best D&D Adventures


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Banewarrens. Multiple faction plots of both enemies and potential allies. Ancient evils released. Betrayals. Politics. Big Dungeon. Planar forays. Active Church involvements. Interesting individual bad guys. High fantasy D&D. Ditch the mecha element and it is great. :)
 

I have a soft spot for Nemoren's Vault from Fiery Dragon. It was the first 3.0 adventure I ran for my old gaming group. I've also run the Freeport trilogy at least 3 times and the Sunless Citadel 3 times for different groups. There must be some reason why I go back to them when there are so many modules to choose from.
 

Must admit that I enjoyed what they did with Return to the Temple of Elemental Evil and also have liked the adventures put out by Goodman Games....

Oh yes - the reasons are very similiar to those Dragonlancer gave. ;)
 


1. "The Styes" - Dungeon Adventure - Gritty, urban adventure with nasty villains, evil cultists and aboleths. What's not to like?
2. "The Weavers" - Dungeon - A damn good follow-up to "The Styes" with more urban fun and three times the kenku!
3. "The Whispering Cairn" - Dungeon - Despite some sorta weak parts of this adventure, this is one of the best adventures for starting a campaign. Ever. Cool dungeon? Check. Fun puzzles that are logical? Check. Swarms? Double check? Tidbits of lore to add flavor to both the environment and the campaign world? Check and check? I may not be running Age of Worms right now, but this adventure provided a great springboard for a campaign and for future sessions.
4. "Caverns of the Ooze Lord" - Dungeon - A small, remote town currently under siege by sinister, slimy cultists? Yeah, good stuff.
5. "Dungeon of the Crypt" - Dungeon - A very cool tactical little assault on an underground complex with rapidly shifting alliances, a diverse selection of inhabitants, and room to room fighting. It's the second in a small story arc, but it's IMO the best part.
 

You have to keep Dungeon out of this! There are just too many cool adventures in that mag! Its why I subscribe to it 3 years at a time.

OK, I own the vast majority of modules out there. I own everything everyone has done except for Goodman games and I only have 8 more to get there. Easy for me to do since they are either all still easily available or will be soon reprinted by Goodman (I'm not a collector in terms of "Mint original issue" collecting, I am a "completist" collector)

There are a lot of good modules available. NeMorans Vault is a very cool adventure, so is Giants Skull. I really wish FD would get back into module writing. I also like several MonkeyGod modules, in particular Black Ice Well (it has Slaad in it!), I like Kenzers Coin Trilogy a lot, 3 Days to Kill by Penumbra (several others of theirs are very good as well), several of the 3E modules by TLG, Winter Rune has become my favorite. Freeport, especially when everything is taken together (even the DCC), is very good.

Then of course, there is Necromancer Games. I have a long list for them, because I at least "like" every module they have put out, even the ones put out through Kenzer. The ones that stand out to me are: Lost City of Barakus, Grey Citadel, Hall of the Rainbow Mage, Rappan Athuk, Tomb of Abysthor, Crucible of Freya, Doom of Listonshire, Morrick Mansion, The BoneGarden, Lost Caverns of Thracia (Judges Guild redo) AND (despite trancerjeremy's opinion) Trouble at Durbenford. There are even more exceptional ones in Vampires and Liches, Dead Man's Chest, etc...

So there are plenty of exceptional modules, and many more of simply "good".

I probably should also mention the "Witchfire Trilogy" from the Iron kingdoms people. I never ran it, but I sure did enjoy reading it.


I can't pick a "best one", they are all very good for different reasons. If your looking for the one that has become a "campaign fixture" for me then that would be Crucible of Freya's Fairhill, Lost City of Barakus' Endhome, and the Grey Citadel (Don Eamon). With Tomb of Abysthor and Rappan Athuk being dungeons in any campaign world I use.

Plus I have gotten to read the "rough" of the sequel to Grey Citadel, the "Eamonvale Incursion" and I am going to love Don Eamon even more after this module comes out, whenever that will be. At least 6 more months I would guess.

Now there is a company who did a bunch of modules that were "OK", none of them I fell in love with, but I am totally blanking on who they are. I'll have to go out to my garage and look at them.
 

RETURN TO THE TEMPLE OF ELEMENTAL EVIL!!!!

Fun plot. Fun adventure. Nice and long so you can figure out what is going to happen.
 

I don't think there's likely to be any "best", but I do think there's good.

A few I'll metion that haven't already been mentioned...
In the Belly of the Beast - very good module for introducing talking/npc interaction as an element of your game from the get go.

Forge of Fury - This was just fun, and was a real high note when I ran it.

I'll also second the nomination of Red Hand of Doom. Excellent.

Others I have look good, but I'd just be speculating since I haven't read enough of them or played them.
 

I really enjoyed DCC#2, The Lost Vault of Tsathzar Rho. Interesting encounters/combat situations, kind of Lovecraftian.

Forge of Fury also right up there.

For mid- to high-level play, Maure Castle!
 

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