Top 10 d20 Adventures?

1) Vault of Larin Karr
2) Rappan Athuk 1-3
3) The Grey Citadel
4) Tomb of Abysthor
5) Lost City of Barakus
6) Sunless Citadel
7) Halls of the Rainbow Mage
8) Return to the Temple of Elemental Evil
9) Black Ice Well
10) Morrick Manson

Honorable mention: World Largest Dungeon just for what they attempted to do.
 

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Forge of Fury - destined to be a classic.

May I ask what's so special about this adventure? Isn't it just another dungeoncrawl in a abandoned dwarfhold?
No spectacular twists or anything.
 

arawn said:
Forge of Fury - destined to be a classic.

May I ask what's so special about this adventure? Isn't it just another dungeoncrawl in a abandoned dwarfhold?
No spectacular twists or anything.


Three Company's Theme song playing in the background. ;) requires a spoiler tag....


don't forget the Roper


the adventure is solid and complete. but it has enough to it that any DM can add there own hooks and subplots. if you are looking for a dungeoncrawl it works. but it real is more than that.

if you want to have fluff... about the hidden treasure of the last great dwarvensmith... it is there too.

if you want hard choices, some decent traps/tactics not just dumb monsters, and again a spoiler tag
A dragon to fight in the end
... it has it.
 

Knightfall1972 said:
I think the main stipulations are that the adventure must be d20 and OGL only, not from a WotC liscensed campaign such as Dragonlance or Ravenloft, and should fall under the category of "fantasy-style modules".

I think it should be less restrictive: Any d20 fantasy-style module. Don't rule out WotC modules because their not OGL. (As you can see, most people are including WotC mods).

As for my favorite (note I have a limited library):
Maure Castle (Dungeon 112)
The Forge of Fury
City of the Spider Queen

-Swiftbrook
 

A point was made obliquely earlier in the thread which I strongly agree with. I think many adventures play differently than they read. Almost all of the rating here seems to be mostly from reading.
 

I'm surprised that "The Witchfire Trilogy" from PRIVATEER PRESS are without a mention here. Having played or DM'd Abysthor, RA, Crucible of Freya, Barakus, ToEE and RttToEE this was a favorite amoungst our group.
 


Diaglo

What about the roper and the dragon?
What’ so special about putting to high EL creatures in a low level dungeon?
If I put a beholder in my low level dwarven hold am I halfway to a D20 classic?


if you want to have fluff... about the hidden treasure of the last great dwarvensmith... it is there too.

I’ll check it out it was nothing that stood out upon reading though. Good fluff almost always does.

if you want hard choices, some decent traps/tactics not just dumb monsters

I saw nothing but common sense in how the denizens defended their areas.

the adventure is solid and complete. but it has enough to it that any DM can add there own hooks and subplots.

Stocking a dungeon with monsters, traps and treasures is just an exercise in DMing, IMO.

To me a good adventure is about original fluff (npcs, items, locals) and story twists that surprises the players. (the good dragon and the evil princess etc.). These things I cannot readily supply on my own.

Forge of Fury locked slick and tested and unimaginative to be me.
Compare it to the Sunless Citadel with meepo and a really special treatment of the vampire myth.
 

arawn said:
Diaglo

What about the roper and the dragon?
What’ so special about putting to high EL creatures in a low level dungeon?
If I put a beholder in my low level dwarven hold am I halfway to a D20 classic?


if you want to have fluff... about the hidden treasure of the last great dwarvensmith... it is there too.

I’ll check it out it was nothing that stood out upon reading though. Good fluff almost always does.

if you want hard choices, some decent traps/tactics not just dumb monsters

I saw nothing but common sense in how the denizens defended their areas.

the adventure is solid and complete. but it has enough to it that any DM can add there own hooks and subplots.

Stocking a dungeon with monsters, traps and treasures is just an exercise in DMing, IMO.

To me a good adventure is about original fluff (npcs, items, locals) and story twists that surprises the players. (the good dragon and the evil princess etc.). These things I cannot readily supply on my own.

Forge of Fury locked slick and tested and unimaginative to be me.
Compare it to the Sunless Citadel with meepo and a really special treatment of the vampire myth.


but the way the adventures are written... Sunless Citadel is written for beginning Players and DMs. it spoonfeeds you Meepo the Kobold. and the Gnomes feats are wrong. ;)

Forge of Fury is written for DMs and Players with or without Xp. A beginning DM can pick it up and run it. just as well as an experienced one can.

Tucker's Kobolds come to mind when i think of the Door on the top level. something memorable for players and DMs alike.

i don't rate FoF high on my all time list. but it is high on my d02 list.
 

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