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Top X Greatest Adventures: Your Vote
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<blockquote data-quote="rounser" data-source="post: 1779162" data-attributes="member: 1106"><p>I figure that if Dungeon Magazine can do it with a panel of experts, so can ENWorld with messageboard denizens. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p>Vote for your top 10 published D&D adventures in this thread, ranked from 1 to 10, where 1 is best, 10 is tenth best. (Along with obviously TSR/WotC modules, I suggest that votes can include third party publishers, magazines, tournament modules etc. so long as it's a D&D module that has been published in some way.)</p><p></p><p>Going by the Dungeon example, each module listed is worth one vote (regardless of ranking), with the rankings used to break ties.</p><p></p><p>If you could put your votes in spoiler tags (see that "Hide Text" icon in the toolbar when you're posting?) and avoid reading other's votes before you've voted, that might make the vote results more interesting, because it'll help keep the vote from being biased due to seeing other's selections beforehand.</p><p></p><p>My votes:</p><p>[SPOILER]1) White Plume Mountain (Full of fun puzzles and crazy setpieces, fhe most fun D&D dungeon crawl out there, verisimilitude be damned.)</p><p>2) Freedom (A shock of cold water that announced Dark Sun's refreshing play style. The roleplaying and survival challenges are great fun to play.)</p><p>3) Ruins of Adventure (aka Pool of Radiance, The Module. Possibly the best example of an open-ended D&D playground in module form - no railroading here.)</p><p>4) Irongard (Ed Greenwood's Forgotten Realms adventuring vibe concentrated into a few pages, and great fun to play.)</p><p>5) The Oracle at Sumbar (A fun piratical romp, with flavorsome tie-ins to the campaign setting.)</p><p>6) King Oleg's Dilemma (Simply a lot of fun to play, and I'm not sure why. Frosty adventuring against an immenent threat.)</p><p>7) Legacy of the Liosalfar (As well as being a fine fairytale adventure with an innocent theme, it suggests a compelling rethink of D&D elves and dark elves.)</p><p>8) Dragons of Hope (Alternating between wilderness exploration and political maneuvering, this is truly a unique module with unique challenges.)</p><p>9) Nbod's Room (Such a simple and compelling premise, this tiny adventure could easily be combined with Isle of Dread and extended into a campaign.)</p><p>10) The Veiled Society (A fine example of how to pull off urban adventure, with surprisingly little competition on that ground.)[/SPOILER]</p><p>So, probably a lot of wasted votes due to obscurity there, but they're my favourites. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p></blockquote><p></p>
[QUOTE="rounser, post: 1779162, member: 1106"] I figure that if Dungeon Magazine can do it with a panel of experts, so can ENWorld with messageboard denizens. :) Vote for your top 10 published D&D adventures in this thread, ranked from 1 to 10, where 1 is best, 10 is tenth best. (Along with obviously TSR/WotC modules, I suggest that votes can include third party publishers, magazines, tournament modules etc. so long as it's a D&D module that has been published in some way.) Going by the Dungeon example, each module listed is worth one vote (regardless of ranking), with the rankings used to break ties. If you could put your votes in spoiler tags (see that "Hide Text" icon in the toolbar when you're posting?) and avoid reading other's votes before you've voted, that might make the vote results more interesting, because it'll help keep the vote from being biased due to seeing other's selections beforehand. My votes: [SPOILER]1) White Plume Mountain (Full of fun puzzles and crazy setpieces, fhe most fun D&D dungeon crawl out there, verisimilitude be damned.) 2) Freedom (A shock of cold water that announced Dark Sun's refreshing play style. The roleplaying and survival challenges are great fun to play.) 3) Ruins of Adventure (aka Pool of Radiance, The Module. Possibly the best example of an open-ended D&D playground in module form - no railroading here.) 4) Irongard (Ed Greenwood's Forgotten Realms adventuring vibe concentrated into a few pages, and great fun to play.) 5) The Oracle at Sumbar (A fun piratical romp, with flavorsome tie-ins to the campaign setting.) 6) King Oleg's Dilemma (Simply a lot of fun to play, and I'm not sure why. Frosty adventuring against an immenent threat.) 7) Legacy of the Liosalfar (As well as being a fine fairytale adventure with an innocent theme, it suggests a compelling rethink of D&D elves and dark elves.) 8) Dragons of Hope (Alternating between wilderness exploration and political maneuvering, this is truly a unique module with unique challenges.) 9) Nbod's Room (Such a simple and compelling premise, this tiny adventure could easily be combined with Isle of Dread and extended into a campaign.) 10) The Veiled Society (A fine example of how to pull off urban adventure, with surprisingly little competition on that ground.)[/SPOILER] So, probably a lot of wasted votes due to obscurity there, but they're my favourites. :) [/QUOTE]
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