The Official Acaeum Top 30 adventures of all time
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Post Posted: Sat Oct 28, 2006 5:28 am 
 

Xaxaxe wrote:Which I'm guessing would probably be reflected if this survey were being conducted at Dragonsfoot or some other general interest D&D-related site. However, the survey is being conducted here, at The Acaeum, a site which lists the following on its information page:

"What You'll Find Here:
Indexes of all Dungeons & Dragons items produced by TSR up through roughly 1989."

"What You Won't Find Here:
Much information at all on items produced 1990 and later."

I realize there's some edition crossover in the dates mentioned there, but it's more than obvious that this is a D&D- and AD&D 1e-centric site. The results you're seeing are less a result of "snobbishness" than a result of where the survey is being conducted.


well that aside either way, if i WAS including all the 2E gear, about the only 2E item i really liked was a paladin in hell. the rest i wasnt fussed with, so being "snobbish" or not, my list would most likely be the same. simple as.

Al


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Post Posted: Sat Oct 28, 2006 6:14 am 
 

Howdy,


Afrika Corps wrote:Im not trying to pick bones with any of you all but... the list seems to be a lil snobbish or maybe just fixed in a trance of nostalgia.. many of the earlier 1st edition mods were not that good, in fact they were rather crude and simplistic.


I think that is an easy assumption to make: old = outdated/inferior and new = improved/better.

The following is what I think of this lost art and by no means am I singling you out Afrika. I think a lot of folks share your sentiment. So let me explain why I think the older module style was better and the ways in which they are superior to today's modern module/adventure style.

I will submit to you that there is a method and quality of these modules being written. Something that is unattainable by today's adventure writers simply due to the industry/distributor expectations and requirements. If Gygax came out with G1 today he'd be laughed at. "EIGHT pages!" They'd say. "Come back with something more than a highscool term paper please. And look buddy, there is no hook to make players want to play the adventure. Why would any one want to go on an adventure unless someone made them want to? Heck you even left unfinished areas. We color in all the lines around here. Try again when you finish it."

Distributors want a 250 page hardback that is a big chunk of change and easy to distribute. Not a bunch of paper thin dirt cheap folios. That's not good business.

The older modules have a skeletal form to be sure and many gray areas are left but that is intentional. It is much easier to add to a skeleton than it is to strip plot heavy fluff intertwined into a 32 page module that could have been done in 8, 12, or 16 pages.

They also have gray areas, also intentional. It is much easier to add something on the other side of collapsed tunnel or unspecified hook than it is to try to find space or logically fit something into a place where every corner is logically painted-in and every mystery explained in 12 glorious paragraphs.

Even the very architecture of these older modules was made for DM's. The outer folder served as a place to put the maps and to be stood up as a screen with some nice art to inspire, intimidate, or mislead players. (Holy cow a picture on the cover of the module that is totally misleading! The poor players!)

Today's companies would say, "A seperate cover is more expensive and harder to distribute. We'd have to shrinkwrap each copy or covers would be lost - what a distribution nightmare! To top it off there is an extra collation process that must be paid for. No way! DM's will just have to flip pages if they want to check maps!"

In older modules, handouts were placed in the middle so they could be removed at the staples or at the end where they could be detached along a perforation. That sort of behavior would be considered insane by 90% of companies making modules today. The booklet of the module itself was seperated from the outer folder and was saddlestitched - that means you can lay it flat! Whysoever would you want your module to lay flat and stay open to the right page? Todays companies would say, "Perfect bound copies or hardcovers are a better format because you can see the title on the spine. Who cares if you can't lay it flat?

Back to maps, is there anything more ridiculous than a 36" x 48" poster map for running an adventure. How exactly do you quickly glance at that in the middle of play. Where do you put it. It certainly won't fit on your DM screen.

So these "old school" modules are skeletal, with gray, unfinished, areas and are thin on plot hooks. This makes them the perfect tool for the widest variety of players. These modules do the grunt work for DM's, leaving the fun "color" and plot items to the DM's themselves so they can adapt them to their own campaign and players.

