The Official Acaeum Top 30 adventures of all time
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Post Posted: Sat Dec 02, 2006 10:55 pm 
 

Xaxaxe, is there any way to post the rest of your list in another post (from 31st on down)?  

I can't believe that I forgot the entire L and UK series  :oops: ;  and I didn't even have a DL-series module on my top-20 list (aaarrrggghhh!!).
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Deimos3428 wrote:
I'd hoped to see something strange make the list, such as a WG5/6/7, an R-series, or a non-TSR module.  I'm a little surprised nothing from the UK-series made the cut.


I agree, deimos--maybe in the case of the R-series or even the original (woody) books, some like myself have only heard about them and never played or read them;  I did put in votes for WG5 and WG7, but why I did NOT put one in for WG4 is unexplainable.

  

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Post Posted: Sat Dec 02, 2006 11:40 pm 
 

Beyondthebreach wrote:One thing about Q1 . . . I played it once and ran it once.  Neither time did anyone have characters that were high enough level to go through it, so they were just "pick-up" games with pre-generated characters.  And . . . well, when they are not your character, it's is difficult to care quite as much about the adventure.


I just never saw any greatness in Q1. I went through as a player and later bought it to read. I did not like it either way.

I3,4,5 are not surprising. Again, they seemed a little, well, dull.

No surprise on T1.

I am just as big a fan on the old monos, but I am still not sure G2, D1 or D2 should be that high on the list. They are riding the coat-tails of the others in my opinion.


And I could've bought these damn modules off the 1$ rack!!!

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Post Posted: Sun Dec 03, 2006 6:40 pm 
 

Thinking of the D adventure as one module makes sense.

The G modules are easily the most fun of all the modules on the list.

Everyone has a G series story.  They are superior enough to stand out individually...just too much raw adventure in each one to be ignored.

Did Dragonlance ever have a single module that grabbed the attention?  The series sold a lot, but was there one that stood out?

I can't figure why I only voted for TSR products.  I wonder what I was thinking.  Verbosh and Dark Tower need to be up there.

No surprise that all of the winners were early modules.  None.

I can't think of a single thing that was medieval about Hommlet aside from the costumes. That was a small Edwardian English village.  Sort of like a Rennaisance fair in a small town of the 20th century.  If a postman had shown up with hot news from the Boer War, or something like that, I would not have been surprised.


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Post Posted: Sun Mar 04, 2012 12:53 pm 
 

Xaxaxe wrote:I recently jumped in here to help BC with my Create Huge Spreadsheet spell, and — after two run-throughs of the data — I'm ready to say the results are final.

Again, I think this was a great idea for a fun thread; we just get so damn serious around here sometimes. On behalf of BC, thanks to all who took the time to vote (28 voters, BTW, although not everyone filled out all 20 places).

The full top 30 list, along with some details that I found interesting, will follow within the hour. For now, I thought you might want to know that our winner is ...

(drum roll)

[ Image ]


The results of this thread are missing which undermines the thread somewhat.

Can someone post a text list of the results?

  

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Post Posted: Sun Mar 04, 2012 2:04 pm 
 

We could always run it again. New members, several years later.


And I could've bought these damn modules off the 1$ rack!!!

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Post Posted: Sun Mar 04, 2012 2:43 pm 
 

I'm game, not having participated in the original. What the heck, I guess I'll volunteer to tally the results, too. As I understand the original post, everyone should list their top 20 favorite modules, TSR or non-TSR for A/D&D (any edition). For simplicity's sake, include modules published as stand-alone products only (i.e., no "Temple of the Frog" from Blackmoor, no adventures out of Dragon or Dungeon mags). No "supermodule copouts" (B1-10, A1-4, D1-2, G1-2-3, GDQ1-7, I3-5, S1-4, etc.)--T1-4 is an exception, as it is the only form in which T2-T4 (ToEE) ever appeared. I will compile a list of the top 30 named after about a week, weighting everyone's 1st place module x20 down to the 20th place x1 (interpolating those in between, i.e., 10th place is x11). Entries in the following format, reasons/commentary optional:

1)
2)
3)
4)
5)
6)
7)
8)
9)
10)
11)
12)
13)
14)
15)
16)
17)
18)
19)
20)


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Post Posted: Sun Mar 04, 2012 3:08 pm 
 

bbarsh wrote:We could always run it again. New members, several years later.

