pretty lamely... Mordenkainen has just the right magic item to bypass "The Unopenable Doors".</p><p> </p><p>However, once the Fantastic Adventures gets going, it's a doozy. You've got this giant dungeon complex full of weird sh-t. There is a room where a <em>suggestion</em> effect makes the PCs put their magic items into holes in the ground that then close, crushing and destroying the items. There's a room with the classic "paintings that come to life and attack" feature. There's bunches of cursed items - my favorite is some <em>dust</em> (a la <em>sneezing and choking</em>) that can deprive the PCs of various senses. Let me tell you from bitter personal experience that being both blind and without your sense of touch completely sucks.</p><p> </p><p>The complex is also home to one of the coolest set-piece battles of all time, which pits the PCs against an apparently invulnerable stone golem armed with a petrifying whip and several other nasty abilities. Of course, it has a weakness (or two), but figuring out what that is while the golem is slaughtering party members can be quite a challenge.</p><p> </p><p>Finally you've got the villain of the complex, the excellently named Eli Tomarast, and his pet demon. So all-in-all, there's plenty of stuff to do and fight in the Fantastic Adventure. But I'm not sure I would select it as <strong>the</strong> adventure for Dungeon to re-visit.</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 1127596, member: 7737"] Y'know, I was going to pimp WG5 but I wasn't sure it fit the definition of a classic. For one thing, the adventure assumes you will play as Mordenkainen, Bigby, et al. That's cheesy at best and terribly munchkiny at worst. Also, the adventures starts off pretty lamely... Mordenkainen has just the right magic item to bypass "The Unopenable Doors". However, once the Fantastic Adventures gets going, it's a doozy. You've got this giant dungeon complex full of weird sh-t. There is a room where a [i]suggestion[/i] effect makes the PCs put their magic items into holes in the ground that then close, crushing and destroying the items. There's a room with the classic "paintings that come to life and attack" feature. There's bunches of cursed items - my favorite is some [i]dust[/i] (a la [i]sneezing and choking[/i]) that can deprive the PCs of various senses. Let me tell you from bitter personal experience that being both blind and without your sense of touch completely sucks. The complex is also home to one of the coolest set-piece battles of all time, which pits the PCs against an apparently invulnerable stone golem armed with a petrifying whip and several other nasty abilities. Of course, it has a weakness (or two), but figuring out what that is while the golem is slaughtering party members can be quite a challenge. Finally you've got the villain of the complex, the excellently named Eli Tomarast, and his pet demon. So all-in-all, there's plenty of stuff to do and fight in the Fantastic Adventure. But I'm not sure I would select it as [b]the[/b] adventure for Dungeon to re-visit. [/QUOTE]
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