3 favorite sites from classic adventures?

Glyfair

Explorer
I recently was looking at the Return to the Moathouse adventure and was reminded how classic a location it is. It's been used at least 3 times as an adventure location and is quite a familiar spot.

I was curious about what everyone considers their favorite sites from adventures. I was hoping to get everyone to list 3 favorite locations from classic adventures. I want those sites that you would love to use or visit again and find very familiar and evocative.

My 3:

1) The Moathouse: I've actually run it in both 1st and 3rd editions (Village of Hommlet and RttToEE) and will soon run it for 4E. It still is entertaining.

2) Quasqueton: The do it yourself location. While the details of the first dungeon I ran were up to the DM, there was a solid plan and it has all the earmarks of the early dungeons. I still remember the room with the mysterious pools.

3) Gringle's Pawnshop: While D&D has many more options, I have to go to Runequest for my third. I can't count how many times I've had players defend Gringle's Pawnshop in the adventure from Apple Lane. I even used it as a basis for my first 3E D&D adventure I ran for my regular campaign.
 
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White Plume Mountain: I've run the orginal for every group I've gamed with and most of them have gone through the sequal as well, and one lucky group got to do it a third time when I got the Hackmaster version.

Saltmarsh: With or without a secret it has been a great place to have the PCs go back to. One day I'm going to run those U2 and U3 but the city of Saltmarsh was always used.

Castle Ravenloft: I think it speaks for itself.
 

I really want to put the Slaver Stockade from A2 into my homebrew somewhere.

I could use Waterdeep as any and all port cities for the rest of my days if I had to.

Sigil!
 



Well... I don't know if I can pick my three favorites. How about I just pick three that I really like?

1) The Caves of Chaos, from Keep on the Borderlands. Though I somewhat agree with those who say it's "just a bunch of rooms with monsters," I think that there's a lot of real potential for some interesting backstory and cooperative tactics.

2) Dunador, the setting of Destiny of Kings. Yeah, it's some fairly traditional "wilderness barony" style locations, but it was the first module that really drove home, to me, that adventures and modules could be more than dungeon crawls.

3) Okay, I'm going obscure here. Morlandia, the setting of "Scavenger Hunt" in Adventure Pack I. Like the other two, it's better for its concepts than its execution, but I love it, and I've used heavily modified versions of it in multiple campaigns.
 


The village of Restenford, from L1: The Secret of Bone Hill.

The Twisted Caverns in the Gates of Firestorm Peak.

And the Tomb of Horrors.
 

Hmm lets see:

Forbidden City
Deset Nomads series
Curse of Xanathon( this one is my favorite by far)


BTW where did you get the 'Return to the Moathouse"
 

1. Saltmarsh. Or more specifically: the haunted house, an iconic location in an iconic seaside village.

2. Tomb of Horrors. Despite my distate for the style of D&D implied by that module, the Tomb is a fantastic location.

2b. Moil, from the Return to the Tomb of Horrors. A dead city, cursed by Orcus, lingering on the edge of the Negative Material Plane... awesome.

3. The Forbidden City (from the module Dwellers of ...). As noted in the 4e DMG, that module was the original mega-module, with enough adventure crammed into 32 pages to last an entire campaign. Plus, it's another iconic location: the lost city, hidden at the heart of a steamy jungle, full of savage monsters and horrible beasts. It's D&D with a heavy dose of pulp, and it's oustanding.
 

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