Not a bad idea considering its been almost six years since this thread was started and I can guarantee that my list has changed since then.


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Post Posted: Sun Mar 04, 2012 4:10 pm 
 

So is the Acaeum's remit now, all D&D, D&D pre-4E, or what?
I's expect an 'official Acaeum top 30' to reflect the site's remit, and as DCC are not Pre-1990, they do not fit with the site's intended function.

Maybe we need an unofficial Acaeum top 30 aswell, and a non-TSR top 30 to boot?


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Post Posted: Sun Mar 04, 2012 4:21 pm 
 

I'm not sure what a remit is, but I was just going with the same format as the original poster. DCCs and such were allowed the first time around. I'm the last person who wants to see any discussion about 4th ed. or even 3rd. Aren't you one of the big posters over in the d20 thread? :)


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Post Posted: Sun Mar 04, 2012 4:30 pm 
 

Anyway, here are mine (I might edit to explain choices later):

1. S3 Expedition to the Barrier Peaks (I love the idea of wielding a sword in my right hand and a laser pistol in my left, and the illustration booklet is wicked cool).
2. D3 Vault of the Drow (a deadly mini-campaign that's almost infinitely expandable, along with the other 2 in the D-series, and because it has some of the most striking examples of Gygaxian prose in a module--the description of the vault).
3. S1 Tomb of Horrors (cause it has more Tramp art per page-count than any other TSR publication [I think], and it's the ultimate test of player skill [as opposed to character level/ability])
4. T1 The Village of Hommlet (another mini-campaign with lots of possibilities, a believable low-level setting with scads of personality)
5) S4 The Lost Caverns of Tsojcanth (yet another mini-campaign that can go off onto all kinds of tangents [that's a good thing!], an extensive wilderness component, and I love[d] the new material in the additional booklet--it was an injection of pure Gygaxian goodness at just the right time bitd)
6) G1 Steading of the Hill Giant Chief (a great mid-high level tactical challenge, can really be used by itself or as a lead-in to the rest of GDQ)
7) D2 Shrine of the Kuo-Toa (there's just something wonderfully creepy about the Kuo-Toa People, and an alien religious pilgrimage site is a neat concept)
8) G3 Hall of the Fire Giant King (incorporates an incredible level of detail and interconnectedness among the encounters/monsters).
9) S2 White Plume Mountain (I like the occasional funhouse dungeon, and Keraptis seemed such a likeable villain with a sick sense of humor--I mean, his followers are fanatical gnomes, fer Chrissake).
10) B2 Keep on the Borderlands (it encapsulates the true spirit of D&D in the fewest possible pages, nonsensical bits and all).
11) C2 The Ghost Tower of Inverness (Yeah, what the hell IS going on here?)
12) G2 Glacial Rift of the Frost Giant Jarl (Don't slip!)
13) C1 The Hidden Shrine of Tamoachan (Arcane mystery out the wazzoo... Ten minutes ago we didn't even know there was a civilization down here, and now..)
14) D1 Descent into the Depths of the Earth (Abandon hope....)
15) B1 In Search of the Unknown (A great introduction)
16) A4 In the Dungeons of the Slave Lords (You really find out what you're made of without all that crap you've accumulated).
17) I1 Dwellers of the Forbidden City (All those factions make for a complicated and interesting several sessions, if you utilize the potential)
18) N1 Against the Cult of the Reptile God (a bit railroady, but like T1 another good example of a fleshed out "living" village).
19) EX1 Dungeonland ('cause you gotta admire EGG for trying, and I do like my Alice--but where was Alice?!)
20) Q1 Queen of the Demonweb Pits ('cause DCS was really trying hard here; it didn't really work, but you can see the potential, and the alternate prime material planes were inspired).


