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Favorite 2e modules?

Voadam said:
I also liked Night of the Walking Dead with its great insane prophecy speaker and mix of encounters (swamp critters, murderer, undead, investigations). Ran this in one marathon 12 hour game that took the party from my room-mate's homebrew campaign into my Ravenloft one.
Night of the Walking Dead is awesome. Hands down my favorite Ravenloft and 2nd Edition module. Touch of Death comes in second and The Created comes in third. My favorite part of The Created is when the PCs become marionettes! While checking my collection, I realized that the only modules I own are all Ravenloft. While I own the Dark Sun boxed set and the Al Qadim rules as well as the various Ravenloft rules, the only modules are Ravenloft.

Too bad there were no Historical Campign modules. I would've bought every one of them! :cool:
 

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Hellgate Keep had some interesting ideas, but sucked as an actual playable module. Can't think of anything good from 2e in terms of modules. The best stuff is from the 1e and Basic period.

EDIT - clarifying - there's a lot of 2e stuff I have not seen; I'm just saying that of the small amount of material I have seen I haven't liked any of the modules. The great thing that came out of 2e was Baldur's Gate.
 

Dead Gods
Rod of Seven Parts (though I ditched the aboleth dungeon and replaced it with book 3 of Night Below... we got bored in book 2 of NB, but I always liked book 3 NB)
Return to the Tomb of Horrors (though I never got to play it out, it looks cool...)

If it counts, Ruins of Undermountain, though used properly it is more of a meta-adventure setting than an adventure.
 

Melan said:
The only good adventures I can remember from the period came from Dungeon Magazine:
Asflag's Unintentional Emporium
Deadly Treasure
Lady of the Mists

...and a few others. Ruins of Undermountain was pretty good for the maps; I did a lot of improvisation with it.

I was going to come here and say this, but dang it! You done said it already!

Thanks!
 

Fighter's Challenge.

Got more mileage out of that than anything else. Forget Thunder Rift. Give me Sturmhein and the broken tower.
 

I actually used Cleric's Challenge as the kickoff to an entire campaign, one of the most memorable I've run.

I really enjoyed the Night Below boxed set and Dead Gods was a revelation as far as what published adventures could and should be.
 

Al-Qadim had some really cool adventures in with their sourcebooks. The only ones I didn't get were Corsairs of the Great Sea, and Assassin Mountain. The only problems my players had were confusing Ghuls/Ghouls, Genie/Djinni, pantheon/The Pantheon.

Ravenloft had several cool adventures. Ship of Horror and Feast of Goblyns were both good. Realms of Dread had tons of adventure ideas.

I never did get the Planescape adventures, but they always looked interesting.
 

Ryan Stoughton said:
Fighter's Challenge.

Oh man! I use that one as the quintessential example of why 2E modules suh-ukced! :)

I guess I mined it for a lot of stuff which still exists in my homebrew (like Sturnheim and the Centaur tribe), but as a solo adventure for the levels it was meant for and for having a bunch of weird monsters all thrown together it was craptastic!
 

Dead gods and Tales from the infinite staircae are my favorite ones. Had alot of fun with them. Harbinger House, Faction war, Feast of Goblyns and Ship of Horrors are also pretty decent.
 


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