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What are your top 5 published D&D adventures? By D&D I mean any edition - OD&D, BECMI, 1e->4e - and I would also include Castles & Crusades, HackMaster and Pathfinder.
EDIT: Added HackMaster.
Last edited by Doug McCrae; 31st July 2008 at 12:22 AM..
The Lost City
Lost Caverns of Tsojcanth
Isle of Dread
Horror on the Hill
Slavepits of the Undercity
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Quote:
Originally Posted by Piratecat
On 4E: So far my initial concerns aren't justified. There is just as much roleplaying, just as much behind-the-scenes maneuvering, and just as much character interaction -- with far easier DM prep, faster and more tactically rich combat (now that the learning curve for each player's powers is diminishing), and a longer adventuring day. Yeah, I'm having a blast.
Temple of Elemental Evil
Lost City
Night's Dark Terror
Ghost Tower of Inverness
Blade of Vengeance
Tomb of Horrors
Expedition to the Barrier Peaks
I cannot go less than 6.
__________________ That dot com thing is killing inspirational speech. 'I have a dream.
For more on my dream, go to martinlutherking.org/mountaintop.'
- John Stewart
Oh angry mob, is there any problem your wisdom and torches can't solve?
- John Stewart
Last edited by MrFilthyIke; 28th July 2008 at 04:46 PM..
Reason: forgot to mention...
Night Below
A series (particularly A2)
S4 - Lost Caverns of Tso...
X2 - Castle Amber
N1 - Cult of the Reptile God (despite deus ex machina/railroad problems).
Of Sound Mind: Piratecat wrote this and I'm still waiting for the sequal!! I've ran two D&D campaigns since the module was written and I have used it in both campaigns, the only module written for 3ed that I've done that with. It is creative and fun and a little bit off which realyl helps it.
Tomb of Horrors: I know it is a meat grinder and has huge problems with the new school way of gaming. But it is one of the few modules I try to run for each new group because I think it is important for people to know what gaming used to be like.
Sinister Secret of Salt Marsh: This is a very good little mystery and investigation. It doesn't feel like a typical dungeon crawl and it isn't.
White Plume Mountain: I like the odd rooms and the wierdness of the module. The weapons are classic and I run this one a lot.
The Dragonfiend Pact: Of all the DCC's this is my favorite. It has a lot of neat encounters and creative uses of a dungeon for a first level party.
Wow, I have a hard time coming up with 5 adventures I REALLY liked. I dislike most of the 'classic' D&D adventures and I mostly dislike the traditional dungeon-crawl adventures.
I guess, Red Hand of Doom is among the top five.
Forge of Fury was pretty good despite being just an extended dungeon crawl.
Standing Stone was mostly good but required lots of customization.
I vaguely remember several pretty good mystery-type adventures from DSA and at least one from Midgard: 'Smaskrifter' comes to my mind.
All of the really outstanding adventures I remember have been written by one of my friends or myself. I guess, I shouldn't be surprised about this, but I never really thought about this before...
The Banewarrens (Malhavoc)
The Night of Dissolution (Malhavoc)
The Whispering Cairn (Paizo-Dungeon mag)
The Styes (Paizo-Dungeon mag)
Burnt Offerings (Paizo-Pathfinder 1).
I surprise myself by not listing anything by WotC in my top 5. Speaker in Dreams was quite a fun adventure, but not quite as good as any of the above.