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Post Posted: Sun Mar 04, 2012 4:40 pm 
 

Old List:

Posted: Wed Oct 25, 2006 11:00 pm         
1.        T1 Village of Hommlet
2.        B1 In Search of the Unknown
3.        L1 Bone Hill
4.        Ruins of Undermountain
5.        G3 Fire Giants
6.        D1 Descent Into the Depths
7.        S1 Tomb of Horrors
8.        WG4 Tharizdun
9.        I1 Forgotten City
10.        U1 Secret of Saltmarsh
11.        N1 Cult of the Reptile God
12.        B2 Keep on the Borderlands
13.        B10 Night's Dark Terror
14.        WG5 Mordenkainen's Fantastic Adventure
15.        D3 Vault of the Drow
16.        A4 Dungeons of the Slave Lords
17.        Night Below
18.        WGR6 City of Skulls
19.        G1
20.        G2

New List:  

1. B1 In Search of the Unknown
2. Caverns of Thracia
3. T1 Village of Hommlet
4. Ruins of Undermountain
5. L1 Secret of Bone Hill
6. I1 Forgotten City
7. WG4 Tharizdun
8. Dark Tower
9. Bottle City
10. WG5 Mordenkainen's Fantastic Adventure
11. B2 Keep on the Borderlands
12. B10 Night's Dark Terror
13. G1
14. G2
15. G3
16. D1 Descent Into the Depths
17. U1 Secret of Saltmarsh
18. N1 Cult of the Reptile God
19. D3 Vault of the Drow
20. S1 Tomb of Horrors

The new list reflects the added respect for Judges Guild and the OSR at this point of my gaming experience.  I will readily admit many of the adventures are on the list for nostalgia purposes only at this point as I haven't played or DM'd them in decades.

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Post Posted: Sun Mar 04, 2012 8:38 pm 
 

I'm a longtime lurker here but infrequent poster.  Here is my list.  It was harder ranking these than I had expected and probably some could exchange spots but I think this is pretty close to my order of favorites.

1. T1-4 Temple of Elemental Evil (awesome back-story, cool mega-dungeon)
2. B2 Keep on the Borderlands (one of the first I ever played, great introductory adventure)
3. U1 Sinister Secret of Saltmarsh (loved the details on the town and remember taking notes on it and having fun mapping it out myself)
4. Tegel Manor (my favorite funhouse dungeon)
5. L1 Secret of Bone Hill (lots of adventures out in the wilderness, which many modules didn't have during this time period)
6. G1 Steading of the Hill Giant Chief (great challenge that if not approached tactically and cautiously will lead to a quick TPK)
7. Dark Tower (perhaps the best Judges Guild module ever)
8. S1 Tomb of Horrors (scary, deadly and difficult to successfully complete)
9. X1 Isle of Dread (I have fond memories of exploring the island way back when I first started playing)
10. T1 Village of Hommlet (classic campaign starter, can easily be used without T1-4 if you wish something shorter that can act as a springboard to future adventures)
11. C2 Ghost Tower of Inverness (weird place with evocative set pieces)
12. N1 Against the Cult of the Reptile God (aside from Hommlet, Orlane was one of the better examples of a D&D village)
13. I1 Dwellers of the Forbidden City (cool setting, lots of interesting factions for the PCs to deal with)
14. A1 Slave Pits of the Undercity (my favorite of the Slaver modules)
15. U3 Final Enemy (interesting underwater element)
16. G2 Glacial Rift of the Frost Giant Jarl (awesome adventure environment)
17. G3 Hall of the Fire Giant King (nice cap on the Giant series)
18. D1 Descent into the Depths of the Earth (high level goodness)
19. D3 Vault of the Drow (so much open-ended potential, flavorful writing)
20. S4 Lost Caverns of Tsojcanth (another module with a strong wilderness component, cool and interesting encounters)

  


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Post Posted: Sun Mar 04, 2012 8:48 pm 
 

I can do top 5! Top 20 is just wayyyyy too many hehe.