After nearly a year of play, 3-4 hours a week, 46 weeks out of the year. My players finished playing through G3. After battles, trick, plot twists, mysteries, surprise enemies, kidnappings, secret treasuries, betrayals, and weeks upon weeks of solid roleplaying and swords and sorcery butt kicking one of my players saw the module lying on the table and said, is that the final module?" I said yes. He returned, "So there were three modules for Snurre's Hall?" He was shocked when I revealed that the entire year's worth of intense adventuring, roleplaying, mystery solving was contained in a simple, crude looking 16 page, paper thin, booklet!

As to popularity, the numbers don't lie. The G series and S1 have sold hundreds of thousands of copies. I estimate G1-3 had well over half a million copies sold in it's various forms. Half a million! Do you think any adventure series will ever sell that many copies? No way. Maybe 20,000 40,000 copies at most!

So the formula for those older modules works and is a better tool for DM's than newer "better" modules. Even modules made in their image sell better! Goodman games is a perfect example of someone trying to emulate the old school modules and finding it is extremely popular. Why?

Last bit, I have an S4 The Lost Caverns of Tsojcanth that has had at least three owners. All of these guys used this module, made notes in the margins, and wrote their names on it. In one room, the room with the death-gaze demon (bodak), one guy wrote down all of the magic items and treasure carried by the party mebers that died there and were left or TPK'd. Then, a second guy, not having enough room did the same thing on post it note. Then my party, when I ran the adventure lost a few folks but destroyed the bodak. When they picked up the treasure, they got all of the loot left by the other parties! Playing these modules is like taking part in mythology. So whether one thinks Beowulf is simplistic or crude it has stood the test of time and will long after we are all gone. I have no doubt G1-3 will be played long after I am gone.


Futures Bright,

Paul


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Post Posted: Sat Oct 28, 2006 7:37 am 
 

well said paul

couldnt have said it better myself.

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Post Posted: Sat Oct 28, 2006 1:03 pm 
 

killjoy32 wrote:couldnt have said it better myself.

Yeah, but you could have said it shorter -- that was almost as long as G1 itself!  :lol:

(I kid, because I care.)

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Post Posted: Sat Oct 28, 2006 6:04 pm 
 

killjoy32 wrote:
well that aside either way, if i WAS including all the 2E gear, about the only 2E item i really liked was a paladin in hell. the rest i wasnt fussed with, so being "snobbish" or not, my list would most likely be the same. simple as.

Al


I actually like 2nd edition.....we still play a modified form to this day.....and I think most of the boxed sets are of superior quality. This includes Ruins of Undermountain and Night Below which made my list.  Many of the Forgotten Realms boxed sets like Ruins of Zhentil Keep, Spellbound, Lands of Intrigue, the North, etc are superior to anything put out for 1st edition just because these sort of supplement were never released for 1st edition.
   Having said that, almost all adventure modules released for 2nd edition are pure crap.  The exceptions would be a small handful released just at 2nd edition was winding up in the late 90's.....Firestorm Peak, the Sahaughin trilogy, Paladin in Hell.  Unfortunately TSR's resources at this time were more engaged in game settings, and Dungeon Magazine had all the best adventures published by TSR from 1989 through 1990.  Now, if someone wants to start a Best of Dungeon Magazine list, a lot if not all of my favorites there would be 2nd edition....sounds like a good topic...

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Post Posted: Sat Oct 28, 2006 6:37 pm 
 

The Collector's Trove wrote:Howdy,

I think that is an easy assumption to make: old = outdated/inferior and new = improved/better.


So the formula for those older modules works and is a better tool for  DM's than newer "better" modules. Even modules made in their image sell better! Goodman games is a perfect example of someone trying to emulate the old school modules and finding it is extremely popular. Why?



     While many of the earliest modules suffered because of little explanatory or background text, today's adventure supplements are unfortunately buried ina  surfeit of what is surely TOO MUCH INFORMATION!!! I find most of today's modules/supplements unusable simply because wading through so much "informative" text that is instead superfluous exhausts me.  It's like all today's "game designers" have to show off their big brains and pad a perfectly good 20 page adventure to 50 pages lest they be thought slackers (don't even get me started on the what is probably excellent material now being published in $100+ boxed sets and 50 lb hardbacks.....)
  I really champion the stuff being put out in Dungeon magazine, both back in the day and even now.  They seem to really have the right mix of  background without bogging down the entire enterprise with pages of motivation from every NPC in the neighborhood, history of the area going back 10000 years, and entire pantheons that have to be described.  That's why a lot of the old school stuff was so great....it was easily worked into YOUR own campaign without having to redline 25+ pages of fluff.

