15 Best D&D Modules Of All Time

What are the best D&D adventures of all time? I take a look at four decades of Dungeons & Dragons adventures and present to you the 15 Best D&D Modules Of All Time, from Night Below to The Sinister Secret of Saltmarsh to Ravenloft.

What are the best D&D adventures of all time? I take a look at four decades of Dungeons & Dragons adventures and present to you the 15 Best D&D Modules Of All Time, from Night Below to The Sinister Secret of Saltmarsh to Ravenloft.

Based on a survey I took in 2013. Over 120 adventures were nominated, and over 500 votes cast to determine the Top 15 Best D&D Modules Of All Time. From BECMI, AD&D 1E, AD&D 2E, D&D 3E/3.5, and D&D 4E (in other words, offficial D&D adventures only, not Pathfinder or third-party adventures).

About Top Lists: This is an experimental new forum, and a bit of fun. The idea is to post your Top 10 (or 20 or 1,000 or whatever) things in a given theme. Top 10 Sci-fi Games of 2014, for example, or Top AD&D 1st Edition Modules. See the sticky thread inside for more info, and please do feel free to post your own Top List! This one should serve as a good example!


[h=4]#15: Night Below[/h]
By Carl Sargent. A 3-book boxed set for AD&D 2nd Edition, a campaign set in the underdark. It was described as "bursting and the seams with nasty, slimy, ugly things" by Cliff Ramshaw.

nightbelowcover.jpg


[h=4]#14: Desert of Desolation[/h]
By Tracy & Laura Kicman. The definitive Egyptian-themed D&D adventure.

i3-5.jpg


[h=4]#13: The Lost Caverns of Tsojcanth[/h]
By Gary Gygax. "A monster filled labyrinth in the classic mode" said Lawrence Schick.

S4_Lost_Caverns_of_Tsojcanth.jpg


[h=4]#12: The Lost City[/h]
By Tom Moldvay. A module designed by Moldvay to give new DMs experience fleshing out adventures and the inspiration for a 3rd-edition D&D adventure, Masque of Dreams.

B42.jpg


[h=4]#11: The Whispering Cairn[/h]
By Erik Mona. From DUNGEON magazine, the first adventure in the Age of Worms adventure path. An adventure by Erik Mona for D&D 3rd Edition.

Dungeon_AoW_TSR82124_180.jpeg


[h=4]#10: The Isle of Dread[/h]
By David Cook and Tom Moldvay. The first module to focus on wilderness exploration and the first appearance of a D&D world continent. The Isle was later retconned in 4th Edition to be part of the Feywild. Steve Winter described it as "one of the most widely known and played advantures for years".

Isle_of_Dread.jpg


[h=4]#9: The Sinister Secret of Saltmarsh[/h]
By Dave J. Browne and Don Turnbull. The first D&D adventure from the UK. Published in 1981 for AD&D 1st Edition. The abandoned, dilapidated mansion of an evil alchemist. The introduction to an underwater campaign. Ken Denmead of Wired called it "the Scooby Doo episode of D&D modules".

u1-the-sinister-secret-of-saltmarsh.jpg


[h=4]#8: Queen of the Spiders[/h]
By Gary Gygax. A compilation of 7 modules spanning Greyhawk, the Underdark, and concluding in the Demonweb Pits, the abyssal lair of the demonic goddess Lolth.

GDQ1-7QueenSpidersCover.jpg


[h=4]#7: Against the Giants[/h]
By Gary Gygax. The "G" series of modules by Gary Gygax combined into one compilation module. Stephen Colbert commented on this one - "those old Giants modules, those were tremendous", while Wired's Ken Denmead said that [the third is] "the end-all, be-all of hack-fests".

G1-3_Against_the_Giants.jpg


[h=4]#6: Castle Amber[/h]
By Tom Moldvay. A haunted mansion, the all-new brain collector, and demented members of the d'Amberville family. "A decidedly Edgar Allen Poe feel" said Game Examiner's Daniel Nations. Jim Bambra of White Dwarf described it as "an attempt to bring randomness back into D&D."

