What adventure module defines D&D to you?


log in or register to remove this ad


I'm kind of with Gentlegamer here. A person who hadn't played the game would not get much of an idea of what the game was like from looking at the module.
I would actually like to go back on my absolute statement earlier. You could probably hand someone something like one of the Endless Quest books to give someone an idea of what the game is like. The Endless Quest books were one of my "formative" D&D experiences. Handing someone "pure" game materials (rulebook or adventure module) will almost certainly not help a non-player figure out what the game is about.
 

My first D&D was Escape from Zanzer Tem's Dungeon (grab a copy of the 1994 Basic set for a looksee) so that is fairly iconic to me. However the iconic D&D setting module would be B2 and the iconic dungeon crawl would be Forge of Fury (Ironic that Goodman sells itself on that classic module feel with the dragon at the end, but FoF actually DOES it!).
 

If you were to pick one (1) published D&D adventure that best showcases, defines, or exemplifies Dungeons & Dragons to you, what adventure would that be?

I'm going to actually answer your question as asked (I mean, obviously for most of us homebrews have defined our experience of D&D, but Bullgrit was asking us "If you were to pick one published adventure...").

To answer the question, well, there really isn't one. I mean, Tomb of Horrors was the most evocative during my youth but it was really just a very narrow, specific aspect of D&D (done very, very well, in a way that was very, very evocative to a 10-year old). Lost Caverns of Tsojcanth was a great rambling dungeon with all sorts of random, weird stuff. The Giants-Kuo-Toa-Drow sequence may be the answer.

But this question, as you can see from the responses that do answer it, often seems to come down to what was most influential in one's youth, one's "Golden Age." I never owned or played Keep on the Borderlands; if I had it may be on my list.

If I had to choose, though, it would probably be Lost Caverns of Tsojcanth.

EDIT: I just read Bullgrit addressing my first paragraph above...It is amazing to me how some folks have such a difficult time playing "make believe" and entering into the limited context of a question as asked and answering it for what it is, rather than essentially saying "WrongBadQuestion!" (RPGers seem especially prone to this :p). I'm reminded of how my high school students hate making compromises and always want things to fit their highest ideals or they lose steam; for them it is age-appropriate, but...I'll leave it at that.
 

T1 - Village of Hommlett

-great home base w/NPCs
-ruined keep
-giant frogs
-bandits
-Evil High Priest (EHP)
-giant crayfish
-loads of treasure & nice Easter Egg
-cool backstory

This. but T1-4 for my group. The above plus the huge dungeon crawl.

T1-4. For all the reasons above, as well as the facts that it 1) forms a coherent whole, and 2) builds in complexity as it goes along.

It starts with a simple exploration of the moathouse. Then it introduces the idea that you are not necessarily safe even after you leave the dungeon. This is true when Temple minions come to get you in Hommlett - and doubly true if you dare to set up camp in Nulb.

Then there's the huge dungeon under the Temple. First you get to kill humanoids and undead, and then you discover that the factions in the Temple are fighting against each other, and many opportunities are offered to play the feuding factions against each other.

It even features a bit of plane-hopping, and leaves a late section of the Temple (the elemental nodes) only partly developed, leaving room for DM customization. However, the fully fleshed-out main Temple presents a grand stage for a final (or penultimate) battle.
 

I have to agree with B2 as well. It immediately jumped to mind when I saw the question.

Does anybody remember that the rumor table had a false one that said, "Bree-yark is goblin for 'I surrender.'"? Did anybody ever actually fall for that?
 

its tough...

This is probably the answer (good reasons why above):

t1-alt.jpg


But this is what a module should be (to bad game designers drew the wrong lessons and went way to far in the wrong direction after):

i6.jpg


And this is a strong contender that, as noted, does nicely combine one big whacky dungeon with lots of side areas and wilderness, actually a lot like B2, but turned up to 11.
s4.jpg
 

Does anybody remember that the rumor table had a false one that said, "Bree-yark is goblin for 'I surrender.'"? Did anybody ever actually fall for that?

I might have if my character got anywhere near the Caves of Chaos. Due to poor judgement he died like a punk in the keep after picking a fight with a guardsman.:blush:

My next experience with B2 was as a DM so I knew the drill.
 

Does anybody remember that the rumor table had a false one that said, "Bree-yark is goblin for 'I surrender.'"? Did anybody ever actually fall for that?

On the advice of both my attorney and public relations expert, I refuse to answer that question!?!?!?!

I would however have to pick as most iconic:

B2 Keep on the Borderlands
S1 Tomb of Horrors
I6 Ravenloft
T1-4 Temple of Elemental Evil
 

Remove ads

Top