Mike B.


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Post Posted: Sat Oct 28, 2006 7:24 pm 
 

Badmike wrote:
     While many of the earliest modules suffered because of little explanatory or background text, today's adventure supplements are unfortunately buried ina  surfeit of what is surely TOO MUCH INFORMATION!!! I find most of today's modules/supplements unusable simply because wading through so much "informative" text that is instead superfluous exhausts me.  It's like all today's "game designers" have to show off their big brains and pad a perfectly good 20 page adventure to 50 pages lest they be thought slackers (don't even get me started on the what is probably excellent material now being published in $100+ boxed sets and 50 lb hardbacks.....)
 


I really think that one of the reason adventures/settings began to get so much more detailed in the 90's is because a large segment of the "buying population" was never actually going to play them!  How many times have you seen collections that were never used?  How often are the maps attached, all inserts intact, no writing on any pages . . .

I wouldn't be surprised if the majority of RPG merchandise is sold to people who never will play . . . so the books and adventures are designed more and more for a single reader to enjoy.

Hell, the only current RPG I buy is Warhammer 2nd Edition . . . I buy everything that comes out - I love it!  But I'll never play . . . I haven't gamed in 15 years and there's no hope for it anytime with the next decade (two decades . . . )

If TSR/WotC only sold products that were going to be put to use . . . there wouldn't even be any RPG games now.  White Wolf certainly would have never gotten off the ground!


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Post Posted: Sat Oct 28, 2006 10:53 pm 
 

1.   U1 The Sinister Secret of Saltmarsh
A great low-level module with a great storyline, which of course is a hook for an entire trilogy of adventures…  Out on a cliff overlooking the sea, a dilapidated, supposedly haunted house is being used as a front by criminals.  Beneath the house is a secret labyrinth of tunnels and sea caves, including a cave big enough to contain an entire pirate ship!  [Did anyone else besides me leave the movie "Goonies" with the thought that TSR ought to sue the filmmakers for stealing so many elements from this game?]

2.   T1 The Village of Hommlet
Another great intro game for new players…  I guess low-level modules were important to me, because as one of the only DMs in my area I was always introducing new people to the game.  If I wasn't getting their feet wet in the U1 sea caves, then I was throwing brigands at them in the moathouse ruins just outside of Hommlet...  I liked how the moathouse random encounter table included sounds that could be heard by the adventure party, not just monster encounters…  

3.   C1 The Hidden Shrine of Tamoachan
I will never forget --as a neophyte player --being berated by the 1hp talking crayfish, then acting all tough as I stepped on him with a resounding crunch, only to awaken the giant crab ("boulder with a stick of bamboo leaning against it") that was sitting right beside him…  I would later enjoy DM'ing the talking crayfish, giving players quite the tongue-lashing.  The gas of dreadful sleep trap outside the sepulcher of Tocas Popolocas was quite wicked.  That whole section of the game was extremely well done.  Never played it with the tourney rules.

4.   I6 Ravenloft
The module that adventure parties never tired of!  No one ever managed to kill Strahd when I ran this one.  Usually it was the players all getting killed.  But it was loads of fun (with atmosphere to burn!), and the players kept coming back for more.  I totally enjoyed the quasi-3D maps of Strahd's castle.

5.   G2 Glacial Rift of the Frost Giant Jarl
Classic dialogue after a fight at Jarl's place…
DM: Okay, you finally killed the giant.  Roll the dice to see what you find in his pack.
<sound of dice rolling>
DM: Okay… um…  you find a hunk of moldy, stinky cheese…

6.   S1 Tomb of Horrors
As a player I actually made it to the encounter with the demi-lich.  I'm fairly sure my DM was cheating to make sure I lived long enough to get there.  And *that's* where I got killed.

7.    S4 The Lost Caverns of Tsojcanth
The description of Drelzna's spherical tomb and her treasures is one of the main reasons that I love BOXED TEXT to this day.  This, and perhaps the boxed description of the exterior of the Temple of Elemental Evil are my faves...  The biggest beef I have with pre-produced modules of latter periods is the decline of the use of evocatively written boxed text.  As a player I loved hearing it, and as a DM I loved reading it --with high drama --to the players.  Maybe I'm just too bookish, but bring back BOXED TEXT I say!

