Quickbeam said:
IBTW, would you care to share some of the highlights (and lowlights) of those 21 adventuring years with curious minds?
Wow, what a loaded question! I'd say the highlight of our gaming group's history would be my wife's wedding & mine. While not actually part of a game, our rocky courtship probably wouldn't have survived without the weekly gaming group. Most of the group was also in the wedding party. 14 years and 3 children later I would say it has been a success.
As to our best modules, they would be:
Module #1, "Search for the Rod of the Seven Parts" (1982-83). Our first module, which can be found at the link in my above post (as Chapters 1-22).
Module #34, "Dwellers of the Forbidden City" (TSR Module I1) (1986). It concluded with the party establishing the city and its island as their home base.
Module #51, "Return the Rainbow" (1989-90). The world becomes black-and-white and the party must venture into a mystical realm to find and return the Cup of Color to restore it.
Module #64, "What if Denny Had Lived?" (1992). Our 10th Year Anniversary module. A villain had gone back in time and prevented the events of the first game night from happening, simply by killing a single orc. Six of the heroes, who were dead in the new alternate reality, had to go back in time in spirit form (as per the D.C. Comic "Deadman") and re-right history.
Module #83, "Chariots of Water" (1996). The party is transformed into aquatic humanoids to recover an artifact lost in a shipwreck. It concluded with an underwater version of a Ben Hur style chariot race.
Module #94, "The Ghost of Mistmoor" (Dungeon Magazine #35) (1998). An excellent ghost story, which all of the players thoroughly enjoyed.
Module #100, "Chinese Take-out" (2001-02). It combined the Forgotten Realms Kara-Tur gaming suppliment and the Darkhold Castle gaming suppliment. The climax battle took place on the Abyss, using Planescape information found on the Intenet. The Story Hour is posted at the following link:
http://enworld.cyberstreet.com/show...42&pagenumber=1
As for 'low-lights', that would be Module #6, "The Caves of Thibaultia" (1983). The group almost broke up during this one, due to a combination of a heavy-handed DM, an excessively deadly module and a male player making inappropriate advances to a female player. I am currently posting that disaster (with assorted side notes) as Chapters 28-33 of the same 'Early Years' thread posted with our first module.