1) T1-4 Temple of Elemental Evil
2) B2 Keep on the Borderlands
3) I2 Tomb of the Lizard King
4) U1 Sinister Secret of Saltmarsh
5) I3 Pharaoh

Couple caveats here. When I say U1 I mean U1-2-3. Probably the best low level adventure series I've ever read/ran. I3 means I3-4-5. I liked these better than the epic Giants/Drow/Queen series.

Temple is my favorite for obvious reasons. Frank, my hat's off to you for writing such an epic adventure. B2 was my first experience with D&D and I've run it a zillion times with a new stunning story every time. I2 just has a special place in my heart, I almost can't explain why. I love it enough that I won the auction for Gary's own copy. :)

If you count U2-3 and I4-5 that's top 9. Maybe I'll come back and finish out my top 10.

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Post Posted: Sun Mar 04, 2012 9:31 pm 
 

Top 20 is too many for me as well, so here are my top 5. I've included a more recent adventure from a non-TSR publisher just because I enjoyed it so much.

1. T1-4 Temple of Elemental Evil. No explanation needed. I hero-worship at the altar of Frank Mentzer for putting this one together.

2. U1-3 - The Saltmarsh Series - Sahuagin, a coastal town, and lizardmen. What more could you ask for in a fantasy adventure?

3. H1-4 - The Bloodstone Pass series. The only one we really played was H2, and I loved the Orcus plot and the vampire priest at the village cathedral. It took at least a month of gaming sessions for them to figure out the blood on the wall was in the shape of Orcus' head - daft players, or something! H4 was a great read - I still can't imagine running into 100 Tyrannosaurus Rexes in the abyss, even if I HAD a 20th level character....

4. The Tomb of Absythor - High quality stuff from Necromancer games. Never ran this one, but read it and couldn't put the darn thing down.

5. Return to the Tomb of Horrors - Who would have thought that TSR could have put together an adventure even deadlier than the original?


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Post Posted: Sun Mar 04, 2012 10:18 pm 
 

I'm gonna roll with the punches concerning the "Top 5s" and supermodule "violations" (which I'll count as the first module in the series). Keep 'em coming; I'll probably compile and post the results sometime around a week + a couple days from now. More love for T1-4 this time, definitely.


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Post Posted: Sun Mar 04, 2012 10:27 pm 
 

Most of the adventures I ran or played in BITD were homebrews, so I certainly don't have a top 30 list of published modules.  Best I can do is a top 10:

1.  Keep on the Borderlands (absolute classic D&D, to me anyway)
2.  Tomb of Horrors
3.  White Plume Mountain
4.  Dark Tower
5.  Steading of the Hill Giant Chief
6.  Ghost Tower of Inverness
7.  Glacial Rift of the Frost Giant Jarl
8.  Lost Caverns of Tsojcanth
9.  Hall of the Fire Giant King
10.  Descent into the Depths

By the time T1-4 came out, I was running my own campaign with my own material, so never actually played or ran it.  Maybe some day . . . .


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Post Posted: Sun Mar 04, 2012 10:40 pm 
 

I think it's likely that the vast majority of us who were active players back in the day played in homebrew campaigns. I have distinct memories of a world called "Darvin" (still being run by someone in Delaware) which influenced my older son's name (I'm David, he's "Davin"--technically David IV, but we actually call him Davin), and could rattle off endless details of the geopolitical situation (which I'm not currently abreast of), house rules, and overall general weirdness. It's a 1E/3E crossbreed at this point, though it was begun in '81. I keep trying to get the DM (who is a Luddite and would live in his Mom's basement, if she were still living and if she had had a basement) to let me edit and publish his material (literally thousands of maps, and probably a multiple of that of pages of material) as an "OSR" product, but he's having none of it.

