Your Favorite Module
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Post Posted: Fri Feb 14, 2003 4:32 pm 
 

I'm sure everyone hear on the forum has a favorite D&D/AD&D module or two. What are they, and why is it your favorite.  My favorite of all time would have to be the classic Sinister Secret of Saltmarsh  I love DM'ing it, especially if you can get "Ned" to really cause confusion amongst the group. A "haunted" mansion, some smugglers....adds up to a great surf & turf adventure.  Who's next?  8)  :D

  


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Post Posted: Fri Feb 14, 2003 7:18 pm 
 

Put me in for the following in order of preference--  1. R1 To the Aid of Falx (Only home feels more comfortable than this mod) 2. B4 The Lost City (I have a soft spot for all basic adventures, I really love the Jim Holloway art in this one) 3. DL1-4 Dragonlance (I spent alot of time enveloped in this world) 4. A1 Slave Pits of the Undercity (I can still see the SW on it when it first came out) 5. L1 Secret of Bone Hill (gotta love it)  I know its more than one or two but I couldnt help myself. There are alot of newer module releases that are very well put together but I suppose earlier first editions are sentimental favorites for me.  Adam  Oops, is it too late to put me in for X2 Castle Amber?


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Post Posted: Fri Feb 14, 2003 11:22 pm 
 

I pretty much stopped playing back in 1984 when my group went its seperate ways after high school.  Except for a few months here and there when I was in the army, and those were always home-made adventures, my exprience with playing modules is highly dated and limited. But I have always loved this group of modules (and why).  1. Sinister Secret of Salt Marsh - what a great adventure. Everyone was expecting a haunted house but it turns out to be a cover for a smuggling operation. Scoobie Doo meets D&D...it doesnt get any better than that.  1a. Village of Hommlet - I always loved this module for how well it can  introduce new players (and new DM's too) to the game of dungeons and dragons. A ready-made village with colorful characters. You can take a group of players and a DM that have never played before, sit them down, and it would be virtually impossible for them not to get hooked on the game.  It also offers an incredible number of opportunities for expansion and future adventuring.  3. Ravenloft I6 - a module that changed how I drew maps. I still remember opening it up and being stunned by the skillful use of perspective drawing/mapping.  4. Expedition to the Barrier Peaks S3 - We had never played any of the sci-fi based games (never even opened a GW book or module).  I have always felt that it was too difficult for the recommended levels, but once it was toned down a bit away from the hack-and-slash-short-circuit, it offerred weeks of innovative play and exploration.  5.  DL1-4 of the Dragonlance Series - My group broke up before the next book-set of modules came out so I never had the chance of playing out the rest of the series.  Most of the people in my group were involved in high school drama in one way or another, one guy even won national awards for school competitions held yearly in Washington DC etc. We all chose a character and each tried to make it his or her own (Marlon Brando eat your heart out, he he). These were just a lot of fun...good times *sigh*.  Well, I suppose I have written far too much. It just brings back such great memories it is tough not to put all this down while I am thinking about them. Besides, Mike wanted me to introduce myself (and I couldnt find the thread he mentioned to do it in) and I guess this pretty much says it all :)  -Scott

  


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Post Posted: Sat Feb 15, 2003 10:54 am 
 

At the risk of continuing a trend, I'll go with the following:  The entire Saltmarsh series (U1-U3). I was lucky enough to have a DM who took the time to build up the suspense when I played this back in the early 1980's. Still ranks as one of my best roleplaying memories.  UK1 - Beyond the Crystal Cave: One of the first opportunities for non hack n'slash roleplaying. I still haul this out once in a while.  N1 - Against the Cult of the Reptile God: Ranks right up there with T1 in terms of a good introductory adventure, perhaps more so, because none of my gaming group had a copy (unlike T1 - which we all owned...)  B5 - Horror on the Hill: I too have a soft spot for early Basic adventures, and I've always liked Doug Niles' work. For some reason, this one really stood out for me.   (More than one or two, but I couldn't help myself) :roll:

  


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Post Posted: Sat Feb 15, 2003 2:20 pm 
 

OK, I know posting this means I will never be invited to any of your games :( , but here goes..  H4 - I am a power gamer :oops: , and this one streched my abilities to the limit, of course it could have been the fact that I brought a 7/7 Fighter/Cleric through it.  H2 - I did not play this one, but I love the devious ambushes.  Litch Lords (Mayfair) - A horrible module as written, but I enjoyed it tremendously.  We had a group of power gamers and an EVIL DM.  There was no subtlety to our play, it was just all out war.  N4 - Yeah, I can role play, and this is a great module to start a new group with.

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Post Posted: Sat Feb 15, 2003 3:18 pm 
 

Starstone - Northern Sages 1982. An introductory adventure and two mini-campaigns for new characters (but experienced players).  Lots of plot and detail, excellent quasi-medieaval feel. About as much info as half a dozen TSR modules somehow crammed into 32 pages.   Embertrees - White Dwarf 34. Slots into the Starstone campaign.  Irillian, WD42-47 (I think) and Best Of Scenarios 2. An epic quest set in a city. Quasi-Medieaval again. Brilliant city , good adventure.   X2 Castle Amber. Ok, to pick up and play its flawed. But to read, and as an starting point for your own adventure, its top class. Oh yeah, read Clark Ashton Smith.  S1 Tomb of Horrors.  Deadly.  A3 - like a few modules, the wider setting - the slavers city in this case -is more interesting than the city itself.  A4. ...And now...get out of that!  Q1. Some excellent weirdness. Love the alternate worlds.   Bubbling under: D3, I4, I6, S3  Never read: B5,7+/C3+/I7+/H1+/N2,3/U3, Uk1,6+  Not impressed by: The B's, D1-2. G1-3, N5, I5, S4, T1-4 (T1's good)

  


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Post Posted: Sun Feb 16, 2003 12:10 am 
 

Hey NN, I'm procrastinating again on the Starstone. I should hurry up and get it to see what the fuss is all about.  A favorite mod that I like and I hope others can check it out is:  Adv Guild Blood Feud -about githerzai war party needs adventurers to help them fight a Mind Flayer colony. Well written. Many adv guild modules are pretty well written.   Mountain of Evil -cheesy written module by students of a D&D club. Not bad at all.  I like many on the forums collect so I can't add much to this post. I just bag and board the item and put them away to never see the light of day :-)

  

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Post Posted: Sun Feb 16, 2003 1:56 am 
 

I'd go with:   the A series as my primary, particularly A3 and A4.  They are just tons of fun to DM or play in.    Dragon #50 "The Chapel of Silence"   And of course U1 "The Sinister Secret of Saltmarsh," the Scooby Doo adventure.

  


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Post Posted: Sun Feb 16, 2003 6:19 am 
 

MKman, If you have old White Dwarfs, Embertrees in issue 34 was a taster for Starstone. (If you dont have any old White Dwarfs, shame on you!). I hope you arent disappointed when you finally track it down - please look at it with your 1982 glasses on, when modules consisted of a dungeon, a village, and d6 rumours.

  
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