Ok what are all these adventures!?

I own more than 100 modules on that list, and have owned or DM'ed all but 17 of them (the exception being some of the Realms-specific modules, Oriental Adventures, and a couple of the Solo modules).

I'd suggest the original poster break the thread down a bit. I could give a description and/ore impressions on most of these, but... yeah... 100+ modules? Sorry, I've got a day job. :)

As a side-note, I'm still DM'ing many of these, with more current rulesets. Our last three 4e campaigns were:

Dragonlance: the complete DL1-DL14 series, updated for 4e. Players TPK'ed in the final module, at 19th level, vs an Aspect of Takhisis (Tiamat) herself!

The Lost City: A combination of B4 (Lost City), B3 (Palace Silver Princess) and B7 (Rahasia). Players TPK'ed at 8th level against a couple of hellhounds and some displacer beasts.

Current Campaign: Completed N1 (Cult Reptile God), and the first two Slavers series (A1 and A2). Due to being captured in the Slavers Stockade, we've skipped ahead and are currently playing A4 (Dungeons of the Slave Lords).
 

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Ah, this list brings back some great memories. I've played dozens of these adventures on your list, but my favorites are the ones written for the Expert Rules boxed set.

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My favorite is (and probably always be) X1: The Isle of Dread. It was an introductory module released with the Expert Rules boxed set, designed to teach the DM and players alike how to run wilderness adventures.

In the story, the party finds an old pirate's map that leads them to a tropical island in search of a treasure-filled "lost city." Once on the island, the party uncovers clues to the location of the lost city...and the horrors that destroyed it.

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x-11: Saga of the Shadow Lord is one of the lesser-known adventure modules, but is one of my favorites. It is done in two parts: in part 1, the party saves the peaceful Kingdom of Wendar by returning its stolen magical relic, and slaying the evil wizard responsible. In part 2, perhaps many years later, that same wizard has apparently returned from the dead, and threatens invasion from his blighted lands to the north. To destroy him, the party must discover the nature of his existence and locate a powerful magical artifact capable of undoing him.

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X7: The War Rafts of Kron is an aquatic-themed adventure that takes place on an immense floating city in the middle of the Sea of Dread. It introduces new monsters, spells, and rules for underwater adventuring, and gives the DM an immensely rich setting for further adventures in the area.

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X6: Quagmire! is an interesting adventure where the heroes must race against time to save a city from sinking beneath a magical swamp. Somewhere in the jungles surrounding Quagmire, a race of reptillian creatures work dark rituals that are growing and spreading the swamp, slowly consuming everything around it.

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And how can anybody forget the Desert Nomads Series (X4, X5, and X10)? This epic series of adventures takes the party deep across the burning wastes of the Sind Desert, to thwart the invasion of the Desert Nomads and slay their leader, an enigmatic villain known only as "the Master."

X4 carries the party across the sands to the Temple of Death, where the Master resides.

X5 takes the party through the Master's headquarters, and pits them up against all of his minions, traps, and secrets.

X10 takes place years after the Master's defeat...the Master has returned, and he has brought his armies to the borders of the peaceful lands. This module has a built-in mini wargame, that can almost stand alone.

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X2: Castle Amber is the standard by which all "deep roleplay" gaming sessions are measured. I can't be sure, but the setting and the characters in this story seem to be heavily based on Edgar Allen Poe's tale "The Fall of the House of Usher." Anyway. In this story, the party is trapped inside an eerie fog. In the midst of this fog is an ancient mansion with a cast of eccentric characters. To find their way out of the fog, the party must solve the mysteries of the manor and unravel the tangled story of its occupants.

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X3: Curse of Xanathon is a short detective-style adventure. The Duke has apparently fallen under a curse of insanity, and the party must discover the nature of his affliction and find a cure before it's too late. I thought it was fast-paced and fun, but a bit predictable.

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X8: Drums on Fire Mountain is one of the best "alternative setting" adventures out there. It takes place in a tropical island setting, isolated and detached from the rest of the game world, which makes it easy to insert anywhere in nearly any campaign. The action starts when the party is commissioned by the Sea Merchant's Guild to investigate the disruption of their trade route, and eventually sets them against a cult of green-skinned humanoids who worship a pig-like god.

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Man. Now I'm going to have to dig these old glossy books out of storage tonight and re-read them. All.
 

