Are there any *classic* 2E adventures?

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Adventurer
Most of us can agree that there are many classic 1E adventures (and Basic D&D) but are there any classic 2E adventures?

I'm not talking about a *great* adventure, I'm talking about a *classic* adventure. Classic is a very subject word, but it is also a word that describes something that could also be described and "old", "original", or "the real deal". Is it too soon to call any 2E adventures classic? Or, maybe 2E adventures will never be called classic?

Some people might say that "Dead Gods" (or some other 2E adventure) is a great adventure, but is it *classic*?
 

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"Classic" to me implies a standard that is set in a given medium; to this end, I cannot recall any 2nd edition Adventures that set any archetypal adventure standards that were not previously set by an earlier 1st edition module.

Involved storylines were already standard(Desert of Desolation series and Ravenloft), Original beginning premises were already standard(Desert of Desolation, Slavers A3 module), commonality of experience were already handled (B2 Keep on Borderlands), and unique plot twists were already handled as late as 1986. Killer-yet-thinking-man's dungeon? Tomb of Horrors. Super-dungeon? GDQ series. That's why I can't think of one that I could vote for - they were slightly different takes on an established quality.
 
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Henry said:
That's why I can't think of one that I could vote for - they were slightly different takes on an established quality.

Actually, I just did think of one: Monte Cook's A Paladin in Hell. It was a "rescue adventure" that painted a picture of self-sacrifice NEVER before seen in a module, to my knowledge. It's worst part was that it, like a lot of 2E adventures, railroads the characters a litttle too much (the Nominal Paladin NPC is the true hero of the adventure), but otherwise paints a beautiful portraint of a seige of Epic proportions, and a beautiful climax.
 


Henry said:
It's worst part was that it, like a lot of 2E adventures, railroads the characters a litttle too much

The dark days of roleplaying games, when the "storytelling" fetish had its claws in far too deep...
 

It could probably be said that to me, the classics are just the ones I like the most, but I have a few.

The Apocalypse Stone is a classic "save the world" adventure, and is executed very well.

Dead Gods is a classic in how you slowly uncover and defeat a shadowy, enigmatic evil...and then there's the bit at the end...

It's debateable that this one just builds on its 1E predecessor, but to me, Return to the Tomb of Horrors is far and away better than the original adventure it's based on. No list of 2E classics is complete without it.

Bleak House: The Death of Rudolph van Richten is a classic Ravenloft adventure. It plays up the gothic, tragic nature of the campaign, and if done well, can have a profound impact on the gaming group.
 


It is interesting that anything that might be considered "classic" showed up right near the end days of 2E.

I think "The Shattered Circle" falls into this category.
I would agree with Return to Tomb of Horrors.

other than that... a classic 2e is difficult to find.
 

jester47 said:
It is interesting that anything that might be considered "classic" showed up right near the end days of 2E.

I think "The Shattered Circle" falls into this category.
I would agree with Return to Tomb of Horrors.

other than that... a classic 2e is difficult to find.

It's funny, this is the direct opposite to 1E's story. At 1E's tail-end, some real dogs turned up. Adventure modules that made me almost ashamed to be playing D&D. Some examples: WG7 Castle Greyhawk and WG8 Fate of Istus.

This crappy adventure writing then continued through the early days of 2E.
 

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