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POLL: Greatest "Golden Era" Module for D&D.
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<blockquote data-quote="Haffrung" data-source="post: 7930112" data-attributes="member: 6776259"><p><strong>B1 In Search of the Unknown</strong> - Yes, I think this is a better starter dungeon than Keep on the Borderlands. Where B2 is basically a bunch of monster barracks carved into a ravine, B1 is a classic <em>dungeon</em>. That is, an elaborate and weird labyrinth that reward exploration. There are all sorts of tricks and traps to play around with, from wizard laboratories to magic pools, and the history of the location comes through. I've always felt that the test of a good dungeon is how entertaining it is to explore even without combat encounters. And B1 wins hands-down in that criteria. </p><p></p><p><strong>C1 The Hidden Shrine of Tamoachan</strong> - Is there a more evocative and thematic location in this list? Atmospheric dioramas, sculptures, bas reliefs, mosaics, sculptures, and wardrobes. Exotic and weird monsters. Cunning and deadly traps. All held together by a richly developed theme of an ancient civilization. And there's no filler here. Every room offers atmosphere, and rewards interaction and clever play. </p><p></p><p><strong>G1 Steading of the Hill Giant Chief </strong>- Gygax showed with G1 that monster barracks can be a hell of a lot of fun. The sleeping guards at the front gate train the PCs how to approach a lair intelligently. From there they can sneak around the steading like commandos, or engage with the over-the-top melee of the great hall. But it's the dungeons below, with their orcs ready to rebel, the actual dungeon, and the creepy temple of elemental evil that make this a rounded adventure location. </p><p></p><p><strong>S2 White Plume Mountain</strong> - The quintessential fun-house dungeon. No, it doesn't make sense. Yes, the PCs are going to walk way with the artifact weapons instead of returning them to their clients. But the sequences of traps and set-piece encounters are pure mainlined RPG fun. Pro-tip: Before running this, make sure the PCs do not have a floating carpet at hand. </p><p></p><p><strong>T1 The Village of Hommlet</strong> - Still the model for the evergreen 'village and mini-dungeon' campaign starter. The village is just detailed enough, and captures that marriage of the American West + Medieval Europe that characterizes default D&D to this day. The enemy is sinister. And the moathouse dungeon itself is a mini-classic, the bandits in the ruins giving away to darker and stranger enemies below.</p></blockquote><p></p>
[QUOTE="Haffrung, post: 7930112, member: 6776259"] [B]B1 In Search of the Unknown[/B] - Yes, I think this is a better starter dungeon than Keep on the Borderlands. Where B2 is basically a bunch of monster barracks carved into a ravine, B1 is a classic [I]dungeon[/I]. That is, an elaborate and weird labyrinth that reward exploration. There are all sorts of tricks and traps to play around with, from wizard laboratories to magic pools, and the history of the location comes through. I've always felt that the test of a good dungeon is how entertaining it is to explore even without combat encounters. And B1 wins hands-down in that criteria. [B]C1 The Hidden Shrine of Tamoachan[/B] - Is there a more evocative and thematic location in this list? Atmospheric dioramas, sculptures, bas reliefs, mosaics, sculptures, and wardrobes. Exotic and weird monsters. Cunning and deadly traps. All held together by a richly developed theme of an ancient civilization. And there's no filler here. Every room offers atmosphere, and rewards interaction and clever play. [B]G1 Steading of the Hill Giant Chief [/B]- Gygax showed with G1 that monster barracks can be a hell of a lot of fun. The sleeping guards at the front gate train the PCs how to approach a lair intelligently. From there they can sneak around the steading like commandos, or engage with the over-the-top melee of the great hall. But it's the dungeons below, with their orcs ready to rebel, the actual dungeon, and the creepy temple of elemental evil that make this a rounded adventure location. [B]S2 White Plume Mountain[/B] - The quintessential fun-house dungeon. No, it doesn't make sense. Yes, the PCs are going to walk way with the artifact weapons instead of returning them to their clients. But the sequences of traps and set-piece encounters are pure mainlined RPG fun. Pro-tip: Before running this, make sure the PCs do not have a floating carpet at hand. [B]T1 The Village of Hommlet[/B] - Still the model for the evergreen 'village and mini-dungeon' campaign starter. The village is just detailed enough, and captures that marriage of the American West + Medieval Europe that characterizes default D&D to this day. The enemy is sinister. And the moathouse dungeon itself is a mini-classic, the bandits in the ruins giving away to darker and stranger enemies below. [/QUOTE]
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