44 MSOL1 Blizzard Pass David Cook 1983
This was my go-to adventure for new players for years. I don't remember all of the details but you could either self-DM the adventure with invisible ink or run it with a DM. I remember it had trogs...but not much else.

Ogres throwing snowballs for 1d12 damage!


Pretty much all the FR titles mentioned on the list are regional supplements rather than adventures. [Edit: The AC titles aren't adventures either.]

I had no idea I had so many adventures, but checking the list I've got them all except Up the Garden Path (which I had never heard of) [Edit: or Red Sonja and Maze of the Minotaurs]. Woohoo completionism! I've only played in or run about half of them, though. :(
 
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Merric had some great threads about specific modules. I think you might want to do something like that. I haven't played or DMed anything that I'd consider rare because I can't afford those. But they might be the less popular ones so few people have had experiences with them.

They were Quasqueton's, actually. :)

A series
A1 - Slave Pits of the Undercity

B series
B1 - In Search of the Unknown
B2 - Keep on the Borderlands
B3 - Palace of the Silver Princess
B4 - The Lost City
B5 - Horror on the Hill
B6 - The Veiled Society
B8 - Journey to the Rock
B9 - Castle Caldwell and Beyond

C series
C1 - The Hidden Shrine of Tamoachan
C2 - The Ghost Tower of Inverness
C5 - Bane of Llewellyn

CB series
CB1 - Conan Unchained

CM series
CM4 - Earthshaker

D series
D1-2 - Descent into the Depths of the Earth
D3 - Vault of the Drow

DA series
Adventures in Blackmoor

DL series
DL1 - Dragons of Despair

EX series
EX1 Dungeonland

G series
G1-3 - Against the Giants

H series
H1, H2, H3, H4 - Bloodstone Pass

I series
I1 - Dwellers of the Forbidden City
I2 - Tomb of the Lizard King
I3-5 - Desert of Desolation / Pharoah, Oasis of the White Palm, Lost Tomb of Martek
I6 - Ravenloft
I7 - Baltron's Beacon
I8 - Ravager of Time
I9 - Day of Al-Akbar
I12 - Egg of the Phoenix

L series
Secret of Bone Hill

MSOL series
MSOL1 - Blizzard Pass

N series
N1 - Against the Cult of the Reptile God
N2 - The Forest Oracle

S series
S1 - Tomb of Horrors
S2 - White Plume Mountain
S3 - Expedition to the Barrier Peaks
S4 - The Lost Caverns of Tsojcanth

T series
T1-4 The Temple of Elemental Evil

U series
U1 - The Sinister Secret of Saltmarsh

UK series
UK1 - Beyond the Crystal Cave
UK2, UK3 - The Sentinel, The Gauntlet
UK6 - All that Glitters

WG series
WG4 - The Forgotten Temple of Tharizdun
WG5 - Mordenkainen's Fantastic Adventure
WG6 - Isle of the Ape

X series
X1 - The Isle of Dread
X2 - Castle Amber
X3 - Curse of Xanathon
X4 - Master of the Desert Nomads

That's what I could find. Might be more about... or lost to the Great Board Crash of XX.

Cheers!
 
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This is an interesting thread, but personally, I'd rather it not be everyone just listing adventures they've played... it'd be much better if everyone actually DETAILED the adventures... especially the rarer ones!
<SNIP>

I went back and updated my post, adding in details as I remember them.
 

Thanks everyone.

So people did use those adventures...still seing a strong bias towards the classics (the top 30 from 83 and earlier).

Of course, the downside of this is that I am feeling I may have missed even more then I though I missed.
 

I seem to recall playing War Rafts of Kron. Unless I am mistaken, it has an underwater garden with some kind of Charm effect going that paralyses you unless you save and escape. All but one of our party managed to get free - we left the other guy behind because he was a ninja and we didn't like him very much. His player was most unimpressed :D. Stupid ninjas.

Played or run 40 off the list, as far as I can tell, plus a bunch of others that aren't on the list. Either way, cool list. Funny to see ST1 on there. Don't know anyone who has even seen a copy of that. Still look out for it in charity shops from time to time, lol...
 

Either DM or played them all except for the Mater and Immortal series modules.

ST1 "Up the Garden Path" was the only module that I didn't know it existed until a couple years ago.
 

yikes. A quick count revealed that I once owned 59 of those modules. Nowadays, I think I have about 8 of them left... lost all the others as I moved around...
 

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