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What 2nd ed AD&D Adventures are the Best? List them here! (Darksun, Dragonlance, etc)
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<blockquote data-quote="Staffan" data-source="post: 2280896" data-attributes="member: 907"><p>Since I'm the resident Dark Sun fan around these parts, I'm gonna point toward my favorite Dark Sun adventures:</p><p>One is <em>Freedom!</em> (yes, the exclamation mark is part of the title). This is a pretty good, if somewhat railroady, adventure. The adventure starts with the party arriving in Tyr, and getting enslaved one way or the other. You then have to survive life in the slave pits working on Kalak's ziggurat. Stuff happens depending on what happened in previous encounters. Toward the end (spoiler for the adventure and the Verdant Passage novel) [spoiler] the ziggurat is finished, you get to go to the inauguration gladiator games (and possibly take part), and when Kalak starts his evil spell to drain the life of all of Tyr, you get to take part in the ensuing confusion and make a name for yourself[/spoiler]. I like Freedom! because it shows that life is rough in the cities too, that actions have consequences (if you were enslaved due to hiding a preserver chick, said chick can help you out now and then in the pits), and it leaves quite a few plot threads dangling for the DM to spin further on on his own (an essential trait in an introductory adventure, which Freedom! is).</p><p></p><p>The other, rather more high-level one, is Dragon's Crown. I've harped about it before on the boards, but I think it's pretty close to perfect. It has a world-spanning plot (someone's trying to keep the common man from using psionics), lets PCs travel to one end of the setting and then to the other, features raiding tribes, the Sea of Silt, the Forest Ridge, ancient fortresses from the Cleansing Wars, dealing with sorcerer-kings, man-eating halfling tribes, thri-kreen hordes driven mad by the main plot, and lots of psionics. It uses many of the setting's defining elements, which I think any setting-specific adventure should do. In addition, a significant chunk of one of the books is made up of interesting random encounters, like the village that found a weird flammable black thick fluid while digging for a well, which has drawn lots of fire clerics there who think it's a holy site. In an adventure that features that much travel, some stuff like that is very welcome as a reminder that important as the current quest may be, it's not the only thing going on in the world.</p></blockquote><p></p>
[QUOTE="Staffan, post: 2280896, member: 907"] Since I'm the resident Dark Sun fan around these parts, I'm gonna point toward my favorite Dark Sun adventures: One is [i]Freedom![/i] (yes, the exclamation mark is part of the title). This is a pretty good, if somewhat railroady, adventure. The adventure starts with the party arriving in Tyr, and getting enslaved one way or the other. You then have to survive life in the slave pits working on Kalak's ziggurat. Stuff happens depending on what happened in previous encounters. Toward the end (spoiler for the adventure and the Verdant Passage novel) [spoiler] the ziggurat is finished, you get to go to the inauguration gladiator games (and possibly take part), and when Kalak starts his evil spell to drain the life of all of Tyr, you get to take part in the ensuing confusion and make a name for yourself[/spoiler]. I like Freedom! because it shows that life is rough in the cities too, that actions have consequences (if you were enslaved due to hiding a preserver chick, said chick can help you out now and then in the pits), and it leaves quite a few plot threads dangling for the DM to spin further on on his own (an essential trait in an introductory adventure, which Freedom! is). The other, rather more high-level one, is Dragon's Crown. I've harped about it before on the boards, but I think it's pretty close to perfect. It has a world-spanning plot (someone's trying to keep the common man from using psionics), lets PCs travel to one end of the setting and then to the other, features raiding tribes, the Sea of Silt, the Forest Ridge, ancient fortresses from the Cleansing Wars, dealing with sorcerer-kings, man-eating halfling tribes, thri-kreen hordes driven mad by the main plot, and lots of psionics. It uses many of the setting's defining elements, which I think any setting-specific adventure should do. In addition, a significant chunk of one of the books is made up of interesting random encounters, like the village that found a weird flammable black thick fluid while digging for a well, which has drawn lots of fire clerics there who think it's a holy site. In an adventure that features that much travel, some stuff like that is very welcome as a reminder that important as the current quest may be, it's not the only thing going on in the world. [/QUOTE]
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What 2nd ed AD&D Adventures are the Best? List them here! (Darksun, Dragonlance, etc)
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