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TSR/WotC Adventures - Are they REALLY any good? (Warning: Possible Spoilers)
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<blockquote data-quote="haakon1" data-source="post: 5986285" data-attributes="member: 25619"><p>A non-scientific survey of what comes to mind when I think of great adventures.</p><p></p><p><strong>B2 Keep on the Borderlands (Basic)/Return to the Keep on the Borderlands</strong> (2nd Edition): Iconic. Good setting and NPC's (better in Return). Modular cave exploration with a variety of enemies, and decently motivated conflicts and alliances among them. Played it, ran it.</p><p></p><p><strong>The Sunless Citadel</strong> (3e). Interesting dungeon backstory, especially the missing party angle. Interesting McGuffin (healing apple) with campaign implications. Competing tribes of enemies. Meepo (excellent iconic NPC). Evil druids. A dragon at first level. Interesting room with goblins and hobgoblins "shooting gallery" that's hard for the PC's to get passed. Decent town as "home" -- but not as interesting as the Keep on that score. Played it, ran it.</p><p></p><p><strong>The Village of Hommlett </strong>(AD&D). Interesting setting and NPC's. Fascinating back story that links to major Greyhawk themes and sets up Temple of Elemental Evil. Memorable fight in the opening frog attack, before you even reach the dungeon. Played it.</p><p></p><p><strong>Forge of Fury </strong>(3e). Iconic setting in a fallen dwarven citadel. Interesting mix of monsters. Interesting traps. Memorable fight to get in the main entrance, memorably fight with the dragon below. Played it, ran it.</p><p></p><p><strong>Standing Stones</strong> (3e). Druidic forest setting. Interesting village. Weird magic. A ghost with a secret. A labyrinth. Non-evil undead. Played it, ran it.</p><p></p><p><strong>Lost Caverns of Tsojcanth </strong>(AD&D). Mountain setting with interesting wilderness encounters -- getting to the dungeon is an expedition in itself. Weird, new monsters. Interesting door complexities. Backstory is highly meaningful to the Greyhawk setting. Fascinating final monster. Played it, ran it.</p><p></p><p><strong>Ghost Tower of Inverness</strong> (AD&D). Weird stuff. A chessboard, swimming with manta rays. The Soul Gem. Played it.</p><p></p><p><strong>Against the Giants Series/Drow Series </strong>(AD&D) The original adventure path. Great, complex set of adventures, very satisfying to complete. Played it.</p><p></p><p><strong>Red Hand of Doom</strong>(3e) Never played it, always wanted. War is a fascinating topic, and this module seems to do it better than others that have tried (<strong>Red Arrow, Black Shield </strong>was a noble effort, but not as good, I think, never having run either.)</p><p></p><p><strong>Sinister Secret of Saltmarsh series </strong>(AD&D). Fun set of interconnected adventures. I like the maritime element, the smuggling, and the lizardman lair.</p></blockquote><p></p>
[QUOTE="haakon1, post: 5986285, member: 25619"] A non-scientific survey of what comes to mind when I think of great adventures. [B]B2 Keep on the Borderlands (Basic)/Return to the Keep on the Borderlands[/B] (2nd Edition): Iconic. Good setting and NPC's (better in Return). Modular cave exploration with a variety of enemies, and decently motivated conflicts and alliances among them. Played it, ran it. [B]The Sunless Citadel[/B] (3e). Interesting dungeon backstory, especially the missing party angle. Interesting McGuffin (healing apple) with campaign implications. Competing tribes of enemies. Meepo (excellent iconic NPC). Evil druids. A dragon at first level. Interesting room with goblins and hobgoblins "shooting gallery" that's hard for the PC's to get passed. Decent town as "home" -- but not as interesting as the Keep on that score. Played it, ran it. [B]The Village of Hommlett [/B](AD&D). Interesting setting and NPC's. Fascinating back story that links to major Greyhawk themes and sets up Temple of Elemental Evil. Memorable fight in the opening frog attack, before you even reach the dungeon. Played it. [B]Forge of Fury [/B](3e). Iconic setting in a fallen dwarven citadel. Interesting mix of monsters. Interesting traps. Memorable fight to get in the main entrance, memorably fight with the dragon below. Played it, ran it. [B]Standing Stones[/B] (3e). Druidic forest setting. Interesting village. Weird magic. A ghost with a secret. A labyrinth. Non-evil undead. Played it, ran it. [B]Lost Caverns of Tsojcanth [/B](AD&D). Mountain setting with interesting wilderness encounters -- getting to the dungeon is an expedition in itself. Weird, new monsters. Interesting door complexities. Backstory is highly meaningful to the Greyhawk setting. Fascinating final monster. Played it, ran it. [B]Ghost Tower of Inverness[/B] (AD&D). Weird stuff. A chessboard, swimming with manta rays. The Soul Gem. Played it. [B]Against the Giants Series/Drow Series [/B](AD&D) The original adventure path. Great, complex set of adventures, very satisfying to complete. Played it. [B]Red Hand of Doom[/B](3e) Never played it, always wanted. War is a fascinating topic, and this module seems to do it better than others that have tried ([B]Red Arrow, Black Shield [/B]was a noble effort, but not as good, I think, never having run either.) [B]Sinister Secret of Saltmarsh series [/B](AD&D). Fun set of interconnected adventures. I like the maritime element, the smuggling, and the lizardman lair. [/QUOTE]
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TSR/WotC Adventures - Are they REALLY any good? (Warning: Possible Spoilers)
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