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POLL: Greatest "Golden Era" Module for D&D.
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<blockquote data-quote="billd91" data-source="post: 7930834" data-attributes="member: 3400"><p>So, my picks:</p><p></p><p><span style="font-family: 'arial'"><span style="font-size: 15px"><strong>A2 Secret of the Slavers Stockade</strong> - I love the A series and if I could have vote for a few more in the list, I'd have voted for them all. This one has a well-done site to explore, a secretive way in, and interesting NPCs running the place that can make for a highly dynamic environment. </span></span></p><p><span style="font-size: 15px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 15px"><span style="font-family: 'arial'"><strong>A4 In the Dungeon of the Slave Lord</strong> - the capstone of the A series. How resourceful are the players when their PCs have all their stuff taken away? Can they get it back? I've enjoyed this challenge as a player and as a DM.</span></span></p><p><span style="font-size: 15px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 15px"><span style="font-family: 'arial'"><strong>G1 Steading of the Hill Giant Chief </strong>- The G series is another utterly classic series of golden age modules. I picked G1 because the site is well designed and adventure sets up a pretty potent challenge - can the PCs keep a low enough profile to explore the steading without accidentally triggering an overwhelming encounter with too many giants? It's my favorite of the G series.</span></span></p><p><span style="font-size: 15px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 15px"><span style="font-family: 'arial'"><strong>S2 White Plume Mountain</strong> - The dungeon is weird, but there are lots of interesting encounters and chambers that will keep a group of players on their toes. It's unabashedly a collection of tricks and puzzles to get the players working on creative solutions.</span></span></p><p><span style="font-size: 15px"><span style="font-family: 'arial'"></span></span></p><p><span style="font-size: 15px"><span style="font-family: 'arial'"><strong>S4 Lost Caverns of Tsojcanth</strong> - There may not be much rhyme or reason to why these creatures are where they are, but the lost caverns were packed with (at the time) new and interesting monsters.</span></span></p><p></p><p>I've even taken these adventures and run them in 3e. I feel every single one of them holds up really well. There may be differences here and there (G1 runs better against a party at about 11th-12th level than as low as 8th), but there really is a fair amount of fidelity in the experiences I had in 1e with 3e.</p></blockquote><p></p>
[QUOTE="billd91, post: 7930834, member: 3400"] So, my picks: [FONT=arial][SIZE=4][B]A2 Secret of the Slavers Stockade[/B] - I love the A series and if I could have vote for a few more in the list, I'd have voted for them all. This one has a well-done site to explore, a secretive way in, and interesting NPCs running the place that can make for a highly dynamic environment. [/SIZE][/FONT] [SIZE=4][FONT=arial] [B]A4 In the Dungeon of the Slave Lord[/B] - the capstone of the A series. How resourceful are the players when their PCs have all their stuff taken away? Can they get it back? I've enjoyed this challenge as a player and as a DM. [B]G1 Steading of the Hill Giant Chief [/B]- The G series is another utterly classic series of golden age modules. I picked G1 because the site is well designed and adventure sets up a pretty potent challenge - can the PCs keep a low enough profile to explore the steading without accidentally triggering an overwhelming encounter with too many giants? It's my favorite of the G series. [B]S2 White Plume Mountain[/B] - The dungeon is weird, but there are lots of interesting encounters and chambers that will keep a group of players on their toes. It's unabashedly a collection of tricks and puzzles to get the players working on creative solutions. [B]S4 Lost Caverns of Tsojcanth[/B] - There may not be much rhyme or reason to why these creatures are where they are, but the lost caverns were packed with (at the time) new and interesting monsters.[/FONT][/SIZE] I've even taken these adventures and run them in 3e. I feel every single one of them holds up really well. There may be differences here and there (G1 runs better against a party at about 11th-12th level than as low as 8th), but there really is a fair amount of fidelity in the experiences I had in 1e with 3e. [/QUOTE]
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