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POLL: Greatest "Golden Era" Module for D&D.
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<blockquote data-quote="Cleon" data-source="post: 7933698" data-attributes="member: 57383"><p>Let me see, in appropriately the order I went "I love this module" while reading and re-reading through the list my picks go:</p><p></p><p><strong>Q1 Queen of the Demonweb Pits</strong> - What, no love for Lolth? The extraplanar weirdness of the encounters, the innovative map of the Demonweb itself, fighting a Demon Queen inside her giant spider mecha palace. It's one of the greats.</p><p></p><p><strong>S2 White Plume Mountain</strong> - A classic monster-filled puzzle dungeon that might not make much sense is a quintessential example of the genre.</p><p></p><p><strong>S3 Expedition to the Barrier Peaks</strong> - A wonderful fusion of science fiction and fantasy, AD&D-style. There are some similar SF-D&D adventures in early D&D (i.e. <em>DA2 Temple of the Frog</em> and <em>DA3 City of the Gods</em>) that came out a few years after the cut-off point, but I don't like them as much! S3 has that gonzo gygaxian approach and a wide range of weird equipment, creatures and locations for the PCs to encounter and try to avoid dying.</p><p></p><p><strong>X1 The Isle of Dread</strong> - Mainly because it's the urstone for early D&D hexcrawl adventures with the added bonus of dinosaurs. I prefer <em>WG6 Isle of the Ape</em>, but that isn't an option.</p><p></p><p><strong>A4 In the Dungeon of the Slave Lord</strong> - Being trapped in a cave system with nothing but a loincloth and your wits is a great challenge for players. I've only run it with the pregen characters since it didn't seem right arbitrarily dumping a party of established PCs into the adventure.</p><p></p><p>Hmm, a lot of my favourites are modules which stand out for having an unusual theme or location. The more generic D&D adventures may be fine examples of their craft or even better for broad playability, but just don't stand out for me.</p><p></p><p>Here's a few also-rans. I was seriously tempted to include <em>S4 Lost Caverns of Tsojcanth</em> since it was a module I had fun running players through but as an adventure I mainly opened it up to read the New Monsters supplement (at least until they were reprinted in <em>Monster Manual II</em>). Also tempted by <em>S1 Tomb of Horrors</em> since it's such a well-known classic, but frankly it's the Gygax module I'd be the least likely to run - I prefer ones were the PCs have more chance of surviving - plus if I check Q1 and S1 to S4 it would look unimaginative!</p><p></p><p>Teased with the idea of voting <em>X2 Castle Amber (Chateau d’ Amberville)</em> since it reads very well but I've never got around to running it <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite15" alt=":cry:" title="Crying :cry:" loading="lazy" data-shortname=":cry:" />.</p><p></p><p>Was thinking of including a "Lost City" type adventure, probably <em>I1 Dwellers of the Forbidden City</em> although <em>B4 The Lost City</em> was tempting but <em>X1 The Isle of Dread</em> ended up scratching my wilderness-exploration itch. Since it has dinosaurs as previously mentioned.</p></blockquote><p></p>
[QUOTE="Cleon, post: 7933698, member: 57383"] Let me see, in appropriately the order I went "I love this module" while reading and re-reading through the list my picks go: [B]Q1 Queen of the Demonweb Pits[/B] - What, no love for Lolth? The extraplanar weirdness of the encounters, the innovative map of the Demonweb itself, fighting a Demon Queen inside her giant spider mecha palace. It's one of the greats. [B]S2 White Plume Mountain[/B] - A classic monster-filled puzzle dungeon that might not make much sense is a quintessential example of the genre. [B]S3 Expedition to the Barrier Peaks[/B] - A wonderful fusion of science fiction and fantasy, AD&D-style. There are some similar SF-D&D adventures in early D&D (i.e. [I]DA2 Temple of the Frog[/I] and [I]DA3 City of the Gods[/I]) that came out a few years after the cut-off point, but I don't like them as much! S3 has that gonzo gygaxian approach and a wide range of weird equipment, creatures and locations for the PCs to encounter and try to avoid dying. [B]X1 The Isle of Dread[/B] - Mainly because it's the urstone for early D&D hexcrawl adventures with the added bonus of dinosaurs. I prefer [I]WG6 Isle of the Ape[/I], but that isn't an option. [B]A4 In the Dungeon of the Slave Lord[/B] - Being trapped in a cave system with nothing but a loincloth and your wits is a great challenge for players. I've only run it with the pregen characters since it didn't seem right arbitrarily dumping a party of established PCs into the adventure. Hmm, a lot of my favourites are modules which stand out for having an unusual theme or location. The more generic D&D adventures may be fine examples of their craft or even better for broad playability, but just don't stand out for me. Here's a few also-rans. I was seriously tempted to include [I]S4 Lost Caverns of Tsojcanth[/I] since it was a module I had fun running players through but as an adventure I mainly opened it up to read the New Monsters supplement (at least until they were reprinted in [I]Monster Manual II[/I]). Also tempted by [I]S1 Tomb of Horrors[/I] since it's such a well-known classic, but frankly it's the Gygax module I'd be the least likely to run - I prefer ones were the PCs have more chance of surviving - plus if I check Q1 and S1 to S4 it would look unimaginative! Teased with the idea of voting [I]X2 Castle Amber (Chateau d’ Amberville)[/I] since it reads very well but I've never got around to running it :cry:. Was thinking of including a "Lost City" type adventure, probably [I]I1 Dwellers of the Forbidden City[/I] although [I]B4 The Lost City[/I] was tempting but [I]X1 The Isle of Dread[/I] ended up scratching my wilderness-exploration itch. Since it has dinosaurs as previously mentioned. [/QUOTE]
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