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The Richest D&D Adventure of All Time: Greyhawk Ruins, Is It Monty Haul if It’s Canon?

What if the treasure horde was just so over the top that instead of its collection being an awesome moment it was more of a WTF one? Let’s take a look at the module that made my players feel like they both jumped the shark and nuked the fridge, and what was done to keep the campaign going afterward. 

The Hardest D&D Adventure of All Time: Anyone Ever Run Through the Throne of Bloodstone?

The Throne of Bloodstone is the finale of a 4-part series that was published in 1988. What makes this module so unbelievably difficult that it made the #1 spot on my most challenging module list? Grab yourself a coffee and let’s talk about how, back in the day, D&D used to crank the difficulty up to 11.

Castle GreyHawk: The Thor Ragnarok of Old-School D&D Adventures From Back in the Day

Castle Greyhawk isn’t really just a module. Castle Greyhawk did for D&D what Ragnarok did for the Thor franchise. The overall premise is this: Extremely unusual monsters are emerging from the castle dungeons, and your party has been hired to put a stop to it. What made Castle Greyhawk unique was its use of breaking-the-4th-wall comedy that would have impressed even Deadpool.

Melding Science, Magic and Mutants in an RPG? A Look at the Palladium and Rifts System From Back in the Day

Recently, a good friend of mine asked about my experience playing the Palladium/Rifts system. Afterward, he said that it sounds so fantastic that I should run a game using it, and part of me would love to go down that road. The setting is well-crafted, the art in the sourcebooks is fantastic, and its concept is nothing short of amazing. But here’s the problem …