Castle_Amber_X2.jpg


[h=4]#5: Red Hand of Doom[/h]
By James Jacobs and Richard Baker. The second 3rd Edition adventure on this list. A hobgoblin hoard devoted to Tiamat. Released in 2006, WotC's first D&D adventure for four years since 2002. A massive 128-page adventure and the first D&D adventure to include Designer Notes.

61JBRQAA96L.jpg


[h=4]#4: Tomb of Horrors[/h]
By Gary Gygax. Written to test mighty player characters in the tomb of the demilich Acererak. One of the toughest modules of all time! "Sprinkled... with subtle, insidious, and carefully laid traps" says Don Turnball. SF Site called it " a classic and a mus-have for gamers".

S1ModuleCover.jpg


[h=4]#3: The Keep on the Borderlands[/h]
By Gary Gygax. Explore the Caves of Chaos in this beginner module for the D&D Basic Set. A revised version formed a D&D Next playtest module called The Caves of Chaos. At the time, more copies of this module were printed than of any other scenario.

B2_front.jpg


[h=4]#2: The Temple of Elemental Evil[/h]
By Gary Gygax and Frank Mentzer. An expansion of The Village of Hommlet and a 128-page classic which inspired a novel, a computer game, and a return 25-years later. "Of huge, classic dungeon crawls, this is probably the best" said Lawrence Schick. Even Dungeon Master for Dummies called it "the grandfather of all huge dungeon crawls".

Temple-Cover-Two.jpg


[h=4]#1: Ravenloft[/h]
By Tracy & Laura Hickman. Is this the best D&D adventure of all time? Pubished for AD&D 1st Edition in 1983, playtested for five years by Tracy and Laura Hickman and the inpsiration for an entire campaign setting! A frightening portrait of a vampire. Necromancer Games' Clark Peterson described Strahd as "one of the best villains of all time" and Bill Slavicsek praises it as "the first adventure to mix tone, story, and dungeon crawl". Dungeon Master for Dummies said it "takes the art of adventure to the next level" and author Tracy Hickman certain feels it's "perhaps the best [module] that ever had my name on it".

Ravenloft_I6.jpg

 

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TerraDave

5ever, or until 2024
Basic statistics is a large part of that. There were many times more 1E modules, for example, than 4E adventures. And 1E also had its share of Forest Oracles.

Hmm, the funny thing is, if you focus on the early modules, before the flood doors where opened (or up till they where just being opened) they include a disproportionate number of ranked ones. This gets worse when you factor in 2E or 3E, lots and lots of adventures. In spite of attempts (like mine) to get modules from those eras included, you just don't see lots of votes for them. A few...but not too many.

Lets say you spent way too much time making a table of all the adventures published by TSR through 83:

View attachment 66066

You'll see that they include 12 of the countdown ones, a bunch of the ones from the Dungeon magazine ranking from about 10 years ago, and many from the polls I also did about 10 years ago.

(* Indicates that it was ranked as part of a compilation, T 1-4 included as it has T1, and was supposed to come out earlier...)
 

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Koloth

First Post
I find it rather sad that with all the love being given old modules, the latest poll asking about new WOTC products didn't include a selection for New Modules. I don't consider adventure paths interchangeable with modules.
 

Morrus

Well, that was fun
Staff member
I find it rather sad that with all the love being given old modules, the latest poll asking about new WOTC products didn't include a selection for New Modules. I don't consider adventure paths interchangeable with modules.

Don't be sad. :(

It was just a poll of some things I thought of. It's not important or anything.
 

Keith Robinson

Explorer
It is interesting that so many of the adventures are from AD&D or around that period. Perhaps that tells us something about the ageing demographic of modern role players, or simply that the majority of what has come since then has simply not been as good?

On a personal level, I'd find more room for modern stuff :) Here's my my top 10, based on either having DM'd or played in them...