It's likely that the TSR/non-TSR stuff is mere inspiration for the "true" DMs out there (I'm NOT one, I'm a hard-bitten PC of many campaigns), but the scope is the scope :).


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Post Posted: Sun Mar 04, 2012 11:33 pm 
 

My opinions have changed in the six years since my first run at an all-time greatest list.

Some classics never change.


1)     G1 Steading of the Hill Giant Chieftain

The module that started it all.  G1 is a hell of a lot of fun to play.  I remember being terrified of getting cornered by the hill giants.  Also, we turned invisble and ate lunch under the chieftain's feasting table.  As a DM, I go back to G1 every time I have players who are not familiar with it.  G1 turns deadly deadly if you convert the giants to AD&D Second Edition.  Used with the 3.5 rules, G1 is hard to survive.  Although it is full of classic memories, I was surprised to find that this old favorite was only 16 pages (eight leaves) long.  

2)     G3 Hall of the Fire Giant King

Starts with the ultimate boss fight.  Lots of things to kill.  Ends with the first appearance of the drow and a totally unexpected battle at the shrine of Elder Elemental Evil - Gygax's take on Lovecraft.  I have modified Hall of the Fire Giant King for D&D 3.5, which makes it a much more challenging adventure.  The level of detail in this module is outstanding for a relatively thin publication.  It is astonishing how much adventure TSR could cram into 16 or 32 pages of module.

3)     G2 Glacial Rift of the Frost Giant Jarl

Don't fall into the rift. That is the most dangerous place.  The remorhaz makes a dramatic entrance into AD&D.  Falls only slightly behind G1 and G3 in its overall quality.  Although G1-3 and D1-3 were written as tournament modules, the G series modules manage to avoid the stank of clumsy, tournament writing and railroad situations. (D1 has this stank all over it  and does not make my list because it is an interesting set of encounters, but nothing really more than a monster hotel.)

4)    Dark Tower

The quintessential old-school adventure, even though it was written for AD&D rather than OD&D.  Dark Tower has lots of things to do and plenty of fun encounters.   Of the non-TSR modules, Dark Tower is the classic;  holding its value to this day.  Dark Tower has appeared in multiple versions of the game, with an initial appearance as a primitive 3.0 module that came close to ruining this masterpiece.  Fortunately, Goodman Games was able to forge a come-back for Dark Tower late in the D20 era.  I met Louis Zocci at GenCon in 2001 because he was selling re-prints of Dark Tower.  The idea of a reprint didn't appeal to me then, even though I was not yet a collector.  Now, a Zocci reprint probably has collectible value.

5)     Pathfinder Adventure Path #2: The Skinsaw Murders

Possibly the best use of horror in Dungeons and Dragons.  Also, this module represents the pinnacle of the D20 rules set.  It shows how powerful D&D 3.5 really could be when the designers were masters of the rules set and all its potential.  There are elements of real horror in this module, which is about madness, disease and murder.  Some of the scenes would fit well in a B movie Lovecraft adaptation...and I mean that in a good way.  Other scenes are just downright creepy, including a memorable one in an insane assylum.  The Skinsaw Murders incorporates material from Green Ronin's Advanced Bestiary in order to make familiar monsters frightening.  If you never played 3.0/3.5/3.75 D&D, you still ought to read this master work module.

6)    Verbosh

Too much fun and too funny to leave off an all-time list.  I know that I will be the only one to vote for Verbosh, but that doesn't mean it isn't an excellent publication.  Verbosh has almost everything in it, from city adventure to aquatic adventure.  Written in the simple and direct style of Judges Guild, Verbosh is a nice example of what was best in the early days of D&D.

