Enrico Poli1
Adventurer
I was wondering about the great adventures produced for each iteration of the game. What are the ones that you consider the "MUST PLAY", the ones you absolutely have to experience? I'll list the ones I keep in high regard.
BECMI:
AD&D1e/2e:
D&D 3.0/3.5:
Pathfinder 1e:
13th Age:
- Eyes of the Stone Thief: best Megadungeon of them all. A one unique thing of a dungeon.
D&D 5e:
BECMI:
- Keep on the Borderlands: iconic "enter, kill monster, take stuff" dungeon
- Isle of Dread: iconic wilderness/jungle hexploration
- Castle Amber: iconic madhouse
- Master of the Desert Nomads + Temple of Death: iconic voyage traveling to far, exotic lands, to save the world
- Red Arrow Black Shield: unique module that mixes normal adventuring with a continental-scale war and political diplomacy
- Test of the Warlords: quintessential Dominions & War experience
AD&D1e/2e:
- Against the Cult of the Reptile god: iconic mystery adventure
- The City of Skulls: iconic rescue mission
- The Tomb of Horrors: iconic deathtrap dungeon
- Ravenloft: iconic gothic horror adventure
- Dragon's Crown: captures the feeling of Dark Sun setting, epic voyage
D&D 3.0/3.5:
- Age of Worms: epic save-the-world Adventure, a love letter to D&D tradition
- Savage Tide: pirates, dinosaurs and demons. You feel as in an adventure movie
Pathfinder 1e:
- Curse of the Crimson Throne: fantastic city adventure
- Kingmaker: hexploration + Dominion
- Reign of Winter: epic voyage, you feel as inside a slavic fairytale
13th Age:
- Eyes of the Stone Thief: best Megadungeon of them all. A one unique thing of a dungeon.
D&D 5e:
- Curse of Strahd: an implemented Ravenloft
- Tomb of Annihilation: hexploration in the jungle + deathtrap dungeon
- Descent into Avernus: planar adventure done well
- Light Beyond the Wytchlight: manages to recreate the atmosphere of Oz/Neverland/Wonderland