1) Red Hand of Doom - I did some modifications to beef it up, but we had a real blast. As good as anything I can remember.
2) Edge of Anarchy (Curse of the Crimson Throne, Part 1) - sadly the group ended before we concluded the adventure path, but had a blast DMing this game.
3) A1-4 scourge of the slave lords - had a lot of fun with this one as a kid and still remember it well. Again, as DM :)
4) G1-3 against the giants - lost several of my best characters to this adventure. Totally brutal!
5) Burnt Offerings (Rise of the Runelords, Part 1, Pathfinder Edition) - absolutely cracking adventure with so much fun my sides still hurt from playing it!
6) The Sunless Citadel - played it, Dm'd it, and Dm'd it again. A great adventure that I've enjoyed more than once.
7) T1 the village of hommlet - village politics, a keep, and a fight with a giant frog. What more do you need?
8) B2 Caves of Chaos - the first adventure I ever played in, way back when, and I can still remember it (just!)
9) Expedition to Castle Ravenloft - okay, I'll admit I loved and loathed this in equal measure. The DM was relentless, and not always in a good way, but it was also where our self appointed hero rolled 1 after 1 after 1, which culminated in a final session against Strahd where he (the player, not Strahd) rolled over 15 1s in a single session. Never to be forgotten.
10) The Forge of Fury - I played in a heavily modified game, so perhaps not a true reflection of the actual module . Nonetheless, I have to place it here as we had a great time.
 

KirayaTiDrekan

Adventurer
My personal Top 10 reflects the fact that I didn't really start using published adventures until 3rd Edition and then recently started going "retro" and DMing the classics.

10. X1: The Isle of Dread - Played through it as a kid and then DMed it during the D&D Next playtest. I changed it a bit when I DMed it but it was still a lot of fun.

10. T1: Village of Hommlet - Tied with X1, I love the village and the moathouse, though my experience with them is influenced by the computer game.

9. H1: Keep on the Shadowfell - TPKed three or four times against Irontooth on this one, but it was still fun.

8. Wrath of the Immortals - More a campaign than an adventure, the individual adventures in the boxed set weren't that great, but the framing events had a lot of hooks to play with. My group's most memorable moments actually came from the fleshed out framing events - like trying to divert a meteor from crashing into the capital city of Darokin, only to choose to let it hit because otherwise it would decimate the army defending the border.

7. The Forge of Fury - My group had a lot of fun with this one and managed to actually beat the roper.

6. X6: Quagmire - The first published adventure I ever DMed. Hexcrawling for the win.

5. Dark of the Moon - A 2nd Edition Ravenloft adventure. The PCs were created as Dragonlance characters and then the mists pulled them in to Vorostokov. A kender in Ravenloft is...interesting.

4. Heart of Nightfang Spire - Gulthias infuriated the players with his hit and run tactics and continual taunting in this adventure. The half-ogre cleric/fighter spent the last 1/4 of the adventure stalking through the heart of the dungeon bellowing "Gulthias!" at the top of his lungs.

3. Bastion of Broken Souls - Epic battle against a half-fiend great wyrm red dragon for the win. Pretty decent build up to that battle as well.

2. The Red Box adventure - The solo adventure in the Red Box is my first D&D memory and still one of the best, in my opinion.

1. The Sunless Citadel - I have DMed this a dozen times and still enjoy it every time. Meepo forever!
 

John Enfield

First Post
I've never had a chance to play 'Temple of Elemental Evil' in a table-top campaign yet, but it was a kick-butt computer RPG that I still play from time to time in the D&D Anthology Master Collection set I have. Some of my favorite D&D minis are based on the Against the Giants and Desert of Desolation modules. The gelatinous cube, for example, proudly guards my computer desk between uses in games.
 

messy

Explorer
6. the razing of redshore- considering how much time i've spent thinking about the amazing story and characters, this has to be on my list.
5. in the dungeons of the slave lords- great plot, great challenges, and great npcs (the erol otus portrait of the slave lords is amazing).
4. the quicksilver hourglass- absolutely insane plot, epic-level challenges, and many npcs with unpronounceable names.
3. the dancing hut- wildly creative location, impossible layout, and one of the most interesting npcs ever created.
2. maure castle- amazing plot, amazing mystery, amazing let-down that it hasn't been finished.
1. tomb of horrors- could be perfect.
 
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Quartz

Hero
4. the quicksilver hourglass- absolutely insane plot, epic-level challenges, and many npcs with unpronounceable names.

The plot was great, but the implementation was well off. Each encounter was just an excuse for another entry from the ELH lists of monsters and templates.
 


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