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<blockquote data-quote="Jack7" data-source="post: 4818463" data-attributes="member: 54707"><p>The <em>Tomb of Horrors</em> is the best store bought module I ever played in. If only more dungeons had much more thinkey and real danger and less fight as the only kind of danger or challenge.</p><p></p><p>A friend of mine though though (same guy who ran us through Tomb of Horrors) made up a campaign back in the late Seventies/early Eighties about a group of Giants who had seemingly set up a base on a small deserted island and had built some very strange towers and structures. The magic always seemed to operate contrary to what we assumed and the whole place was very bizarre. Only later did we figure out that these giants weren't like D&D giants at all but had crashed landed and were from outerspace. It was a brilliantly created dungeon which had all kinds of Chimeras (genetic experiments conducted by the giants mixing the genetic codes of their creatures with creatures native to our planet) and a group of Mind Flayers who were the natural enemies of the giants. Or their allies. We never could quite figure it out.</p><p></p><p>The structures they had built were concealed partially by optical illusions and were the disassembled sections of their starcraft.</p><p></p><p>It was an impressive campaign in nearly every way because our sailing ship was also sunk upon the reefs and so we were in effect trapped on the same island with the trapped "Giants" and their creations and technology.</p><p></p><p>The science was ahead of its time (building the Chimeras), the story was outright thrilling and puzzling, it had a real sense of danger and mystery and it had Giants and Mind Flayers. I've always hated Mind Flayers. That dungeon will always stay in my mind as a first rate example of a really well done campaign.</p></blockquote><p></p>
[QUOTE="Jack7, post: 4818463, member: 54707"] The [I]Tomb of Horrors[/I] is the best store bought module I ever played in. If only more dungeons had much more thinkey and real danger and less fight as the only kind of danger or challenge. A friend of mine though though (same guy who ran us through Tomb of Horrors) made up a campaign back in the late Seventies/early Eighties about a group of Giants who had seemingly set up a base on a small deserted island and had built some very strange towers and structures. The magic always seemed to operate contrary to what we assumed and the whole place was very bizarre. Only later did we figure out that these giants weren't like D&D giants at all but had crashed landed and were from outerspace. It was a brilliantly created dungeon which had all kinds of Chimeras (genetic experiments conducted by the giants mixing the genetic codes of their creatures with creatures native to our planet) and a group of Mind Flayers who were the natural enemies of the giants. Or their allies. We never could quite figure it out. The structures they had built were concealed partially by optical illusions and were the disassembled sections of their starcraft. It was an impressive campaign in nearly every way because our sailing ship was also sunk upon the reefs and so we were in effect trapped on the same island with the trapped "Giants" and their creations and technology. The science was ahead of its time (building the Chimeras), the story was outright thrilling and puzzling, it had a real sense of danger and mystery and it had Giants and Mind Flayers. I've always hated Mind Flayers. That dungeon will always stay in my mind as a first rate example of a really well done campaign. [/QUOTE]
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