What adventure module defines D&D to you?


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S3

Expedition to the Barrier Peaks:

-- Thinking outside the box
-- Mixing two classic genres I loved as a kid
-- Not enough vegeopygmies to ruin it for me

I don't expect everyone to share my opinion, of course. This is simply the module that produced the most excitement for me when I got a hold of it.
 

While I like all the classics, two modules stand out to me:

Dark Tower (Judges Guild)

Treasure Hunt (a FR module)

In G-123 (Against the Giants) there is a B&W illustration of a giant about to smack an orc with a frying pan. That image alone defines D&D to me.
 


The Red Hand of Doom.
Why? Because by the time you are done, the characters will have encountered nearly every type of Chromatic Dragon but one. It puts Dragons into a Dungeons and Dragons adventure.
 

FGD = Perfection

Fool's Grove Delve.

/thread :P

(Never used a module for more than atmosphere inspiration)

I get your point, but FGD is a great answer. Sometimes I want to smack people in the head and yell, "It's just a game!" If you're playing the FGD, it's hard not to remember that fact.
 

The Red Hand of Doom.
Why? Because by the time you are done, the characters will have encountered nearly every type of Chromatic Dragon but one. It puts Dragons into a Dungeons and Dragons adventure.

I have to agree, especially since the module can be run with basically no alterations and actually make sense and engage my players.

We are off to make a deal with the Lich ho-ho,
We are off to make a deal with the Lich

Never thought my players would get that part, but they did, with absolutely no poking from my side. That was awesome!

I also made a prequel to the module that had an interesting episode with a barbarian carrying a halfling wizard on his back, up the chimney of a witch when the witch entered they were kind of stuck and a short time later both players shouted simulanously "We can fix that!" (getting an ogre head for her soup that the witch wanted).
 

B2, Keep on the Borderlands.

If you don't like that, then T1-4 Temple of Elemental Evil or X1 Isle of Dread.

These have in common:

(1) A starting town and base of operations
(2) Wilderness or overland areas to explore
(3) A dungeon that allows for multiple expeditions at increasing difficulty
(4) Some unique and memorable NPCs, encounters, and monsters
(5) A meta-plot, but one that is "soft" and allows the DM and players to develop their own motivations and story
(6) Non-linear structure, rendering player choices meaningful

The above list in my mind is what makes for a great introductory adventure module, and is a good model even for non-introductory adventures. Later edition adventures with similar structure include The Lost City of Barakus.
 

While it's not technically a D&D module, I think the adventure included in the Pathfinder Beginner's Box was good. It had enough detail to get things moving and enough bare bones background fluff to give a sense of why your characters were there, but it was still vague and open enough to lead to a group creating their own adventures... it also happened to be fun.

Red Hand of Doom is also one I would consider saying.

Another one of my favorites, and one that I only recently discovered is Ghost Tower of Inverness. The ending could use a bit of work, but -overall- I like that it made me think beyond the confines of my character sheet.

I recognize a lot of the names mentioned by other posters, but I haven't played very many official modules.
 

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