"Black Dougal gasps 'Poison!' and falls to the floor. He looks dead."

Tuesday, May 1, 2012

One Adventure Only

If you could have only one published adventure module, which would it be, and why?
And don't wimp out and pick a compilation ;)

I would likely choose...

  • I love the pulpy, Red Nails-esque mini-sandbox.
  • I like the fact that it is easily expandable and customizable as it has no direct story.
  • There is lots of roleplaying potential between the various human factions.
  • And come on… Zargon is the bomb… He is how B/X demons should be treated.

12 comments:

  1. Sorry, but I have to go B2: The Keep on the Borderlands.

    X1: The Isle of Dread is a close second.

    Why? Classic dungeon crawl with nearby base of operations in B2 and a dinosaur-laden wilderness exploration in X1. Hard to beat.

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  2. WOW hard one... ID have to agree Keep on the Borderlands- for the reasons mentioned and because its just a Classic staple of the game and recognisable to most D&D players. But White Plume Mountain would be a close second.

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  3. Realm of the Slime God by Paul Jaquays, because it is a whole grab-bag of awesome stuff mashed into one adventure. Surface ruins. Catacombs. A sentient space blob from a crashed starship running an evil cult. A dungeon section with dangerous spider-things. A temple. Passages that may or may not be the remains of an atomic age bunker.

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  4. Hmmm...I wonder how many of us of a certain age played our very first RPG in Keep of the Borderlands?
    But yeah, I agree. "Keep"

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  5. I'd roll a d4 between Dwellers of the Forbidden City, Pharaoh (I3), Expedition to the Barrier Peaks, and Spire of Iron and Crystal.

    ...rolling

    Pharaoh.

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  6. My fanboy brain picks Keep on the Borderlands, but your pitch for B4 is compelling.

    That said, and giving it some actual thought, I choose Isle of Dread. Arguably the first B/X hex crawl, with wilderness, dungeons, pirates, and a dinosaur about to poop out a ring of regeneration.

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  7. I have to go with the Keep too. It's got a bit of wilderness, a base of operations, a slate of notable NPCs, a dungeon complex, and the "feel" that to me is what D&D is all about. It's a great anchor setting for a wider campaign - just keep expanding the map!

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  8. These days, I would probably pick Verbosh by Judges Guild. Lots to like in there and expandable.

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  9. Thanks folks,

    RE KotBL - I thought about it as well and it does have a number of points in its favour. Like many, the Caves of Chaos were definitely the first dungeon my character explored… I am sure died horribly.

    RE Dwellers - Interesting choice. Why would you pick that as your one and only?

    RE Isle of Dread - Another one that I considered. Honestly it is one of my favourites.

    RE Verbosh - I love that module. I just wish they had done a bit more with some of the encounters and the map is a bit of a pain.

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  10. I might go with Lost Caverns of Tsojcanth. It is an extensive adventure but insert within has a plethora of play material that could contribute to numerous other adventures.

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  11. Wow, intelligent responses. I'll second Dwellers Forbidden City. You could adventure for years within that locale...imagine a mini-dungeon or adventure in EVERY dwelling in the valley, not just the ones detailed. I have an entire campaign developed that is set within the City.
    Isle of Dread, Keep on the Borderlands, Verbosh, Caverns of Thracia, Dark Tower, and Secret of Bone Hill all feature a locale that can be used for multiple adventures and is adaptable to many types of adventures as well as serving as the focal point of a campaign. However, I'd go with Dwellers based on the jungle locale and pulpy feeling.

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