| Post/Author/DateTime | Post |
|---|---|
| Jarbear0004-26-07, 11:09 PM | What in your opinion are the best and worst adventures/super adventures? |
| Phantos04-27-07, 03:06 AM | The Sunless Citadel was an excellent adventure for my first level group. It allowed for certain checks that I had never seen put to use in my previous campaign where another DM was at the helm (Diplomacy, in particular). I know that may be a personal thing and you may not think that using words instead of combat is something new or amazing, but I enjoyed it very much. I'm using the Forge of Fury right now and it's very well put together but it's not as clear cut as TSC was in regards to the Diplomacy skill. There's a part near the end of the adventure where you can basically make friends with a group of dwarves or annihilate them for EXP and Loot. In TSC, it says to reward diplomacy exp for any encounters resolved not by combat, but to do that here would be a lot of exp for what amounts to very few rolls. Again, great adventure but somewhat murky on the rules (also, again, probably a personal issue.) RHoD, though... I'm surprised this isn't the RHoD forum! It's pretty much universally loved! |
| SaveRaysBoxers04-27-07, 07:35 PM | Well, as is obvious, Red Hand of Doom is really great. Other than that, I've only used one other module, but I can't remember the name of it. It was published by Dungeon Crawl Classics, something like "Curse of the Emerald Cobra". Anyway, by the end of it my players hated it, and I was getting very bored too. It was all hack and slash and the monsters were extremely repetitive, pretty much all just "a group of Yuan-Yi Warriors attacks you." Very dissappointing, and it kept me from ever purchasing another module, until I was at a hobby store for a Magic tournament and decided to flip through RHoD between rounds. An additional note - I haven't ever played World's Largest Dungeon before, but I've heard from a shop owner that I talked to about it. It's supposed to be pretty fun at first, but it gets very boring by the time you reach about level 7ish. |
| roderickvd04-28-07, 05:43 AM | The 2E AD&D Forgotten Realms campaign setting came with an adventure I think was called the Twisted Tower. I thought that was a great dungeon crawl, with interesting opportunities for PCs to work their skills, narrow passages, wide caves, and halfway flooded halls. A good variety to keep the party interested while keeping a close knit between the encounters. I've heard a lot of people say they liked the Sunless Citadel, but me and my party actually had quite a boring dungeon crawl experience with it. Room after room, barrel after barrel... indeed they never did connect the dots and find out about the specifics behind the dragon theme, but there it is. We subsequently played the Twilight Tomb which was a fun experience. It's the setting that really made my players be in awe and continuously guess at why this came to be and what will lie beyond. We're currently playing Sons of Gruumsh which sure is tough but a great adventure. All of the encounters around the citadel really have the players on edge as they themselves know a TPK is around every corner. Right now I'm avidly preparing for RHoD which I hope to play in a session or three, and I must agree that it seems to be the greatest adventure I've ever seen. |
| GoriceXII04-30-07, 01:48 AM | Red Hand of Doom while I am using it as a supplement to my homebrew and not as itself entirely is a lot of good material. Very straightforward, very dramatic and consistently interesting. I also quite like Dungeon's "Isle of Dread"/"Savage Tide" series. |
| Khurgan04-30-07, 04:26 AM | Strangely enough - the best, and worst of Campaign Adventure series/paths I've played through have both been ye olde 'D&D' modules (Mystara setting). The best: Red Arrow, Black Shield. Really gave us all a taste for war and diplomacy in a bid to unite nations to save the world from juggernaut-led war against Darokin. Happy, happy days. We did all kinds of spin off/themed adventures with that ide. The Allied Forces we'd forged together had rid Eastern and Central Darokin of the raiders then both sides had stopped, exhausted. Leading to an uneasy truce. Some years after, our PCs raised private forces to throw the invaders out of Western Darokin. We even built the 'Darokin Desert Wall' (Think Hadrian's Wall)... Then The Aratsym Alliance (Aratsym = Mystara backwards) opened a Einstein-Rosen-Vidalsky gate (Think 'Sliders', or the many Start Trek episodes where good guys are evil, and evil good on a alternate reality) and invaded Karameikos. Happy, happy days. The worst: Where Chaos Reigns. We failed that campaign. Twice. And that was with a few years realt -time in between tackling it. It was rock hard. Scratch up two entire TPKs for that one campaign. Nasty. |
| Monteblanco04-30-07, 08:04 AM | There are a few that captured my attention: T1 The Village of Homlet is the best published D&D module I've played, far superior than the sequences, compiled in T1-4 Temple of Elemental Evil. G1-3 Against the Giants is also very good, probably the best available all fighting scenario. I6 Ravenloft is a great module, being reasonably tense. The revised 2nd edition version is not so good, as higher level characters are not so frightned by the perspective to confront a vampire. However, Expedition to Castle Ravenloft recovered the greatness of this scenario. X2 Castle Amber - Great adventure and a mini setting in its own. B10 Night's Dark Terror - Great stuff, I can easily understand why is considered by many the best D&D module ever. Red Hand of Doom - An instant classic, probably the best D&D book ever published by Wizards of the Coast. |