7)     D3 Vault of the Drow

If you don't have a favorite memory or two from Erelhei Cinlu, you never really played AD&D.  D3 was Gary Gygax at the height of his powers.  You seldom find a used D3 in good condition because they got played to death.  The drow became a fantasy trope that remains a powerful theme in fantasy literature.   In my campaign, the physical/magical/psionic battle with Lolth lasted one round.  It left one character insane, one unconscious, one stunned and one screaming with berserk rage...and Lolth banished back to the Demonweb Pits.  There was a long wait for the sequel to D3.  Q1 Queen of the Demonweb Pits  will probably make lots of these best of lists as well, but I do not have rich memories of that module.  As a DM, I was astonished that the players did not want their characters to linger in Erelhei Cinlu.  The chance to be outlaws of good in an evil society?  Priceless.  Unfortunately, the drow city was not adequately mapped for the module as Gygax was focused on the Egg of Lolth as the tournament adventure climax.  So many possibilities!  There is a very good, rather small picture of the walls of Erelhei Cinlu which I would have put on the module's cover.
 
8      T1 Village of Hommlet

Gygax showing how it should be done.  T1 is not the primer on medieval life that many gamers think it to be, but the images from T1 are so universal among gamers of a certain era that this module has to be near the top of any list.  Show gamers from the AD&D era a picture of the moathouse gate and the stories flow.  More than a couple of game groups turned on the the villagers and began to rob Hommlet.  There's lots more treasure hidden in the village than there is in the moathouse.  The inclusion of a jeweler in the village seems to invite a burgulary attempt. I wonder what Gygax thought the player characters would do.

9)     Rappan Athuk Reloaded

The most famous and extensive dungeon set from the best publisher of the D20 era.  You grognards need not knock Rappan Athuk Reloaded for being a D&D 3.5 module.  It began life as an AD&D dungeon.  Soon to reappear as a Pathfinder module, Rappan Athuk offers a deep dungeon delve and a chance to rock with Orcus.  The name comes from a dwarven language dictionary that Bill Webb read as a kid.  It means "Dungeon of Graves" (which you probably knew, but anyway...).  The Rappan Athuk Reloaded boxed set is one of the most valued collectibles from the D20 era.  It is a good example of how a readily available pdf does not lessen the value of a top level collectible.  Mine is still in its very fragile shrinkwrap.

10    S2 White Plume Mountain

The best of the tournament modules.  S2 avoided many of the problems of tournament modules by being fun to play and having many interesting situations.  I went through S2 as a player.  Good stuff.  Our gaming group was heavily combat oriented, so we didn't find any of the battles too challenging.  I have heard that the final encounters were really dangerous for some parties.  White Plume Mountain manages to have enough cool combat situations to sate the bloodlust of power gamers while still entertaining the puzzle players.

11)   S4 Lost Caverns of Tsojcanth

Central to the mysteries of the Greyhawk setting.  S4 was a tournament module, but managed to come back from that by having lots of cool stuff to kill.  It is a pity there was no published sequel to S4 because Gygax hinted at further connections in the Greyhawk sandbox.  As a DM, I had a near total party kill in the black sphere at the center of this module. Lost Caverns of Tsojcanth was practically a new monster manual all by itself.  A number of creatures made their debut in the caverns.  My favorite was the behir.

12)   B2  Keep on the Borderlands

If you are introducing D&D to a sourpuss, B2 is the way to do it.  This is D&D in its most basic and classic form.  Who here got killed by the crazy hermit?  (My party killed him and his panther, no sweat.)  It is interesting that this module is named for the keep, since the heart of the module is the Caves of Chaos.  Weird, aye?

13)   Thieves Guild #3 The Duke's Dress Ball

Not written for D&D, so listing it here is a technical foul.  But the Thieves Guild modules were really meant for AD&D...with just some rules tinkering.  It takes some preparation and some sharp DM skills, but this module is my favorite of the social situation city adventure genre.  There is a sense of malicious/mischevious joy in the entire Thieves Guild line from Gamelords. One gets the idea that Kerry Lloyd was a very fun DM and his games were light-hearted.  Everyone loves a charming rogue.

