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Thousands of Published Adventures Which ones Have you Played and Liked or Disliked?

sgtscott658

First Post
Howdy-

Lots and lots of published adventures for DnD out there, so which ones did you like and if you want to include ones you did not like thats cool. If you have your own adventures that you like better then published stuff, by all means post your comments.

For me, my most enjoyable published adventures I have played are:
1. Ravenloft (AD&D)
2. Temple of Elemental Evil (AD&D)
3. Return to the Temple of Elemental Evil (D&D 3.5)
4. Shacked City (Dungeon Magazine 3.5)
5. Age of Worms (Dungeon Magazine 3.5)
6. Egg of the Phoenix (AD&D)
Honorable mention to Hoard of the Dragon Queen, the recent 5E adventure from WoTC, with a bit of work, it is actually a nice adventure in my opinion.

The reason I ask this is because I want to know what else is out there that is super awesome to run or play in.

Scott
 

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For me, the two adventures that worked best at the table over the course of many years of gaming were a DCC module for 3.0 called Curse of the Emerald Cobra, and WotC's own Red Hand of Doom. The former was part of a campaign I ran set in Greyhawk that had lots of old-school goodness; the latter was its own campaign that ran from 3rd level to 9th level and was awesome from start to finish.

ETA: So far, liking Lost Mine of Phandelver quite a bit. It's very generic, but in a "greatest hits" kind of way. Feels very classic.

-The Gneech :cool:
 

I liked the looks of LMoP and will probably use that module as a base for another campaign once I am done with my current campaign. Will have to check out Red hand of Doom also.

For me, the two adventures that worked best at the table over the course of many years of gaming were a DCC module for 3.0 called Curse of the Emerald Cobra, and WotC's own Red Hand of Doom. The former was part of a campaign I ran set in Greyhawk that had lots of old-school goodness; the latter was its own campaign that ran from 3rd level to 9th level and was awesome from start to finish.

ETA: So far, liking Lost Mine of Phandelver quite a bit. It's very generic, but in a "greatest hits" kind of way. Feels very classic.

-The Gneech :cool:
 

OK, completely biased since I did the development on them, but for the Kaidan setting of Japanese horror (PFRPG) there is one 3 module short campaign (as an intro to the setting), and 4 one-shot adventures published thus far - and all are highly rated by the reviewers. I've run them all and they are a blast. Plus all these are part of DrivethruRPG's Halloween Sale of 20% off.

The Curse of the Golden Spear: Part 1 - The Gift, Part 2 - Dim Spirit, Part 3 - Dark Path. (5th, 6th and 7th level)
Haiku of Horror: Autumn Moon Bath House (an extended encounter and map product, more than a full one-shot. Ghost is stated at CR 2, 4, 8, 12, 16 and 22)
Frozen Wind - a survival horror one-shot and this one is a FREE download, for 5th level.
Tolling of Tears - for 3rd level.
Up from Darkness - PCs with amnesia for a very dark one-shot, for 7th level.
#30 Haunts for Kaidan (although this is a supplement, rather than module, the haunts are connected with lots of back story so could easily be converted to a one shot or a 10 level short campaign)
 

My #1 is Ravenloft, hands down. Others that I have used and liked:

B2 - Keep on the Borderlands (classic starter adventure)
B4 - The Lost City (not a "medieval europe" adventure)
X1 - Isle of Dread (lots of exploration and places to flesh out - and King Kong style island)
S2 - White Plume Mountain (not a hack'n'slash module, with many interesting puzzles)
A1-4 - Slavelord series (I ran it heavily modified, nice mini-campaign)
N1 - Cult of the Reptile God (lots of RP and a non-standard adventure)
L2 - Assassin's Knot (well-done murder mystery for D&D)
U1-U3 - Saltmarsh series (mini-epic campaign with lots of politics, mystery and plot)
C1 - Hidden Shrine of Tamoachan (definitely different, with a "timer")
Labyrinth of Madness (deadly, in a fun and amusing way)

Some that I have used and did not like:

Keep on the Shadowfell (pure hack'n'slash)
B8 - Journey to the Rock (railroad, choo choo!)
C2 - Ghost Tower of Iverness (pointless)
Q1 - Queen of the Demonweb Pits (too fuzzy and an un-epic ending to a great set of modules)
S1 - Tomb of Horrors (great in theory, frustrating in actual play)

DL1 - Dragons of Despair (Love the books, can never get to Xak Tsaroth before players lost interest)

Ones that I have read through and would love to try out:

I3 - Pharaoh (an interesting "dungeon" done in egyptian style)
X2 - Castle Amber (a castle full of Poe plots!)

