Top 10 Greatest Adventures IN the Dungeon Magazine

Two of my favorites:

Life's Bazaar Dungeon#97 (the adventure path is great!)
The Raiders of Galath's Roost Dungeon#87

I really look fondly on 1st level adventures because I never can seem to find enough of them. These were particularly fun.

I have not run Mad God's Key yet, but now I'm certainly going to do so.
 
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give me a break. i have no nostalgia for the 1st edition rules set. 3.0-3.5 blows it out of the water. period. i'm talking about pure writing. notice i said, story, background, setting. nothing about "boy it sure was good back then" maybe it was because the established setting was greyhawk and that was about it, there weren't 10 settings to place various adventures in, but i agree the adventures were more generic in outward setting that made it easy to drop in anywhere. and the stories of who why what where were really creative. but notice i also stated earlier that there were more than their share of stinkers. and that doesn't mean i don't think dungeon is putting out some quality stuff, someone mentioned storm lords keep, i think that is a great adventure, i also liked the sunder the demonsword one although it seemed a bit difficult to hammer into my campaign *square peg round hole thing*
nostalgia ZERO story ONE
 

The late 30s and early 40s had some very fine adventures:
Asflag's Unintentional Emporium (#36), where you had to explore an abandoned (but not at all uninhabited) wizard's tower to find out what happened - and help yourself to the wizard's belongings. That played very well, especially with the
wizard's guardian familiar chasing the characters
and the rival party (run by other players) who showed up. Delightful.
Deadly Treasure (#41), probably my favourite trap filled dungeon: the story is the standard "old wizard dies, tomb contains magical goodies" scenario, BUT
in this case, it is the treasure doing the fighting. The entire dungeon is full of magical traps constructed from the treasure the players are supposed to acquire.
Ran it three times - the first party got away with the loot (some of it), the second got hit heavily and destroyed the entrance in frustration, whereas the third almost got wiped out and had to escape with their lives.
Jacob's Well (#43), a low level solo survival horror in a snowy setting (this one is just mean).
Moving Day (#43), where the party is hired to escort a magical cargo on a river barge - but others have their plans as well. The main antagonist, one Malvent Horatio, became the characters' main antagonist for life.

There were others, but these are the ones that really stand out. As for today's dungeon (by which I mean issues around the late 80s and early 90s - haven't bought any since), they just didn't grab me like the aforementioned did.
 

Alicorn
The Oracle at Sumbar
King Oleg's Dilemma
Irongard
Nbod's Room
The Siege of Kratys Freehold
A Hot Day In L'Trel
Ex Libris
A Wrastle with Bertrum
Elminster's Back Door (ooh err missus)
 

Kingdom of the Ghouls, hands down. For me, this is one of the best D&D adventures to appear anywhere, for any edition. Baur really captured the feel of the old Drow series of modules with this one. I had read at one point that a 3e update was being contemplated -- how great would that be?

I see a lot of votes for "Mud Sorcerer's Tomb," which I never read and had dismissed out of hand because of the silly title. Could someone help make the scales fall from my eyes and explain what is so cool about this adventure?
 

Garnfellow said:
Kingdom of the Ghouls, hands down. For me, this is one of the best D&D adventures to appear anywhere, for any edition. Baur really captured the feel of the old Drow series of modules with this one. I had read at one point that a 3e update was being contemplated -- how great would that be?

I see a lot of votes for "Mud Sorcerer's Tomb," which I never read and had dismissed out of hand because of the silly title. Could someone help make the scales fall from my eyes and explain what is so cool about this adventure?
A good module with a "Tomb of Horrors" feel to it.
 

Steel_Wind said:
By way of example, Mad God's Key is a damn fine Dungeon adventure and easily rates much higher than most of the stuff quoted in this thread. It's "sin" is simply that people don't look back on it and remember it through the haze of nostalgia.

I'm playing that one tomorrow, so I haven't read it. After I play it (and then read it), I can comment on it.
 

Garnfellow said:
Kingdom of the Ghouls, hands down. For me, this is one of the best D&D adventures to appear anywhere, for any edition. Baur really captured the feel of the old Drow series of modules with this one. I had read at one point that a 3e update was being contemplated -- how great would that be?

I see a lot of votes for "Mud Sorcerer's Tomb," which I never read and had dismissed out of hand because of the silly title. Could someone help make the scales fall from my eyes and explain what is so cool about this adventure?

Mud Sorcerer's Tomb is one of the best, pure dungeon crawl's that I ever ran. Considering my 26 years of DMing, that's a pretty strong statement. I suppose one could see it as a tribute to ToH, but one that the PCs have a far better chance of surviving then EGG's original. I love this module & have ran it 3 times. In spite of the high body count, all of my players loved it as well.

The name alludes to a group of elementalist Sorcerers who were fascinated w/ combing the effects of both water & earth elemental energies to produce new and unpredictable effects. It's not for the timid that's for sure.
 

Barrend: Looking forward to hearing about your game!
Any feedback would be highly appreciated.
Scadgrad: Thanks for the explanation.

Are there any place on the web where you can find convertions of any of these adventures? I am able to find a few conversions of old modules, but not of any Dungeon adventures.... Do you have any links or conversions done by yourself that you are willing to share?

Cheers,
Stegger
 
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