[Dungeon] Top 30 Greatest Adventures Discussion (Spoilers)

I own (18) or have owned (4) most of these adventures. I must say, the panel did an excellent job. You may not agree that Queen of the Spiders is #1 ... 'such-n-such is much better'. It still may be the Greatest. The G, D and Q adventures which make up Queen of the Spiders epitomized what AD&D was in the early 80's. I played them, I loved them.

Would I move an adventures up or down on the list, ya. City of Skulls should be higher. Add an adventure to the list, maybe. The panel got the heart of the greatest adventures. Job well done.

-Swiftbrook
 

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Caligulaa said:
I really don´t understand your list. It seems to be built quite heavily on nostalgia. For how can "Tomb of Horrors" be better than "Return to the Tomb of Horrors"? I mean, really!?

Hey, I tried.

"Rod of Seven Parts" should be there

Again, I tried.
 

Pramas said:
And for the record, I did not vote for Forge of Fury. Or Tomb of Horrors for that matter.

Nor did I.

Since Erik said he didn't mind:

(glad to see my #1 was the list #1!)

1&2) D1-2 (Descent into the Depths of the Earth) and D3 (Vault of the Drow): The underdark has become a classic place to set adventures. This is where it all started. Vault of the Drow additionally was one of the first adventures that presented the opposition as a large, dynamic site with a significant potential for NPC interplay and reaction to PCs.

3) Dead Gods: All too often, D&D adventures miss out on the sort of teeth-gritting edge of your seat action that define the word. This Planescape adventure by Monte Cook brings that spirit of adventure back in a race against time to prevent the ressurection of a demon lord.

4) Rod of Seven Parts: This was one of the various boxed set adventures in which the players go on the classic “collect the pieces of the artifact” grand adventure. What sticks out in my memory in this one was the players’ reaction to the giants that actually had lives as they watched the jovian soap opera unfold in front of them. The variety of subquests that the PCs must complete lends a great degree of freshness to the adventure.

5) Ruins of Undermountain: Dungeon crawls are an immortal edifice of D&D gaming, and the Ruins of Undermountain is possibly the most successful attempt to make a mega-dungeon, one that was almost more a setting than an adventure.

6) The Ghost Machine: This is one half of the double adventure “To Stand on Hallowed Ground” by Fiery Dragon, one of the first d20 publishers to try their hand at adventures. The Ghost Machine presented a manor plagued by eternally regerating undead, which put the stress on the PCs while they tried to unravel the mystery behind this place.

7) If Thoughts Could Kill: This was an Ennie favorite, and with good reason. What made this adventure special was not so much the flow of events itself, but the setup, auspicious goals, and resolution. ITCK is a model for high level adventures, allowing players to use their characters’ capabilities without letting them be a one-spell or feat resolution to the adventure, and the outcome of the adventure allows the characters to alter the universe, but gives the DM total control over how significant the changes are.

8) Tales from the Infinite Staircase: Though many Planescape fans cite Dead Gods as a favorite, this one gets passed up a lot. It’s something of a hidden treasure, in which (again) Monte Cook weaves together a menagerie of adventures (which can be played in any order) in a fascinating ballet, in which the overall goal of the adventure (stopping a hell-spawned plague) can be met in many ways.

9) Return to the Tomb of Horrors: The original was memorable, but pretty much a meatgrinder. The “Return to” boxed set took the original and expanded around it, creating an epic, challenging adventure, featuring the moody city of Moil.

10) Lich Lords: This “Role Aids” was sort of a third party adventure before there was any sort of d20 or open game license. The adventure was epic in scope, pitting the characters against 5 powerful lich lords. Though a great challenge as a straightforward adventure, the adventure had a few twists, such as backdoor politicking and betrayal between the liches that the players could take advantage of.

Honorable Mention Non-D&D Adventure:

Murder on Arcturus Station, for Traveller (the original, “classic” system.) This adventure was a classic murder mystery, but one that takes advantage of the RPG adventure format. To wit, the players can’t just read the ending: the adventure lets the GM choose “whodunnit” and how they did it, and the adventure provides the appropriate details to run the adventure given the GM’s chosen murderer.
 
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Whizbang Dustyboots said:
I hope/assume the explanations clear up some of the WTF factor of some of the entries.

The WTF factor is explained by the same WTF factor that greeted the ennies: you, as a person, are not the totality of the audience (or judging audience, as the case may be.)
 

1. GDQ Period. Nothing else compares to the early stuff, these were the first and best and most flexible and malleable modules put out there. They don't give you the reson why and what. They give you the data and say "Here you come up some reasons!" and let you goto town.
 

Arcane Runes Press said:
Would you list your list?

I'm curious to see it. :)

Well, as long as Erik doesn't mind, sure.