Ones I've read through and feel like they'd suck

Dragon Mountain (Tucker-fail kobolds and living steel - aka the T-1000 from T2)
T1-4 Temple of Elemental Evil (waves of humanoids "R" us and the dungeon that was better left untouched)
WG7 - Castle Greyhawk (it's a joke module - literally)

And, some of the adventures I've put out myself:

The Tangle - A marauding Athach leads to a more sinister enemy

The Stone of Life - An ancient druidic wellspring can bring the dead back to life, but its secrets are hidden behind a myriad of guardians

Dragonriders of the Dark - An unearthed temple hides a not-so-friendly mercenary company

The Aurora Hold - In 24 hours, the town of Littleton will be no more; do you have time to investigate the secrets beneath it?
 

The two adventures that I've had the best success running were Temple of Elemental Evil (1E) and Return to the Temple of Elemental Evil (3.5E). The latter was heavily modified (with help from other RttToEE GMs - thanks, internets!) and was the single best campaign I've ever run.

Additionally, I give high marks to I5: The Lost Tomb of Martek for epic awesomeness. My players really enjoyed that one. And while I still haven't run Red Hand of Doom, I fully intend to run that at some time because it's just so well-done.
 


1. Ravenloft (shocking, I know)
2. Lost Caverns of Tsojcanth
3. Tomb of Horrors (both original and 4E conversion)
4. Baba Yaga's Hut (the two related version from Dragon/Dungeon, not the various free-standing modules)
5.Village of Homlet
6.The Forgotten Temple of Tharizdun
7. In Search of the Unknown (just started this, but not disappointed!)
8. NeMorens Vault (Fiery Dragon 3E that more then deserves a 5E update)
9. Tomb of Horrors Book (4E return to sequel)
10. Return to the Temple of Elemental Evil (too long, but there is a lot of good stuff in there)

Fortunately, there are 3-4 adventures listed by others above that I plan in running in 5E, and hope to make this list longer.

Less fortunately, I have also run Sunless Citadel, Keep on the Shadowfell, Thunderspire Labyrinth, others...all where OK, each had some good stuff in them, but certainly not great.
 

Ones that stick in my mind...

Treasure Hunt...old TSR zero level island thing. At the time it was very different.
Round the Bend...Imagine Magazine Scenario about being shrunk by a Wizard.
Kingmaker...PFRPG. Played a heavily modified version of this set in Iron Kingdoms.
Against the Giants...very enjoyable romp back in the day.
Scourge of the Slave Lords...First AD&D module I tried to run. A glorious disaster.

:)
 

The best campaign I have ever run is the Shackled City AP. I ran the hardcover version (which had an extra adventure added in), but modified it quite a bit using resources other DMs provided on the Paizo boards. A special mention goes to a poster there called “delvesdeep”. He added in 2 adventures that cover the Demonskar Ball and the Battle for Redgorge, which were awesome and added a lot to the campaign.

His ideas around foreshadowing and the concept of adding in of recurring dreams took the campaign from good to fantastic. The way the campaign ends in delvesdeep’s revised version was much better too IMO. That said, I’m certainly not criticising the job the Paizo crew did. They were working from a completely blank page when they first came up with the adventure path concept and they did a heck of a job.

I’ve also run my group through about 2/3 of the Age of Worms AP (on a break from that at the moment). While I enjoyed the AoW AP, the SCAP ranks higher for me personally.

Many years ago I ran the Freeport Trilogy along with the adventure “The Stink” from Dungeon Magazine. I enjoyed running all of those adventures. The Freeport Trilogy required a bit of work to run smoothly but, considering the adventures came out right at the very start of 3E (Death in Freeport was the first published adventure from memory), it’s not surprising.

Another adventure I’ve run was The Crystal Skull by Necromancer Games. It starts out as an investigation and then leads to a chase after a demon. We didn’t get all the way through that adventure as 2 people left the group mid-campaign, which ended things. Overall I found the adventure to still need a bit of work. I probably wouldn’t recommend it as I think there are better adventures out there.

I’m currently playing in a Return to the Temple of Elemental Evil campaign at the moment. We’ve cleared out the Earth Temple and are currently going through the Water Temple. It is supposedly a bit of a meat grinder, but so far we’ve not had too much trouble. That said, we’re a party of 5 with access to the Spell Compendium, Magic Item Compendium and other splatbooks, so our power level is probably higher than your average core rulebook only party. I’ve enjoyed the campaign so far, but this is the first time I’ve been a player in about 10 years, so that may be colouring my viewpoint a little.
 

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