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Best D&D Adventures

Ariosto

First Post
Caverns of Thracia
Dark Tower
- for sure! The other three may vary depending on when you ask me.

Today:
Hidden Shrine of Tamoachan
The Halls of Tizun Thane (White Dwarf)

It's especially tough to make the 'final' pick. Which of the great Gygax scenarios is greatest? I will side-step by considering them all to fill a "hall of fame" of their own, and making instead an honorable mention of a lesser known adventure that was memorable to me:
The Temple of Poseidon (Dragon magazine #46), by Paul Reiche III
 

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Ariosto

First Post
It's neat to see the nods to "fun house dungeons" such as White Plume Mountain. Such elements seem to me of the essence of the classic "mega" dungeon game that was responsible for so much that became D&D. Naturalism or verisimilitude is easily taken to what I consider dull excess in the context of fantasy gaming.
 

crazy_monkey1956

First Post
My list is almost purely based on nostalgia rather than quality (though there are some quality modules here I suppose).

X1: Isle of Dread - First module I ever played.

X6: Quagmire - First module I ever DMed.

Dark of the Moon (Ravenloft) - Really the only 2E module I ever ran, but many memorable moments (run as an "evening in Ravenloft" with a group of Dragonlance characters, including a Kender).

The Sunless Citadel - I've run this one several times and enjoy it every time.

Bastion of Broken Souls - Epic conclusion to my first 1 to 20 3rd Edition campaign (which started with the aforementioned Sunless).
 

Ariosto

First Post
A "Best in Category" thread might be worthwhile, considering the diversity of D&Ders' interests.

The "best" of what many dungeoneers dig might be pretty bad from the perspective of some plot-line aficionados, and even dungeon lovers differ on "wacky" and "sci fi" ingredients. Dramas can be of epic sweep or intimate sagas. Combat mavens and puzzle solvers might have different ideals.

A scenario might be outstanding in its own particular sub- or sub-sub-genre (and those can increase as needed to express different merits).
 

Hussar

Legend
Interesting to see what people love. My list isn't too much different from most people's here (In no particular order):

1. The Lost City - just a freaking excellent module - it's got everything. Intrigue, investigation, and a spinning elevator. Fantastic.

2. Cult of the Reptile God - yeah, it has that Deus Ex Machina ending, but, it's a really fun module and Orlane featured as a home base in a lot of my campaigns.

3. World's Largest Dungeon. Just cos I spent SO many hours with this bad boy. :D

4. The Land Beyond The Magic Mirror - I love weird. Bring back the weird. Please.

5. Isle of Dread. On of the first modules I ever played and the main reason I subscribed to Paizo's Dragon when they did the Savage Tide. Paizo's treatment of the Isle was fantastic too. Like Cult of the Reptile God, IoD has featured in way, way too many of my campaigns. :D
 

rogueattorney

Adventurer
Is the consensus that 2E had good settings but bad modules?

Yes. I believe that is the consensus.

At the tale end of 1e, in the late '80s - about 1986 or 1987, TSR completely changed their module style and format. While there were certainly exceptions on both sides of my dividing line, you could generally say that prior to the change, adventures were typically...

a. Generic - they weren't specifically tied to a campaign setting or were tied so loosely that they could be easily adaptable to pretty much any campaign world.

b. Self-contained - usually they were stand alone adventures, those part of a larger series could generally be played on their own just fine, and generally you did not need any products other than the core rules to run them.

c. Site-based - Focused much more on the geography of the area and the inhabitants therein than specific events that can occur to the party. In other words, once the preliminary set up was staged, what happens to the party was largely controlled by what area of the adventure the party traveled to and what they did once they got there.

d. Short - as short as 8 pages long, and rarely more than 32 pages long, saddle-stitched paper backs.

After 1986 or 1987, TSR's adventures became more tied to specific campaign settings, almost always parts of larger series and were frequently tied to non-core rules and sourcebooks, event-based rather than site-based (in other words, with a number of pre-set events that would occur to the party regardless of what actions the party took), and much longer - often 90+ page perfect bound books, with a number of boxed-set adventures.

Another big distinction between earlier adventures and later adventures is that there were far fewer of them produced, but were printed in much, much larger quantities. Adventures from the late '70s and early '80s were printed in the hundreds of thousands, while adventures from the later period usually had print runs under 10,000.

So from this you can probably tell why 1e adventures get mentioned far more often than 2e adventures. (And I'm using "1e" loosely, as the change in design really occurred just prior to 2e coming out.) There were far fewer 1e adventures to choose from but they were (and are - check ebay prices) more easily available, they generally weren't advertised as being part of a campaign you weren't playing, were more easily plugged into existing campaigns, more easily completed, and generally more utilitarian to a broader selection of D&D'ers.
 

GregoryOatmeal

First Post
There were far fewer 1e adventures to choose from but they were (and are - check ebay prices) more easily available, they generally weren't advertised as being part of a campaign you weren't playing, were more easily plugged into existing campaigns, more easily completed, and generally more utilitarian to a broader selection of D&D'ers.

Thanks for clarifying. After 13 years of occasional gaming I'm finally finding these are about the best thing since sliced bread. Even with the C&C conversions they look like tons of fun to read and run.

With regards to the 2E modules...without resurrecting a 20-year old edition war :) - would they legitimately compete with the 1E stuff if it weren't for the accessibility barrier? I'm surprised more setting fans haven't posted lists more focused on Al-Qadim, Ravenloft, or Planescape. Is it worth buying the compendiums and setting books? Because those modules look really great...

The non-setting modules look really cool, particularly the "25th anniversary" sequels to White Plume Mountain, KOTB, etc. I've been meaning to run Return to the Tomb of Horrors since I saw it in the hobby shop in the nineties.
 

Ahzad

Explorer
Mine would be

Return to the Tomb of Horrors
GDQ1-7
Skull & Crossbones (hands down the best SJ adventure)
The Shackled City
A1-A4
 

Ulrick

First Post
In no particular order:

The Crucible of Freya
The Keep on the Borderlands
The Return to the Tomb of Horrors
Rappan Athuk (original and reloaded)
The Red Hand of Doom

Although there's lots of runners up from 1e. I've never played in or DMed The Return to the Tomb of Horrors, but place it among my top five because its an awesome read.
 

Jimlock

Adventurer
1. Night of the Walking Dead (2e Ravenloft)
2. The Created (2e Ravenloft)
3. Touch of Death (2e Ravenloft)
4. DragonLance Classics Vol. I,II,III (2e DragonLance)
5. When black Roses Bloom (2e Ravenloft)
 

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