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Best D&D Adventures

#1 Dark Tower by Paul Jaquays; 1st edition AD&D: an epic multi-level dungeon crawl centered on warring gods, their semi-immortal worshippers and a bunch of overpowered artifacts. The dungeon has one of the best layouts I have seen (only overshadowed by #3 on my list); the antagonists and allies are well thought out and memorable personalities; the tricks and traps are variable and interesting, and the whole module has a tremendously well realised sword&sorcery atmosphere.

#2 The Hidden Shrine of Tamoachan by Harold Johnson & Jeff R. Leason; 1st edition AD&D: one of TSR's less known items. What I like in Tamoachan is that it uses a cool adventure setup ("you find yourself at the bottom of a weird old temple complex flooded by poison gas - now get out before it kills you!") and mixes it with a lot of inventive dungeon puzzle type encounters that manage to be ingenious, not impossible, quirky and an interesting reflection on Mesoamerican mythology at the same time. All three groups I ran through the module loved it, even the one that met a horrid end therein.

#3 Tegel Manor by Bob Bledsaw; Original D&D: a strange, once legendary dungeon about the rambling, dilapidated mansion an insane noble family stuffed chock full of plain wacked-out strangeness. Tegel is entirely unconcerned about verisimilitude, ecology or game balance, but it is an excellent example of playfulness for the sake of it. Also, the dungeon map is extremely well designed... just right in all respects. It plays well, too.

#4 Tomb of Abysthor by Clark Peterson and Bill Webb; 3e D&D: I think this is the best new adventure Necromancer Games released. The dungeon reads well and what is more important, it plays very well indeed, with a lot of adventuring possibilities.

#5 The Secret of Bone Hill by Len Lakofka; 1st edition AD&D: this is cheating a bit, since the adventure on its own is rather sparse. But there is something about the openness, little bits of cool imaginative detail that makes your imagination go. It is also a good realisation of the "mini-campaign setting" concept.
 

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Limiting this to the ones I've DM'ed or played through...

1. Rahasia (B7) - A beautiful starting adventure, with an interesting dungeon, a trapped covey of witches working agains the party, and a sinister foe. I've run it 3 times, and each time was a great success.

2. Ravenloft (I6) - Only played once (and died), but it's a brilliant module.

3. Night of the Walking Dead - A low-level Ravenloft module. Great atmosphere, a neat little mystery, and a cinematic conclusion. Ran it twice, and my players were extremely happy with it both times.

4. Isle of Dread (X1) - Ran it in my early days, so I missed a lot of the potential in this one, but the setting and scope is wonderful.

5. Queen of the Demonweb Pits (Q1) - Nothing fired my imagination more than the pocket planes off the top layer of the web. This module alone could be a year or more of campaigning.

Honorable mentions to modules I own and would love to run:

Dark Tower - Genius. Old-school.
Red Hand of Doom - The highpoint of 3.5.
Hellstone Deep - This is what high-level adventuring should be!
Prince of Redhand - Revolutionizes (for me) the idea of social adventuring.
 


G1 STEADING OF THE HILL GIANT CHIEF
G2 THE GLACIAL RIFT OF THE FROST GIANT JARL
G3 HALL OF THE FIRE GIANT KING
S4 LOST CAVERNS OF TSOJCANTH
WG4 FORGOTTEN TEMPLE OF THARIZDUN

...played in that order.
 

Sorry, I couldn't cut the list down to less than 7 so I included Honorable Mentions.

Honorable Mentions:

Greyhawk Lost Tombs Series: The Star Cairns, Crypt of Lyzandred the Mad, The Doomgrinder
- You can make a pretty good campaign from these three adventures alone.

Thaldigars Tower
- A fun little tournament adventure written by Ed Greenwood

5: Labrynth of Madness
- It had its issues but it was just crazy deadly. A lot of fun to just make up high level characters and see how long you could keep them alive.

4: The Apocalypse Stone
- Really good for mid-level to high-level and great for ending a Campaign or changing your campaign world. If you decide you are going to use this while still early in your campaign (lower levels) you could really incoporate some great subplots throughout the life of the campaign and then end with this adventure.

3: Temple, Tower and Tomb
- This was the first adventure I played in as a brand new D&D player (you never forget your first;)).

2: The Sinister Secret of Saltmarsh (and volume 2 & 3: Danger at Dunwater and The Final Enemy)
- This is the favorite I played through (did not DM). It had everything: fun story, nice locations, interesting and deadly adversaries - a good story based, investigative mystery, dungeon crawl. sidenote: when our group first encountered the lizardmen, they demanded we put down our weapons and surrender, so we did (the entire group). No battle, instant allies. We almost nullified the entire second module (Sorry Rao:)).

1: The Object of Desire - Dungeon Issue 50
- An AD&D adventure but easily adaptable to any rules-set and very easily scaleable. Exceptional story, well thought out and believable backstories, interesting and useable subplots, great locations and npc's, almost unlimited opportunity for continued adventures, and can leave your PC's with one of the coolest headquarters/hideout/lair ever. I love running groups through this one.
 

tomb of horrors
maure castle
the dancing hut
in the dungeons of the slave lords
the quicksilver hourglass

messy :)
 
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Well, in Dungeon #116 (November, 2004) appeared the famous "30 Greatest D&D Adventures of All Time" - voted by the fans, IF I´m correct:

The Top 5
1) Queen of the Spiders, 1986 (G1-3, D1-3, Q1)
2) Ravenloft, 1983 (I6)
3) Tomb of Horrors, 1978 (S1)
4) The Temple of Elemental Evil, 1985 (T1-4)
5) Expedition to the Barrier Peaks, 1980 (S3)

Obviously, it only goes up to 2004 -so, no "Red Hand of Doom" here - by the by, the only 3rd edition adventures in the list were:
8) Return to the Temple of Elemental Evil, 2001
12) The Forge of Fury, 2000
24) City of the Spider Queen

...And the only "non-TSR/WotC" was
21) Dark Tower, 1980 (from Judge´s Guild)

The 30th was:
30) The Ghost Tower of Inverness, 1980 (C2)

And some tidbits:
7) The Keep on the Borderlands, 1979 (B2)
9) White Plume Mountain, 1979 (S2)
15) Castle Amber, 1981 (X2)
17) Ruins of Undermountain, 1991 - the FR mega-adventure
20) Scourge of the Slave Lords, 1986 (A 1-4)
22) The Lost Caverns of Tsojcanth, 1982 (S4)
25) Dragons of Despair, 1984 (DL1) - the first of the Dragonlance adventures


It´s interesting to notice that, in 1st edition, D&D was defined by its´s ADVENTURES, in 2nd and 3rd editions, by it´s SETTINGS, and, up to this point, 4th edition has been defined by it´s RULES.

DM from Brazil / Daniel Lira de Oliveira


FYI, it wasn't a fan vote (though I'm sure the 18 ppl involved are fans), it was Eric Mona and James Jacobs, who solicited top ten lists from 16 others and put together the top 30 via voodoo and black magic.
 
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