D&D 5E Classic or just plain brilliant adventures/modules

Castle Amber (I have a vague feeling this is a great adventure)
ToEE (we did the first level but that was it)
I also have
Grakt's Crag
Halls of Tizun Thane
Pool of the Standing Stones
The Lichway
Maldred the Mighty
I've never finished Castle Amber. The last time I ran it was as an on-the-fly conversion just after 3E came out. We got as far as the garden.

Some of those White Dwarf adventures are (in my view) a bit dated - Tizun Thane has some clever bits, but also some padding, and likewise the Lichway. I ran Maldred the Mighty once (maybe twice?), converted to Rolemaster. I don't have fond memories, but I probably didn't get the best out of it.

My favorite module is B-10 Night's Dark Terror:

<snip>

While the introduction is a little weak, the rest is great, featuring overland travel, exploration of old ruins and the discovery of a forgotten civilization.
I used this as the basis for my 4e campaign, mixing in other bits and pieces (Thunderspire Labyrinth, Speaker in Dreams, Heathen, plus some stuff of my own design).

But I don't agree that the introduction is weak - if you mean the "defend the homestead" bit, that was great!

I recently ran G2 converted for a mid-Epic 4e game - links here and here. Of the G modules I've always had the fondest memories of it (mostly because of PCs falling over the edge into the rift), and it didn't disappoint.

It's probably 20 years since I last ran D1, but I have fond memories. And I ran D2 in my 4e game about a year ago: link here.
 

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I was also a huge fan of Dragon Mountain, but I might be in the minority on that. :P

THIS! The most fun (and dangerous) campaign arc I ever Dm'ed... Well, the Tomb of Horrors was more dangerous, but sounded more like the Paranoia RPG... The Dragon Mountain, on other hand, makes my players REALLY hate kobolds. Normal kobolds, not super-kobolds... Normal kobolds that defied a 9th+ level players on 2nd Ed and really pissed them off the limits.

Tangent comment: one of the handouts for this adventure is really brillant. pages from a torn journal that described an adventurer exploring the mountain. Players reading that identified themselves from the "just kobolds" from the first day entry to the "oh, no. I think if I do not hide, they will see me" in the fourth or fifth day.
 


What about the following

Castle of the Mad Archmage
Lesserton and Mor
Night of the Walking Dead
Stonehell Dungeon
The Lost City of Barrakhus
Barrowmaze

I'll give two thumbs up for Lesserton & Mor having played through some of it with the folks at Faster Monkey Games.

I also have enjoyed my brief time playing in Barrowmaze for its take on the classic dungeon crawl.
 

Other classics include Dark Tower and Caverns of Thracia, which are two Judges Guild modules by Paul (Jenell) Jacquays. I believe they should be mandatory reading for any dungeon-adventure writer. The plot is minimal, but both of these modules feature something which many writers have forgotten: open-endness.
 

I
But I don't agree that the introduction is weak - if you mean the "defend the homestead" bit, that was great!

Indeed, that part is amazing. I'm referring to the initial adventure hook, but it can easily be replaced by something a bit more engaging than a mission for delivering horses.
 

Thanks for all these recommendations

Have to ask, is the Temple of Elemental Evil a classic, because I've heard it's nothing but a grindfest
 

Depends on what you mean by a classic. Is it a good idea to play through it, to understand the origins of the concept of a "killer dungeon"? I think so. I think anyone who wants to know the roots of DnD should play through it, hopefully with a DM who really plays it strict and doesn't fudge. Should it be something you play with hard-leveled characters at the apex of a long campaign? No, certainly not. Play it with the pregens. Play it knowing it doesn't much matter, you will die. Play it like you play paranoia, with six backup clones ready to go. And have a blast.
 

Thanks for all these recommendations

Have to ask, is the Temple of Elemental Evil a classic, because I've heard it's nothing but a grindfest

There's a diversity of opinions on the quality of Temple of Elemental Evil. I think it drags pretty badly and needs a lot of editing. Others seem to think it's awesome.
 

Not enough love for the Slavelords modules being tossed about so I'll toss it in:

Scourge of the Slavelords (the A series) - fun adventuring locations, lots of potential dynamism, great challenge in the 4th chapter as the PCs try to escape a dungeon without any equipment. Overall, fantastic set of adventures for that fun mid-level (4-9th level) campaign.
 

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