14)   D2 Shrine of the Kuo-Toa

Everyone from the AD&D era has at least one funny or cool memory from D2.  The player characters could just walk right on through this module, but they never do.  Once they set off the kuo toan guards, D2 becomes what I call a "chase and stomp," with monsters crawling all over the characters.  I wonder if there are any gaming groups in the old days who noted the shrine on the map and found a way to bypass the whole thing.  Although D2 was a tournement module, there is enough detail here for the place to become a regular stop in an underworld campaign.

15)   I6 Ravenloft

I6 showed how D&D could be really artistic and complicated and how a vampire could possibly be played with skill.  Watch out for the 3-D map of Straud's castle...dang hard to use!  Ravenloft was probably the most complex and complete AD&D module.  Unfortunatlely, in order to make the module work, Ravenloft was set in its own plane of existence...which spawned the Ravenloft line of modules...an unfortunate publishing venture that still lingers on the shelves of Half Price Books.

16)   B1 In Search of the Unknown

Where D&D really began.  Gygax taught a clinic on how to build a fun and interesting module but left the details up to each DM.  Very cool.  As a player, I kept expecting the original owners of the dungeon to turn back up.  Bill Barsh made this happen...30+ years later...with a Pacesetter module that solves the mystery of the missing heroes.  This module is where my high school brain first encountered berserkers.  As I recall, they were listed on the wandering monsters table.  It took me a while to figure out what they there...since they sounded to me like some sort of Dairy Queen specialty.  What human berserkers were doing wandering around the subterranean halls of Quasqueton was never adequately explained.   Why didn't they fight monsters?  There certainly were enough of them wandering around.

17)   Irilian - White Dwarf #42

Another technical foul on my part, since this comes from a British RPG magazine, but Irilian is just a huge adventure with an entire city as a stage.  You could play an entire campaign in Irilian...which is exactly how the adventure is written.  I have no idea how Game Workshop managed to cram Ilirian into a single magazine, but it is the best of the British contribution to AD&D.  Should have been a stand alone module.  I first encountered Irilian as the centerpiece of a "best of scenarios" publication for White Dwarf. Irilian easily dwarfed the rest of the publication in both scope and quality.   The storyline has some grim and tragic elements that seem to have been more popular with British gamers in the early days.

18)   Kingdom of the Ghouls - Dungeon #70

The best from Wofgang Bauer.  This is how an underworld adventure should be done.  A great twist on a classic D&D monster.  Kingdom of the Ghouls has seen press in Dungeon Magazine and has appeared as an Open Design Project and as a 4th Edition module that doesn't credit  Baurer on the cover.

19)   S3 Expedition to the Barrier Peaks

Too many shared memories here to leave S3 out.  I believe this must have been one of the most widely-played modules of the AD&D era.  S3 was complicated by an overly large and hard to draw map, but it is a classic of game design and player memories.  Like a few other modules, S3 had a confusing title...since the only things missing from the module were the Barrier Peaks.  The only drawback to this module is that I've never heard of an adventure group actually finishing it.  Hunting down robots and taking their technological weapons becomes the goal of the module.

20)   S1 Tomb of Horrors

No all-time list would be complete without S1, which beat out several worthy competitors for the last spot.  I don't know if anyone should bring a beloved character into S1, since it is a collection of death traps that go against the traditional spirit of the game.  I wonder how many gamers actually played through this module as opposed to just reading it.  I have heard of at least one gaming group that played Tomb of Horrors with their standard characters, and supposedly they survived.  I don't see how.  Gygax shows how the trap/puzzle dungeon should be done, with an ultra-deadly tomb crawl that predates publications like Grimtooth's Traps by several years.  All it needs to be in the top 10 is less deadly traps and a bit more combat.

Far far from making my list:

A1-4  Against the Text Boxes and Railroad Plot of the Slavelords
C2 Ghost Tower of Nothing to Kill in Inverness
DL1- DL?  Dragon (AD&D Losing its Way) Lance
Pretty much anything with Forgotten Realms in the cover blurb.


"But I have watched the dragons come, fire-eyed, across the world."


Last edited by FormCritic on Tue Mar 06, 2012 12:46 am, edited 10 times in total.
  
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