What 1st ed AD&D Adventures are the Best? List them here!


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diaglo said:
yes and no.

it makes for a disappointing ending to the series.

but it can be used for other filler.

I'll agree with the "yes and no" - it had its good points and bad points, but I wasn't too disappointed with Q1 as the ultimate chapter in the Giants/Drow series. I like it because it's the only 1st edition AD&D module that takes the PCs to another plane to defeat a god. 2nd edition's For Duty and Deity had the same vibe, but I think Q1 did it better.

IMO, the best part of the adventure is the "pocket planes" accessible from the Demonweb. I think my players at the time had more fun playing in Maldev and the Ravenloft-ish plane than in the real adventure (which they did like, BTW).
 

VorpalBunny said:
IMO, the best part of the adventure is the "pocket planes" accessible from the Demonweb. I think my players at the time had more fun playing in Maldev and the Ravenloft-ish plane than in the real adventure (which they did like, BTW).
yeah, this was the good part for me too.

i inserted the I desert for one of the pockets. ;)

I5.
 

Tuzenbach said:
I've got one not on the thread-starter's list. Why? Though I haven't ever read it, it *looks* like it would be a classic as it was authored by David Sutherland III and Gary Gygax.


Q1: Queen Of The Demonweb Pits


Does it suck?

Hmmm... in some ways, it's a way cool adventure. It does seem a little simple, though, for the audacious task of killing a demon queen.
 

VorpalBunny said:
I'll agree with the "yes and no" - it had its good points and bad points, but I wasn't too disappointed with Q1 as the ultimate chapter in the Giants/Drow series. I like it because it's the only 1st edition AD&D module that takes the PCs to another plane to defeat a god. 2nd edition's For Duty and Deity had the same vibe, but I think Q1 did it better.

IMO, the best part of the adventure is the "pocket planes" accessible from the Demonweb. I think my players at the time had more fun playing in Maldev and the Ravenloft-ish plane than in the real adventure (which they did like, BTW).

I read through this, over and over, at some point in my (very) early teens (or I guess they say "tweens" these days). I remember being just sort of mesmorized by these other planes ...still hard to imagine actually playing Q1 though. But a conversion with a much stronger Loth could be interesting.
 



I3 Pharaoh
I4 Oasis of the White Palm
I5 Lost Tomb of Martek
UK2: The Sentinel
UK3: The Gauntlet
L2 Assassin's Knot
U1 Sinister Secret of Saltmarsh
I1 Dwellers of the Forbidden City* First module I ever DMed.
UK4: When a Star Falls
UK6: All That Glitters
 

TerraDave said:
But I would like to hear if anyone actually played through it.

Yes, I DMed it as the conclusion of the GD series about 20 years ago. It was very hard to keep Lolth alive against fighters that were high enough level so that -10 AC wasn't on the "repeated 20" section of the combat charts. IMC she managed to escape though (as planned) - but her poor combat showing wasn't what I'd expect from a Demon Queen though.

I didn't care for the giant machine spider - didn't fit IMC (with a type V demon secretary? please). I would have preferred a giant spider web like the one in the Krull movie. I liked the "pathway" web for the outer realms though, and the pocket dimensions are pretty cool.

I wouldn't say it sucked, but it's as dated as the other modules. IMO people don't like it because the GDQ series was Gygax's and IIRC he has said some unkind things about it. I'd be curious as to candidates for what a better site-based, outer planar adventure would be.
 

Based on the amount of times I chose to re-run modules, my vote:

I 3-5 (best combination of fluff and crunch IMO - probably the most influential modules for me, ever)

C2
S1 (with two modifications)
S2
WG5
EX2
 

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