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What are the greatest published adventures you've run?
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<blockquote data-quote="Celtavian" data-source="post: 5511024" data-attributes="member: 5834"><p><strong>re</strong></p><p></p><p>What adventures do I consider great and remember fondly from my past.</p><p></p><p><em>Expedition to the Barrier Peaks</em>: I really enjoyed this module. The mixing of sci fi and fantasy was well done. I always enjoy modules with unique items and monsters I don't know about. The module that introduced the vegepygmy I believe. I liked using those black plasma blasters in the module. At the time they were a really dangerous weapon.</p><p></p><p><em>White Plume Mountain</em>: Similar reason as above in that there were items, creatures, and situations that were very unique which made the module fun.</p><p></p><p><em>Tomb of Horrors</em>: This module I enjoyed reading more than playing, though it was fun to play. Very creative module. A real player killer and make you paranoid module.</p><p></p><p><em>Keep on the Borderlands</em>: Just because this is sort of the granddaddy of modules. One of the very first memorable modules and a sort of measuring stick for how to design a dungeon crawl.</p><p></p><p><em>Against the Giants Series</em>: How can you not enjoy a war against giants? It was a blast. Assaulting giant forts and imagining yourself as a group powerful enough to crush giant armies was a great fun.</p><p></p><p><em>Temple of Elemental Evil</em>: I only got to the end once. But it was the first mega-module. I played it many times trying to finish it. Good story and goal. Interesting dungeon with endless hours of play.</p><p></p><p><em>Slavelords Series</em>: Never finished this series in order, though I think I played every module. Great idea. Hard to run due to the number of modules and situations. I loved tracking down the various slavelords. That was fun.</p><p></p><p><em>Isle of Dread</em>: First island adventure module. Big fun wandering around an island in a sandbox style. No railroading at all in this module. The entire module was centered around exploration for the sake of exploration. I really enoyed it.</p><p></p><p><em>The Randall Morn Series</em>: I can't remember the name of this module series, but I remember the modules. Set in the <em>Forgotten Realms</em>. You get to involve yourself in the liberation of a dale and help Randall Morn retake his throne from the Banite-worshipping Zhents. It was pretty fun. One of the better story module series I played.</p><p></p><p><em>The Fate of Istus</em>: I ran this with just a single friend. He DMed. We both ran two characters. Great story module. One of the few modules I had been through where success or failure caused a real change in the world. And when my paladin bested that polymorphed red dragon in single combat, that was awsome.</p><p></p><p><em>Hellbound</em>: I think this is the name of the module. You start off going to Sigil. You end up in this conflict with the Yugoloths as you try to save this fallen angel that digs holes in the multi-verise that allows demons, devils, and yugoloths to teleport. This module was a blast. And to succeed and have a real effect on the game world is always fun. The players received a reward worthy of what they accomplished at the end of the module. It had great scenariors for combat as well as roleplaying. This was a really, really fun module.</p><p></p><p><em>Ravenloft</em>: The first well-done vampire myth module I can remember. This module was good fun. Gypsies, a cool and formidable vampire, perfect dark setting. A real creative module that was fun to play as well as read. Count Strahd Von Zarovich is one of the most memorable D&D villains for the old timers that went against him. Some of those traps in his castle were nasty.</p><p></p><p><em>Into the Mirror</em> and <em>Dungeonland</em> were sort of fun too. A designer's attempt to do an <em>Alilce in Wonderland</em> style of adventure. It wasn't too bad. I do enjoy unique module ideas.</p><p></p><p>I aslo enjoyed the Egyptian themed adventures mostly because they were Egyptian themed and fairly well done. I don't remember them quite as well as the other modules. I seem to recall they were some of the first modules to use a mummy as a main villain, which was fitting and interesting.</p><p></p><p><em>War of the Spider Queen</em>: I enjoyed this module. Fairly well-designed and interesting story. One of the better drow modules. Never did play through to the end, but I enjoyed what I did play of it. </p><p></p><p><em>Kingmaker</em>: This AP is already a classic for me. One of the most memorable modules I've run or played in. I hadn't DMed a long-term campaign in a good ten years or so. I hadn't had much desire. I was going to do <em>The Red Hand of Doom</em> and started it. But it didn't pique my interest enough to really get into running it.</p><p></p><p>But this <em>Kingmaker</em> adventure path is addicting to run. It really offered something new to both DM and player. It gave the DM simple, but fun, kingdom building rules. It gave players a chance to truly build a kingdom, armies and all. Throw in the unique items and interesting plot with creatures not normally used very often, and it makes for a classis series of adventures on par with anything I've ever played.</p><p></p><p></p><p>I'm also enjoying <em>Rise of the Runelords</em> as a player. This series of modules also takes the players off the beaten path of standard adventuers. Very unique storytellinge scenarios and interesting adventure design choices. Really immersive and interesting series of modules. Though a few of the encounters were pretty annoying for your level. They were not at all easy to handle. In fact, near impossible to handle, and not in a fun way. Those encounters hurt the modules a little bit. But the story in the modules was strong enough to overcome the annoyance I felt with the encounters. </p><p></p><p>[spoiler]The entire group almost getting killed by a tiny female imp with a tiny <em>+1 returning dagger</em> is pretty friggin irritating. We're a barbaric war party dedicated to Gorum and this little female imp is tearing us up from the air with a tiny dagger. We couldn't hit her and she kept turning invisible and regenerating every time we came close to killing her. She took down the priest and was slowly wittling us all down. We had to run from her the first time. It was friggin embarassing.[/spoiler]</p><p></p><p></p><p><em>Second Darkness</em>: First module in Second Darkness was pretty fun. Working at the Inn was interesting. Later modules weren't quite as fun in play, but the overall story was an interesting read. So far I'm impressed with Paizo's adventure paths. Best I've see since the days of TSR. That's what Paizo feels like to me. It feels like TSR reborn. I think Gygax would love the creativity at Paizo.</p></blockquote><p></p>
