Are there any *classic* 2E adventures?

Woot! I forgot about The Dancing Hut of Baba Yaga! That was a grat adventure! I'd call it a classic any day!

On the flipside, Labyrinth of Madness was horrible. It was made with a good story in mind, but the execution suffered awfully. It's no surprise that there were pages and pages of errata for that on TSR's website for it.
 

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Hi,

It's hard to come up with a list of 2e classics, because by 2e there were lots of different campaign settings and the adventures weren't played by 95% of all D&D players as they were in the early 1e days.

Having said that, I would second The Great Modron March, Dead Gods, Feast of Goblyns and Ruins of Undermountain. I'd also add the Horde trilogy for its superb combination of action, setting, and interesting roleplaying challenges.

Night Below is a near miss for me. I started running it and we played about twenty sessions but got bogged down in Book II. I've been put off mega-dungeons ever since.

WizardDru's comments on Ruins of Myth Drannor are spot on.

Cheers


Richard
 

I'd classify RA1: Feast of Goblins as a classic module - I do like it very much.

I'd also classify WGA4: Vecna Lives! as a classic, but a flawed classic. (It has a classic storyline, but terrible execution). Similarly for Five Shall Be One/Howl From the North - great ideas, horrible execution.

Cheers!
 


MerricB said:
I'd classify RA1: Feast of Goblins as a classic module - I do like it very much.

I'd also classify WGA4: Vecna Lives! as a classic, but a flawed classic. (It has a classic storyline, but terrible execution). Similarly for Five Shall Be One/Howl From the North - great ideas, horrible execution.

Cheers!

Have to agree with ya on Vecna Lives! & its lead-up modules: good idea, bad execution. Main reason why I didn't run them at all.

As for Night Below, it was a good concept, but personally, a bad module/series of games, primarily because the group of PCs we used in the thing were atypical, & not a "standard" 2nd ed. AD&D adventuring group (i.e., a fighter, cleric, mage, & thief; at least an elf & a dwarf; etc.). Character deaths made things worse (since we weren't allowed an option to return to the surface once underground). At the end of it, I was glad the module was over rather than feeling any level of accomplishment.

I think that my experiences with Night Below pretty much cover my main issue with a lot of 2nd ed. modules--not good if your group isn't playing a typical D&D group, a degree of railroading/forced options, and if it was a "mega-dungeon," "uber-adventure," or something similar, then it typically grew staler instead of more exciting as progress was made.

IMHO, though, Dungeon had some decent 2nd ed. AD&D adventures that proved to be much more enjoyable than any of the 2nd ed. modules.
 

I'd go with the adventures that featured Illithids: A Darkness Gathering, Masters of Eternal Night, Dawn of the Overmind. For some reason those modules really clicked with me and I loved them to death...
 

I'm going to put my vote in for the Al-Quadim modules, especially Golden Voyages. We enjoyed Gates of Firestorm Peak as well, but I'm still dealing with all the broken treasure they pulled from there. A great axe that casts Heal 3/day? Come on >:(

~Qualidar~
 

MerricB said:
I'd classify RA1: Feast of Goblins as a classic module - I do like it very much.

Oh, the horrible and convoluted railroading! Some glorious set pieces, though, and lots of neat ideas. It doesn't quite qualify for me. I feel the same way about Planescape's Harbinger House, an amazing module with a bit too much railroading.

I'd nominate Gates of Firestorm Peak and Dead Gods.
 


Definitely liked the Al-Qadim adventures. Could use some filling out though. Never got a chance to run "Labyrinth of Madness" but I did like "A Hero's Tale" and thought of ways to drop it into a campaign. I do likes me that one, I do.

What about "Temple, Tower, and Tomb?" Surprised I haven't seen that one mentioned yet.
 

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