8.   DA2 Temple of the Frog
Dave Arneson was a master of bringing fully realized personalities to his NPCs.  I actually liked this re-tooled version of the scenario over the originally published edition.

9.   I1 Dwellers of the Forbidden City
An example of a module where being attacked over-and-over again by legions of the same type of creature was *not* a boring night of adventure.  

10.   T2-4 The Temple of Elemental Evil
Thrilling, and hard as hell… with lots of that juicy BOXED TEXT that I like so much!

11.   UK4 When a Star Falls
12.   G3 Hall of the Fire Giant King
13.   I3 Pharoah
14.   D3 Vault of the Drow
15.   UK6 All That Glitters…
16.   EX1 Dungeonland
17.   B1 In Search of the Unknown
18.   X2 Castle Amber  
19.   B10 Night's Dark Terror
20.   S2 White Plume Mountain


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Post Posted: Sun Oct 29, 2006 12:59 am 
 

Africa Korps wrote:

Im not trying to pick bones with any of you all but... the list seems to be a lil snobbish or maybe just fixed in a trance of nostalgia.. many of the earlier 1st edition mods were not that good, in fact they were rather crude and simplistic. "


I hear where you're coming from--as was pointed out in a later post to yours, the Acaeum site really doesn't cover much 2e D&D; I've found a few Dragonlance-realted modules that aren't in the Acaeum list, for example.  However, if you would go to the thread marked "Back in the Day (BITD)" here, you'll find, as I did to my great surprise and pleasure, that there is still some fondness and fun for OD&D/1eD&D/AD&D 1e modules, for any number of reasons.  Many of those who posted on THIS thread posted on THAT thread--I thank you for your replies and hope there are more to come :) ;  many of the replies left me with great memories, while some of the stories left me out of breath from laughing so hard :!:  :D

As to the length-of-module question which came up in a later (to yours) post, I offer the Dungeon Crawl Classics series.  Yes, they DO advertise as "1e feel, 3.5e rules", but most of these are short (less than 32 pages), and some even go back to 1e rules.  (I am looking at the 1e version of DCC #12.5The Iron Crypt of the Heretics, which the 1e version was done for a gaming convention in 1e rules.  I have both versions, and am looking forward to the chance to compare them!!)

  

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Post Posted: Sun Oct 29, 2006 7:20 am 
 

1) Lost Caverns of Tsojcanth S4
2) Forgotten Temple of Tharizdun WG4
3) Tomb of Horrors S1
4) Queen of the Demonweb Pits Q1
5) Hall of the Fire Giant King G3
6) Glacial Rift of the Frost Giant Jarl G2
7) Expedition to the Barrier Peaks S3
8 ) Dwellers of the Forbidden City I1
9) Descent into the Depths of the Earth D1
10) Tomb of the Lizard King I2
11) Againt the Cult of the Reptile God N1
12) Secret of Bone Hill L1
13) Village of Hommlet T1
14) Shrine of the Kuo-Toa D2
15) Steading of the Hill Giant Chief G1
16) Ravenloft I6
17) Hidden Shrine of Tamoachan C1
18 ) Ghost Tower of Inverness C2
19) Dungeonland EX1 (what can I say? I always had fun DMing it!)
20) Keep on the Borderlands B2

My list is definitely devoted to 1st edition AD&D . . . due to recent discussions, I'd like to point out that it's not because of any "snobbishness" or nostalgic devotion to the early days - I simply have never played any 2nd edition or later adventures . . . I never played (nor wanted to play) BECMI D&D either - except for B2 which gets a spot at number 20 for honorable mention.

Of note . . . no A series mods (hated them) and no S2 White Plume Mountain (hated it - sorry Xaxaxe!  :D )


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Post Posted: Sun Oct 29, 2006 1:37 pm 
 

Beyondthebreach wrote:and no S2 White Plume Mountain (hated it - sorry Xaxaxe!  :D )

Don't listen to him, beloved WPM! He knows not of what he speaks! :)

Actually, I'll be interested to see if WPM can even hang on for a top-20 spot when BC is done tabulating. An informal scan of the lists so far reveals that it's been left off of quite a few lists and placed only in the bottom half of a few others. My first-place vote is going to have to carry the day! :)

Like Deimos5477 brought up a few posts ago: some adventures probably would make both a top-30 and bottom-30 list.

