What are the classic adventure modules of 3E? (with a tally!)


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I played 1e extensively and skipped 2e. Of the 3e mods I played, I would have to say that The Burning Plague is a classic in the making. It is the only 3e mod that I used more than once and would do again. I am lead to believe that this mod has been converted for use with NWN. Best of all, the price for this mod is just right-free.

Of the mods that I purchased, none have reached the memorable (read as "classic") status of mods like B2 or S3. However, Sunless Citadel might be a memorable as the first played by many in this edition.
 

So far, The Witchfire trilogy wins out for me- Undead hordes, a tidy plot and an interesting villain, all combined with beautiful artwork and A+ presentation- Nice. Rappan Athuk is fun, but needs too much work to be a true classic, and the adventure path is a little too A-B-C for my tastes....and as for some other suggestions, well....last I looked Serpent Amphora hasn't even been published yet- so I can't see a certain vote being too accurate there. :p
 
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Gizzard said:
OTOH, we will restart after we finish Forge (one more session!) and I will be DMing Freeport. I like the look of the first one, though I worry its a bit short. The second one I like a bit less, and the third one seems to have one entire sequence which is a problem. We'll see how things go. Personally, I'd recommend Freeport only for more experienced parties and DMs. Not that the module requires the DM to shore up gaping holes; its just that its more wide-open and therefore the DM will have to be on his toes at all times.

I ran the first two Freeport modules (left the country before running the third), and my group had a lot of fun. However, I would suggest reading some of the free material on Green Ronin's website. There is a short adventure there (involving a festival day) that took a session to run through between modules one and two.

But I think you are right about it keeping DMs on their toes. I know that the best bits in my campaign were actually events that occurred on the fly - breaking in to the tailor's house, the baker, the scene at the rough bar where the player showed everyone his big pile of gold, one player putting laxative in the tea which several party members drank back at the hotel...

It was all fun.

I plan to buy Freeport - City of Adventure and Call of Cthulhu soon, to help complete the series.

Duncan
 

The_Old_one said:
...and as for some other suggestions, well....last I looked Serpent Amphora hasn't even been published yet- so I can't see a certain vote being too accurate there. :p
Actually, "The Serpent Amphora" is a short (I think 15-pg or so) .pdf downloadable from the SSS website -- I think you're referring to A Serpent in the Fold, which is an upcoming Scarred Lands module from SSS that continues where "The Serpent Amphora" leaves off...
 

I think 3 Days to Kill might become a lesser classic. My group really enjoyed and so did a few others that played it. I know not many people have gone through it, but for those who have it seems well recieved.
 

Before we actually start defining third edition classics, we really ought to go with some standard for what a classic is. If it is only, "Everyone played it.", we might have a hard time making any of the 3 ed. modules classics because unlike the early 1 ed. modules everyone doesn't play them.

If we define classic as 'good' or 'timeless', we are going to have a hard time (IMO) picking good modules out of the 1st ed. 'classics'. In terms of design, most of them are terrible. 'Example of the sort of 'dungeon crawl' that typified early module design' might be the best we can say about them. GDQ especially. The A series isn't much better. Though we all played it and loved it when we were 12, B2 is mindless drivel and almost every 1st time DM has turned out homespun modules as good.

If I was going to pick 'classic' 1 ed. modules, my list would look something like this:

I6:Ravenloft - Hickman and Weiss took the dungeon crawl to the next level in this module. Not only did it have the best map of any dungeon ever printed, but it introduced the concept of the reoccuring over villain who acted to counter the PC's moves during the course of the adventure. And, of all the overvillains since, Strahd has to be one of the most memorable. Plus it featured one of the most atmospheric settings that a D&D module has ever taken place in. One of the earliest attempts at telling a cinematic story.

S1: Tomb of Horrors: Of all the 1st edition 'Dungeon Crawls', this is the best. It's traps and obstacles have never been surpassed and seldom equaled. A module designed such that thoughtful play trumps high stats. Even when revisted, in the quite good 'Return to the Tomb of Horrors', the sequel failed to capture the feel of the first because so many of the problems boiled down to fights with a monster.

I3-I5:The Desert of Desolation Series - Hickman and Hickman's work on TDoD series laid the foundation for essentially every module that followed that was written by anyone.

U1-U3: 'Danger At Dunwater' Series. Essentially the first attempt at a real story in module creation, with the first example I'm aware of of the 'plot twist' in a published module. Yes, the UK got there first.

UK1: 'Beyond the Crystal Cave' Speaking of firsts. How about the first module designed to be solved without combat? While everyone else was looking at the RPG as simply some sort of new twist on the wargame, this module was exploring the RPG as, well, ROLE playing.

The DL series: 1st editions crowning achievement. The epic story in interactive form. Sure, there was a bit of railroading, but the execution, the maps, the mythic-cinematic feel, and the incredible atmosphere made this the crown jewel of many a 1st edition player's experience.

Other nominations?

I haven't any real experience with 2 ed. and 3 ed. modules. Of the 2 ed. modules, the best read was 'The Axe of the Dwarven Lords' (Return to the Tomb of Horrors is a close second.) Skip created one of the coolest dungeons since Ravenloft, though I suspect if I'd played it (rather than just read it), that I'd have found it got tedious. Anyone play it?

I haven't played any 3 ed. modules, but I've yet to even read one that I made me think 'I want to run this'. (I guess I should pick up the Freeport series.) Monte's RttToEE might be the best done of the bunch I've seen (and if you ask me with the most 1st ed. feel), but I seriously doubt any module that is mostly dungeon crawl is going to keep my jaded attention for long. Still, I bet its a blast for a new player with the right DM. I didn't think Heart of Nightfang spire went anywhere that hadn't been gone before - and better. In alot of ways, it was I6 without the cool atmosphere and some ideas borrowed from RttToH.
 
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Man, am I the only one here who liked NeMoren's Vault from Fiery Dragon? Some puzzles, some low level monsters, a high level monsters, some very nice web enhancements. Perfect.

I'm also fond of the Eldest Son from of all people, Reaper Miniatures. Lots of role playing potential once you get over the akward introduction bit.

I enjoyed some of the Crucible of Freya bits as they also could be tied into the free pdf file and had encounters beyond first level characters abilities to right away handle.
 

My personal favorites:

The Sunless Citadel
Return to the Temple of Elemental Evil
The Tomb of Abysthor
The Freeport Series
Hell in Freeport
The Demon God's Fane
The Banewarrens

Then lets not forget my company's September 2002 printed release of White Robes, Black Hearts: Enigma of the Arcanexus (the pdf did pretty well with the critics. You should look up the ratings it received).
 

The_Old_one said:
and as for some other suggestions, well....last I looked Serpent Amphora hasn't even been published yet- so I can't see a certain vote being too accurate there. :p

True but the prelude, the Serpant Amphora IS fun. :)

And Red's right, I was refering to the mini-adventure, NOT the Cycle with Serpent in the Fold.
 

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