What Modules Have you DM'd?

Voadam

Legend
I generally use modules when I DM. I generally modify things heavily and give my PCs freedom to bail on stuff and have campaigns keep going but I usually have a module I use for adventure material. I also know plenty of people who never use modules. Styles and preferences vary.

There are many TSR and WotC modules that are considered classics as well as obscure ones from them. There are Dungeon adventures, Paizo modules and Adventure Paths, and tons of third party adventures.

Which ones have you run?
 

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Voadam

Legend
For me I've run modules for editions from Moldvay basic through 5e.

Here is the list that I can remember:

Basic D&D:

TSR:
B1 In Search of the Unknown
X3 Curse of Xanathon

Grenadier Models:
Cloudland

AD&D 1e:
TSR:
A1 Slave Pits of the Undercity
A2 Secret of the Slavers Stockade
C4 To Find a King
Greyhawk Adventures
I2 Tomb of the Lizard King
S2 White Plume Mountain
T1-4 Temple of Elemental Evil
WG4 Forgotten Temple of Tharizdun
WG7 Castle Greyhawk
WG8 Fate of Istus

AD&D 2e:
TSR:
Book of Crypts
Dragonlance Book of Lairs
Greyhawk City Boxed Set
Howls in the Night
RA1 Feast of Goblyns
RA2 Ship of Horror
RA3 Touch of Death
RM3 Web of Illusion
RQ1 Night of the Walking Dead
S5 The Dancing Hut of Baba Yaga
WGA1 Falcon's Revenge
WGA2 Falconmaster
WGA3 Flames of the Falcon

3.0:
WotC:
Burning Plague
Lord of the Iron Fortress

AEG:
The Crypt of St. Bethesda

Malhavoc Press:
Demon God's Fane

3.5:
Goodman Games:
Dungeon Crawl Classics 14 Dungeon Interludes

Green Ronin:
Freeport Trilogy Five Year Anniversary

Paizo:
J5 Crucible of Chaos

Sinister Adventures:
Indulgences Mysteries of the Razor Sea

Pathfinder:
Paizo:
Adventure Path 43 The Haunting of Harrowstone
Adventure Path 44 Trial of the Beast
Adventure Path 67 Reign of Winter The Snows of Summer
Adventure Path 68 Reign of Winter The Shackled Hut
Adventure Path 69 Reign of Winter Mother, Maiden, Crone
Adventure Path 85 Iron Gods Fires of Creation

5e:
WotC:
Yawning Portal: White Plume Mountain

Legendary Games:
The Murmuring Fountain (5e)
The Fiddler's Lament (5e)

Critical Role:
The Haunting of Harrowstone 5e Conversion
The Trial of the Beast 5e Conversion
 
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JonnyP71

Explorer
(a fairly big list of oldies, and I've given them all a 1-5 * Rating based upon my opinion of each of them, I didn't play 3e/4e - at least not as a DM)

BECMI
B2 - Keep on the Borderlands (**)
B3 - Palace of the Silver Princess (*)
B4 - The Lost City (*****)
X1 - The Isle of Dread (***)
X4 - Master of the Desert Nomads (****)
X5 - Temple of Death (**)

1E
A1 - Slave Pits of the Undercity (*)
U1 - Sinister Secret of Saltmarsh (*****)
U2 - Danger at Dunwater (**)
L1 - Secret of Bone Hill (**)
L2 - Assassin's Knot (***)
UK1 - Beyond the Crystal Cave (***)
UK2 - Sentinel (***)
UK3 - Gauntlet (*****)
UK4 - When a Star Falls (*****+++++ my favourite module ever)
UK5 - Eye of the Serpent (**)
I1 - Dwellers of the Forbidden City (****)
I3 - Pharaoh (****)
I4 - Oasis of the White Palm (****)
I6 - Ravenloft (*****)
S1 - Tomb of Horrors (*****)
S4 - Lost Caverns of Tsojcanth (***)
N1 - Against the Cult of the Reptile God (*****)
C1 - Hidden Shrine of Tamoachan (*****)
C3 - Lost Island of Castanamir (*)
T1 - Village of Hommlet (**)
G1-3 - Against the Giants (***)
D1-2 - Descent to the Depths of the Earth (D1 **, D2 ****)

5E
Lost Mines of Phandelver (****)
 
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delericho

Legend
Probably an incomplete list, but here goes...

B7: Rahasia
X1: Isle of Dread
X2: Castle Amber
I6: Ravenloft
The Shattered Circle
The Burning Plague
Sunless Citadel
Forge of Fury
The Speaker in Dreams (heavily modified)
Dungeon: Dungeon of the Fire Opal
Dungeon: The Cradle of Madness
The Shackled City Adventure Path (magazine version)
Savage Tide: There is No Honor
Kobold Hall (4e DMG)
Tome of Horrors (4e - one encounter only!)
Lost Mine of Phandelver
 

Back in the day, I used to hate modules, though that was more me not being experienced enough to do them justice. I’ve since been working to rectify that.