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Post Posted: Sun Oct 29, 2006 2:43 pm 
 

hey X

just as an aside on the top20, i really like S2, but the group were never fussed about playing it.

once they got up into them sorta levels, it always became a "lets do the giants" etc... and so that was that :)

shame though cos it is a cool mod - i am determined to run it at some point.

Al

ps. we did play S3 as a one-off once though - that was pretty good fun


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Post Posted: Mon Oct 30, 2006 4:27 am 
 

bclarkie wrote:Okay, the Dungeon Magazine 30 greatest adventures of all time thread got me thinking. Let's compile our own Official Acaeum version of the Top 30 adventures of all time.  I know that we picked our Top 10 adventure awhile back, but lets make this official like.  There only 3 rules to this list:

    1) Everyone gets to pick his/her own Top 20 modules. Anymore than twenty will not be counted.

:D


I will raise an objection I pointed out when Dungeon Magazine did theirs. If you build a top 30 list from a group of top 10 lists you are going to get skewed results beyond the first 10 entries. I think that really showed in Dungeon Magazine's list, I don't trust any of the entries beyond 10.

The same applies to building a top 30 list from a group of top 20 lists, but to a much lesser extent.

1) M5 Talons of Night -
I see Dead Gods show up in a lot of favorite adventure lists, and I like it as well. But most people don't know Monte Cook borrowed some of the good stuff in Dead Gods from Talons of Night, which is my #1. Monte did improve on it, but the reason Dead Gods is not in this slot is because there is not one but two adventures in the book. Everyone forgets about the second adventure, because it stinks.  Judging the whole book means Dead Gods does not make my top 20.

2) B10 Night's Dark Terror -
A nasty slave ring, an ambush on the river, a desperate defense of a fort against waves of humanoid attackers, all of that is just the introduction to the actual adventure. Before it is over, a mystery of an ancient race is revealed, as well as numerous locales to explore, a crafty nemesis, two treacherous factions, and a Cthulhoid monster. The only detraction is there are too many side quests to explore, and letting the players hit them all will detract from the urgency, which is why I recommend cutting a few out, even though each one reveals a tiny slice of the mystery.

3) U1 Sinister Secret of Saltmarsh --
Out of all the adventures to kick off a campaign, this one is my favorite. As someone else has already pointed out, a lot of ideas from the movie Goonies. When I ran this I even took it one step further, it was an all-halfling adventure party running through that place, with the exception of a human bard. It works best if you can come up with a reason it has never been explored before, any hints that it may have been explored might give the players the idea to start searching for secret doors in the basement right off the bat, like mine did.

4) CM9 Legacy of Blood --
A domain that is on the brink of rebellion, a powerful cabal is out to undermine your every move, and it is up to you to take the steps necessary to root out the conspiracy and cement your rulership. The cabal has some well-described villains with varying motivations, and the setting has some unique locations and features. Open for further customizing from the Gazeteer series.

5) I6 Ravenloft --
Along with a classic NPC villain and the castle that launched a campaign setting, you also get several possibilities in terms of the actual goal for the adventure. Brilliant! Why didn't I think of that?

6) L1 The Secret of Bone Hill --
If I want to kick off a new campaign series of adventures, I go with this one. The town has its denizens and their quirks, the surrounding countryside has a set of challenges, a few possible henchmen are described, and the final challenge of Bone Hill is described with two sets of denizens for both day and night, which tends to throw off parties that like to make some probing attacks before coming up with a plan to wait until dark. I always change the clerics outside of town, which strikes me as too odd. The last time I placed this, the location was good for a group of low-level Shaolin monks.

7) X1 Isle of Dread --
It rips off plenty of ideas from King Kong and other sources, but it is one of the original classics. Those encounter descriptions still give me further ideas, and there is plenty of additional room to expand. This also first introduced the rakasta and phanatons, two of my favorite D&D races.