I will say this was a lot harder than it sounded when Erik asked me to do it. Here's my top 10. As you can see, many of my picks didn't make the Top 30. :)

1. Ravenloft: The original Ravenloft module features actual clever design, which is rarer than you'd think in RPG adventures. The built-in replay mechanism was both flavorful and cunning. Great stuff.
2. Scourge of the Slavelords: The Slavelords adventures are my favorite of the old tournament modules. They aren't deep but they sure are fun. Little did I know when I was 12 years old that I'd someday get to co-write the sequel.
3. Desert of Desolation: I'm a sucker for ancient Egyptian stuff, so these three adventures appealed to me right away. The backstory was so much more interesting than the typical dungeon bash and the whole series dripped with atmosphere.
4. Castle Amber: Any module that puts a little Clark Ashton Smith into D&D is OK by me.
5. Gates of Firestorm Peak: The idea here was to do an adventure using the then-new Player's Option rules. That, as it turns out, was completely secondary to a healthy dose of Lovecraftian horror. You can't go wrong with Things-Man-Was-Not-Meant-to-Know.
6. Temple of the Frog: This was the first published D&D adventure, in Dave Arneson's Blackmoor supplement. It introduced many features that have been standard ever since, which earns it a place on my list.
7. Golden Voyages: Golden Voyages is an example of why Al-Qadim is my favorite of the old TSR campaign settings. It really captures the flavor of the old Sinbad movies and includes some excellent advice on customizing the adventure to reflect your group's play style.
8. Treasure Hunt: This module has quite an interesting premise. You start play at 0-level and your actions during the adventure determine what class you enter when you get to 1st level. I like it for its unique approach to D&D character building.
9. Night Below: Adventures like this one are why I miss boxed sets. It's a sprawling story of the Underdark focusing on its non-drow denizens (aboleths, derro, kuo-toans, and of course mind flayers). It's got handouts, big poster maps, and other bells and whistles that are just too expensive to do these days.
10. Of Sound Mind: I thought it'd be appropriate to include at least one module from the 3E/d20 era. Fiery Dragon's Of Sound Mind is an adventure of superior construction. It's got a nice mix of investigation, roleplaying, and action, plus a load of handy advice for the GM. It even comes with counters for all the critters, which was a nice touch.

Honorable Mention

Shadows Over Bogenhafen for Warhammer Fantasy Roleplay (Games Workshop): This is still my favorite city adventure of all time and the best of the Enemy Within series. Shadows Over Bogenhafen was a big influence on my own Death in Freeport adventure.
 

Pramas said:
Well, as long as Erik doesn't mind, sure.

1. Ravenloft: The original Ravenloft module features actual clever design, which is rarer than you'd think in RPG adventures. The built-in replay mechanism was both flavorful and cunning. Great stuff.

Can't argue with this one. Ravenloft is just outstanding, from beginning to end. So flavorful, so well written - and hey, it spawned a setting which is still hanging around.

An interesting list, with lots of modules I really like. It's interesting to compare your list to Psion's and Mike Mearl's: your's strikes me as much more story-oriented, in that you comment on high flavour and interesting backstory quite a bit more than they do when talking about your picks.

Now I'm curious to see the rest of the contributor's lists.

Keep them coming, folks. :)

Patrick Y.
 

I agree that these should be on the list.

My revised list...

1 - Castle Amber
2 - Ravenloft
3 - The Desert of Desolation
4 - The Sinister Secret of Saltmarsh
5 - Scourge of the Slave Lords
6 - Dragons of Despair
7 - The Hidden Shrine of Tamoachan
8 - The Assassin's Knot
9 - White Plume Mountain
10 - City of Skulls
11 - The Lost Caverns of Tsojcanth
12 - Against the Cult of the Reptile God
13 - Tomb of Horrors
14 - Dead Gods
15 - The Ghost Tower of Inverness
16 - Expedition to the Barrier Peaks
17 - The Temple of Elemental Evil
18 - Queen of Spiders
19 - Dwellers of the Forbidden City

I'd also add to this Death in Freeport and the Longest Night.

These I do not think belong on the list with...

24 - City of the Spider Queen
23 - The Forgotten Temple of Tharizdun
17 - Ruins of the Undermountain
16 - The Isle of Dread
12 - The Forge of Fury
11 - The Gates of Firestorm Peak
10 - Return to the Tomb of Horrors
8 - Return to the Temple of Elemental Evil
7 - The Keep on the Borderlands
 
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Only know a few of those... but then again, I do not know so many of the published adventures.

Glyfair said:
29 - The Assassin's Knot

Nice city-based adventure.

24 - City of the Spider Queen

Will play that soon, so no idea yet. :)

17 - Ruins of the Undermountain

Is that that first "WLD" boxed set? This is a joke, right?

16 - The Isle of Dread

This is a joke, right!?

15 - Castle Amber

Cool adventure with some nice ideas.

4 - The Temple of Elemental Evil

Only know the computer game, I guess it had some novel ideas back then. ;)

3 - Tomb of Horrors

Havn't played it myself, but it certainly is worth mentioning for its different approach.

2 - Ravenloft

This one is just really, really good! I'd personally put this on at number one.


What I am missing mostly from my personal experiences, is that old Test of the Warlords D&D adventure (well, campaign). That one was really fun!

And I heard a lot of good things about Freeport, but can't yet say myself.

Bye
Thanee
 

Leopold said:
1. GDQ Period. Nothing else compares to the early stuff, these were the first and best and most flexible and malleable modules put out there. They don't give you the reson why and what. They give you the data and say "Here you come up some reasons!" and let you goto town.

as much as it pains me to say Leopold speaks the truth about the quality of G1, G2, G3, D1, D2, D3, and Q1. and why they belong on the list as individual modules and not as compilations.
 

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