1e:
Temple of Elemental Evil/Village of Hommlet
Queen of the Spiders
Ravenloft

2e:
Ruins of Undermountain
Shadowdale
Tantras
Waterdeep
Nightwatch in the Living City
Night of the Walking Dead

3e:
Crucible of Freya

C&C:
Rising Knight

5e:
Out of the Abyss
Risen from the Sands (okay, technically a Pathfinder module, but I ran it converted to 5e)
 

Celebrim

Legend
I usually homebrew, and when I use modules they are heavily adapted to suit the plot. But, I have run the following, both as a novice DM and incorporated into my more recent games. In many cases, these have been modified or expanded to be almost unrecognizable from the text.

B2: Keep on the Borderlands
X1: Isle of Dread
Of Sound Mind
Mad God's Key
I6: Ravenloft
I3: Pharoah
C1: Hidden Shrine of Tamoachan

I may be including elements of S2: White Plume Mountain, Mud Sorcerer's Tomb and possibly even Temple of Elemental Evil in near future play. I have long term planes for including something along the lines of G3: Hall of the Fire Giant King in play. However, again, the final product will probably be scarcely recognizable.

Or in other words, for the last 20 years or so, mostly I just steal ideas.
 

JonnyP71

Explorer
Nothing wrong at all with stealing ideas, some of those in the 1E AD&D modules were great. The traps in C1 and S1 will have inspired a whole generation of DMs and I would encourage those who are newer to the hobby to have a read of those 2 classics and plunder away.... though maybe tone the ones from S1 down a little if they want their players to have a chance of getting out alive (/evilgrin)

It's easy to pick up elements from some of the better modules and drop them into a campaign with only a few tweaks....

The Forbidden City from I1 can be dropped inside any dormant volcano in your world.
Are your party in a fishing port? Then why not plunder U1 and introduce a smuggling ring?
Crossing a desert? B4 The Lost City can be put in any desert environment!
X1 The Isle of Dread can be a mysterious island in any ocean!
And X2 Castle Amber can be put almost anywhere, as the castle is on another plane.


My 5E group are playing a Forgotten Realms based game and have just reached a major city. I've spent a few hours annotating L2 The Assassin's Knot, changed the deities to fit, reworked the map to be a docks district of the city, converted key NPCs to 5E rules, and we will be playing that tomorrow. That should make for a great change of pace.
 

Ezequielramone

Explorer
We nerd people like to do list.

2nd ed:
- Randal Morn Trilogy (adapted to 5ed):
  • The Sword of the Dales
  • The Secret of Spiderhaunt
  • The Return of Randal Morn
3era/Pathfinder:
  • Rise of the Runelords (Two years of gaming, TPK in the last level of the last dungeon)
  • Eberron Modules: (Forgotten Forge, Shadows of the Last War; Whispers of the Vampire's Blade; we couldn't play Grasp of The Emerald Claw)
  • Forgotten Realms: The twilight Tomb
  • Masters of the Fallen Fortress (2 times)
  • Crypt of the Everflame (2 times)
5th ed:
  • Hoard of the Dragon Queen
  • Rise of Tiamat (about to finish)
  • Princes of the Apocalypse (just started with another group)

I'm playing Dragon Age RPG using the adventure in the core book: Invisible Chains.
 

Greg K

Legend
I have not used a module for a long time and have had no interest in doing so since sometime during 1e. However, back in the day, i used the following:

TSR BASIC D&D
B1 In Search of the Unknown

TSR AD&D 1e
A1 Slave Pits of the Undercity
A2 Secrets of the Slavers Stockade
A3 Assault on the Aerie of the Slave Lords
A4 Scourge of the Slave Lords
C2 The Ghost Tower of Inverness
D1 Descent to the Depths of the Earth
D2 Shrine of the Kuo-Toa
D3 Vault of the Drow
G1 Steading of the Hill Giant Chief
G2 Glacial Rift of the Frost Giant Jarl
G3 Hall of the Fire Giant King
I2 Tomb of the Lizard King
I3 Pharaoh
I4 Oasis of the White Palm
I5 Lost Tomb of Martek
I6 Ravenloft
L1 Secret of Bone Hill
L2 Assassin's Knot
Q1 Queen of the Demon Web Pits
S1 Tomb of Horror
S2 White Plume Mountain
S3 Expedition to the Barrier Peaks
S4 Lost Caverns of Tsojcanth
T1 Temple of Elemental Evil
T1-4 Temple of Elemental Evil
Undermountain

Either C1 The Hidden Shrine of Tamoachan or I1 Dwellers of the Forbidden City

JUDGES GUILD
Escape from Astigair's Lair
 

Wangalade

Explorer
Mentzer basic set Castle in DM manual
B1- in search of unknown
B2- keep on borderlands
B3- palace of silver princess
B6- veiled society
X1- isle of dread
XL1- quest for the heartstone
CM2- death's ride
IM1- immortal storm
AC3- kidnapping of princess arelina
AC2- "Treasure of the hideous one" by David cook
"The sword of justice" in Dec 84 dragon magazine
O1- the gem and the staff
 
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