What adventure module defines D&D to you?


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I didn't state it, but my thinking with the question was "What adventure module could you hand someone to read to show them what D&D is?" So, for me, the "We don't play modules," statement really doesn't do anything.

I'm kind of with Gentlegamer here. A person who hadn't played the game would not get much of an idea of what the game was like from looking at the module.

Do you want, "What adventure would you run for a new player to show them what D&D is?"
 

interesting that so many folks are naming 1e modules, too.
Probably because that's what we started with; those modules stuck in our memories, and thus became the defining modules for us.

Had I not started until 3e days, Forge of Fury might be a defining module. It's certainly among the best of any 3e adventures I've met so far.

A player new with 4e might look back later and see Keep on the Shadowfell as a defining module, because that is what s/he started with.

Edit: @ Snoweel: Though I recognize the various neat design elements it tries to implement, Night's Dark Terror is to me the exact opposite of defining what D+D is or should be. I DMed it 20 years ago, and if I ever see it again it'll be too soon.

Lanefan
 
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Edit: @ Snoweel: Though I recognize the various neat design elements it tries to implement, Night's Dark Terror is to me the exact opposite of defining what D+D is or should be. I DMed it 20 years ago, and if I ever see it again it'll be too soon.

In hindsight I think it is probably far too linear but when I ran it as a 12 year old my players took the bait every time.

What went wrong when you played it?
 

The Homlet/Moathouse Part of Return to the Temple of Elemental Evil. (Maybe ad the Nulb/Temple Ruins.) used with extensive knowlege of the old T1.

I have run this part of the adventure very often, I love it as a starter. Whenever I am DM for a new group of players I use this.

What I love about it, is: Homlet is a great starting village. You have a couple of NPCs that would travel with the group, one of them is actually a traitor. There are giant frogs, a dragon, gnolls, cultists, undead and some lovecraft in there.
IMO it covers modern day D&D very well... the sad part is, the rest of RttToeE is not as good is this.
 

... Forge of Fury might be a defining module. It's certainly among the best of any 3e adventures I've met so far.

Lanefan

I agree its the best module put out by WOTC for 3E, there are far better put out by third party publishers though. A number of which were done by Necromancer Games, but Kenzer, Goodman, Paradigm, and Troll Lords put out modules I think are considerably better. Oh, and Fiery Dragon. Despite some layout/writing flaws "Nemorans Vault" is still one of the 3E stand outs.

Oh, and the Whitehorn mods too. I forget who did those. I know it was Ed Cha, but I forget the company. Plus Monkey God did some great mods too.

Now there are a fair number of Paizo adventures I can add to the list as well.

So, IMO only, of course, of all of the modules done for 3E Forge of Fury ranks down pretty low.

Again, of the ones done by WOTC, it is my fav.
 

To answer your initial question, my gut reaction is S4: Lost Caverns of Tsojcanth.

This module captured, at a very early stage for me in my gaming experience, the best of "getting there" and "dungeon crawls" and mixed in a healthy dose of new and unique creatures; new, unique, and powerful magic items; wicked, deadly traps; and, unique and powerful BBEG's.

Seeing your response about a module you could hand to someone to learn about D&D, if I were doing that today, I'd hand them the 4e PH and KoTS.
 


I didn't state it, but my thinking with the question was "What adventure module could you hand someone to read to show them what D&D is?" So, for me, the "We don't play modules," statement really doesn't do anything.

Bullgrit

I couldn't disagree more with Umbran.

Rise of the Runelords:

  • Detailed starter town, complete with rumors, map and NPCs with hooks
  • Map of regions includes nearby ruins and wilderness areas with cool names
  • Funny and horrifying monsters, including the iconic Paizo goblin
  • A BBEG reveal that showcases what role backstory, narrative and roleplaying can play in a good game

Carnival of Tears:

  • Genuinely horrifying and nauseating... and disturbingly funny!
  • Charismatic villains, each with a shtick.
  • Loosely connected to a series of other modules, but not dependent on them
  • Setting deals with adult issues of exploitation and environmental devastation
  • A DMPC which DMs can either keep or turn into that creepy clown on the cover
  • Very fun fights


Cage of Delirium:

  • Simply the best haunted house module ever written, and I love Sinister Secret of Saltmarsh
  • Genuinely creepy, even without the soundtrack.
  • Players gradually unfold the narrative, which evokes a complex set of emotions
  • The narrative itself is a puzzle, which appeals to a certain kind of player.
 
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As much as many of the original AD&D modules rock, I'm voting Moldvay

B4 The Lost City and X2 Chateau D' Ambreville get my vote.
 

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