[QUOTE="Celtavian, post: 5511024, member: 5834"] [b]re[/b] What adventures do I consider great and remember fondly from my past. [i]Expedition to the Barrier Peaks[/i]: I really enjoyed this module. The mixing of sci fi and fantasy was well done. I always enjoy modules with unique items and monsters I don't know about. The module that introduced the vegepygmy I believe. I liked using those black plasma blasters in the module. At the time they were a really dangerous weapon. [i]White Plume Mountain[/i]: Similar reason as above in that there were items, creatures, and situations that were very unique which made the module fun. [i]Tomb of Horrors[/i]: This module I enjoyed reading more than playing, though it was fun to play. Very creative module. A real player killer and make you paranoid module. [i]Keep on the Borderlands[/i]: Just because this is sort of the granddaddy of modules. One of the very first memorable modules and a sort of measuring stick for how to design a dungeon crawl. [i]Against the Giants Series[/i]: How can you not enjoy a war against giants? It was a blast. Assaulting giant forts and imagining yourself as a group powerful enough to crush giant armies was a great fun. [i]Temple of Elemental Evil[/i]: I only got to the end once. But it was the first mega-module. I played it many times trying to finish it. Good story and goal. Interesting dungeon with endless hours of play. [i]Slavelords Series[/i]: Never finished this series in order, though I think I played every module. Great idea. Hard to run due to the number of modules and situations. I loved tracking down the various slavelords. That was fun. [i]Isle of Dread[/i]: First island adventure module. Big fun wandering around an island in a sandbox style. No railroading at all in this module. The entire module was centered around exploration for the sake of exploration. I really enoyed it. [i]The Randall Morn Series[/i]: I can't remember the name of this module series, but I remember the modules. Set in the [i]Forgotten Realms[/i]. You get to involve yourself in the liberation of a dale and help Randall Morn retake his throne from the Banite-worshipping Zhents. It was pretty fun. One of the better story module series I played. [i]The Fate of Istus[/i]: I ran this with just a single friend. He DMed. We both ran two characters. Great story module. One of the few modules I had been through where success or failure caused a real change in the world. And when my paladin bested that polymorphed red dragon in single combat, that was awsome. [i]Hellbound[/i]: I think this is the name of the module. You start off going to Sigil. You end up in this conflict with the Yugoloths as you try to save this fallen angel that digs holes in the multi-verise that allows demons, devils, and yugoloths to teleport. This module was a blast. And to succeed and have a real effect on the game world is always fun. The players received a reward worthy of what they accomplished at the end of the module. It had great scenariors for combat as well as roleplaying. This was a really, really fun module. [i]Ravenloft[/i]: The first well-done vampire myth module I can remember. This module was good fun. Gypsies, a cool and formidable vampire, perfect dark setting. A real creative module that was fun to play as well as read. Count Strahd Von Zarovich is one of the most memorable D&D villains for the old timers that went against him. Some of those traps in his castle were nasty. [i]Into the Mirror[/i] and [i]Dungeonland[/i] were sort of fun too. A designer's attempt to do an [i]Alilce in Wonderland[/i] style of adventure. It wasn't too bad. I do enjoy unique module ideas. I aslo enjoyed the Egyptian themed adventures mostly because they were Egyptian themed and fairly well done. I don't remember them quite as well as the other modules. I seem to recall they were some of the first modules to use a mummy as a main villain, which was fitting and interesting. [i]War of the Spider Queen[/i]: I enjoyed this module. Fairly well-designed and interesting story. One of the better drow modules. Never did play through to the end, but I enjoyed what I did play of it. [i]Kingmaker[/i]: This AP is already a classic for me. One of the most memorable modules I've run or played in. I hadn't DMed a long-term campaign in a good ten years or so. I hadn't had much desire. I was going to do [i]The Red Hand of Doom[/i] and started it. But it didn't pique my interest enough to really get into running it. But this [i]Kingmaker[/i] adventure path is addicting to run. It really offered something new to both DM and player. It gave the DM simple, but fun, kingdom building rules. It gave players a chance to truly build a kingdom, armies and all. Throw in the unique items and interesting plot with creatures not normally used very often, and it makes for a classis series of adventures on par with anything I've ever played. I'm also enjoying [i]Rise of the Runelords[/i] as a player. This series of modules also takes the players off the beaten path of standard adventuers. Very unique storytellinge scenarios and interesting adventure design choices. Really immersive and interesting series of modules. Though a few of the encounters were pretty annoying for your level. They were not at all easy to handle. In fact, near impossible to handle, and not in a fun way. Those encounters hurt the modules a little bit. But the story in the modules was strong enough to overcome the annoyance I felt with the encounters. [spoiler]The entire group almost getting killed by a tiny female imp with a tiny [i]+1 returning dagger[/i] is pretty friggin irritating. We're a barbaric war party dedicated to Gorum and this little female imp is tearing us up from the air with a tiny dagger. We couldn't hit her and she kept turning invisible and regenerating every time we came close to killing her. She took down the priest and was slowly wittling us all down. We had to run from her the first time. It was friggin embarassing.[/spoiler] [i]Second Darkness[/i]: First module in Second Darkness was pretty fun. Working at the Inn was interesting. Later modules weren't quite as fun in play, but the overall story was an interesting read. So far I'm impressed with Paizo's adventure paths. Best I've see since the days of TSR. That's what Paizo feels like to me. It feels like TSR reborn. I think Gygax would love the creativity at Paizo. [/QUOTE]
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