Way back in ye' old 2004 on the 30th Anniversary of D&D, Dungeon Magazine published its list of the top 30 published adventures of all time. The list was dominated by classic TSR adventures from the game's earliest editions. Notably, only one adventure (The Dark Tower) was not published by TSR, but considering how the list was published by the successor WotC it's not surprising.
My question is... does this list hold up under scrutiny? Do you agree with the choices? Many of these adventures have been criticized, such as Matt Colville calling the Temple of Elemental Evil "un-runnable," and the Tomb of Horrors is notorious for being... unpleasant for players. Is the list too heavily tilted to the earliest editions of D&D, or does this erase the good work of 3rd-party publishers? Or perhaps, are the critics just contrarians and these are indeed the best adventures of D&D?
I'm curious of people's thoughts. In my opinion, some of these are indeed very good, others more mixed. Tomb of Horrors being number 3 is probably my biggest gripe.
I've been away but I will give you my take on these.
The list, from starting from the best:
GDQ1-7 Queen of the Spiders
I wouldn't say it's "best". Influential, as the first adventure path, is a better description. Parts need a lot of work to adapt to 5e. Personally, I've never liked adventures where you are fighting a lot of the same kind of creature, it gets repetitive.
Yup. Stands up well, better than 2nd edition Raveloft Campaign setting, better then 5e Curse of Srahd.
Never run it, but is a good exemplar of the deathtrap dungeon archetype, and still works well.
T1-4 The Temple of Elemental Evil
Poor.
S3 Expedition to the Barrier Peaks
Classic, especially the art design and concept. In play some parts can be a bit large and repetitive, especially for completionist players.
I3-5 Desert of Desolation
I3 was a a classic, and still works well today. I4 and I5 are a case of cash-in-sequilitis, and where never more than okay.
B2 The Keep on the Borderlands
If this was published today people would demand their money back.
Return to the Temple of Elemental Evil
Never read.
Classic, still works well.
Return to the Tomb of Horrors
Gates of Firestorm Peak
Never read.
Vanilla D&D. It's fine, but I look for more novelty in D&D adventures. By my standards, it's too recent for classic status.
I1 Dwellers of the Forbidden City
Dead Gods
Not read
X2 Castle Amber (Chateau d’Amberville)
Classically brilliant. I have struggled to adapt it to 5e though, principally in terms of what level range to aim at.
X1 The Isle of Dread
The Ruins of Undermountain
Not read.
C1 Hidden Shrine of Tamoachan
I've run this in 1st edition and 5e. It works well, so long as you remember that a) it was designed as a tournament module (the scorecard is useful to see the author's intent) and b) it makes no sense.
N1 Against the Cult of the Reptile God
A1-4 Scourge of the Slavelords
Dark Tower
Only really glanced at Slavelords, wouldn't be fair for me to comment.
S4 The Lost Caverns of Tsojcanth
It's okay. It problem is it has lots of interesting lore, but no way for the DM to transmit it to the players. probably better for reading than playing.
WG4 The Forgotten Temple of Tharizdun
When I ran this in 1st edition this the alarm was triggered and it turned into a mass battle in the entrance. Wouldn't want to run that in 5e! Would have been even worse in 3e! The players never found their way to the Heart of the Temple. I re-read it recently, and the writing style is interesting. It tells you a lot more about what the author was thinking than is typical in modern adventures.
Don't know.
Yes, the dungeon part of this is excellent, and the isometric map innovative. Unfortunately, has the roots of the hard railroad that spoiled the rest of the series. But lift the dungeon, it's great.
Not read.
U1 The Sinister Secret of Saltmarsh
Excellent. Still works, but doesn't feel as revolutionary. The original Saltmarsh managed to have a distinctly British feel too.
B4 The Lost City
L2 The Assassin’s Knot
Not read.
C2 The Ghost Tower of Inverness
Hm. Nothing really special here. It's a standard dungeon in the style of White Plume Mountain. I think the giant chess game was already a cliché! Also, as someone familiar with the real world city of Inverness, I find the name a distraction.
Missing from the list:
I10: The House on Griffin Hill. This did more to establish Ravenloft as a horror setting, rather than a movie parody setting, than I6. It added the nightmarish quality with is present in VGR.
EX 1-2: Dungeonland/Land Beyond the Magic Mirror. Openly acknowledges the influence of Lewis Carol in D&D, which can be seen in many modules and modern adventures, most notably Wild Beyond the Witchlight.