8) B4 The Lost City --
At first glance it is just a five level dungeon. But the players get their without food and water, and will die unless they acquire some. This means possibly allying with one or more NPC factions, which of course all conflict with each other, and may force the players to betray one or more of the factions. On top of this, five more dungeon levels are outlined, and then an entire underground city with plenty of adventuring opportunity is tacked on almost as an appendix. There is just so much to work with here, enough to get the creative juices flowing and keep the players busy trying to save an ancient culture on the brink of oblivion.

9) Return to the Tomb of Horrors --
This one is a PC killer, but gives a daunting epic quest that will be remembered by anyone who plays it..and lives…at least for awhile. This is a bit of a cheat since S1 is incorporated verbatim into this box set, but it really does improve on what is there. Only downside is if you like the idea of a powerful demi-lich with unknowable motivations. Here the motivation is provided, and while it is good, you might have come up with something else.

10) X2 Castle Amber --
Clark Ashton Smith incorporated into D&D. The d'Ambreville family strongly resembles another Amber family. Mix the two and you have something very cool with a lot of potential. The adventure locations do get wacky, but I consider that part of the charm. The mist in this adventure is the inspiration for the Mists of Ravenloft.

11) CM1 Test of the Warlords --
Carve your fiefdom out of the wilderness, and help a weak king keep his claim to the land. Very free-form and open, with suggested encounters and situations to crop up over the course of a couple of years of campaign time. My favorites are the massive frost giant armies and the wedding. It all culminates in large scale land war against an empire, which of course, planted its own agents in the kingdom from the start.

12) DDA2 Legions of Thyatis --
Many adventures claim flexibility, this one practices it. It really needs to be played with DDA1(also very flexible and free-form). High drama for low-level characters, with a logical dungeon crawl mixed into the middle. Defeating the bad guy is not done in a fight, but at a trial, with roles for the judges and prosecutor that can be played by the players or by anyone willing to join for an evening session. And I love the big NPC bad is a normal human with 3hp.

13) X4 Master of the Desert Nomads --
This one was my first adventure with an epic quest. Cross a forbidding desert occupied by enemy armies to confront whoever is sending them. The cross-country travel and the well-described encounters bring this one to life. Its sequel X5 is almost as good, but the country of the enemy too sparsely detailed.

14) T1 Village of Hommlet --
The best of the starting adventures from a more generic perspective. I consider this to be another great adventure to start a campaign. I avoid the Temple of Elemental Evil like the plague though.

15) DA2 Temple of the Frog --
How can you not like a D&D adventure with frickin laser beams?! I like the original from the Blackmoor book, but this gives me something meaty to run with my players. Definitely needs the fixes suggested by Arneson and others, namely that the hand held pistols create a fireball only human-sized, otherwise some opponents cannot fire their guns without hitting themselves. You think you are invading some swamp cult on a commando rescue mission, but then you find that the swamp cult has frickin laser beams. Typical PC response, "Why didn't anyone tell me they had...one of those things?"

16) M1 Into the Maelstrom --
Replay the Odyssey. Bring your own naval armada. If you really want to, conquer a couple of worlds while you are at it. Or ally with them. Your choice.

17) X10 Red Arrow, Black Shield --
I like my wargames, including the original 15mm Battlesystem. Which to this day is still the only miniatures/tactical game I find suitable to cover everything D&D does on the battlefield. Which is why I enjoy this module. The H series is good as well, but I never understood why it was considered too risky to send your army across a river to fight the Witchking, but it would be less risky to march into the Abyss itself and attack Orcus.

18) L2 Assassin's Knot --
I like murder mysteries, I like thieves guilds, and I like assassins. This has all three, and builds on the foundation of L1. The only thing I might suggest changing today is to get rid of the red herring clues…these days savvy players will assume they are bogus and start looking elsewhere.

19) Dark Sun Dragons Crown --
Most Dark Sun adventures were terrible, more time was spent on the art then the story, and most of the time the players sat around and watched NPCs do the important work. Not in this one. This adventure covers the length and breadth of the Dark Sun campaign setting, and puts all the responsibility on the player characters. A rival group of NPCs dogs their steps, and it features a very real threat from the most powerful psionicists on the planet.

20) O2 Blade of Vengeance -
We need more one-on-one modules, we don't all have the luxury of a group, and this one shows how to do it right. An epic quest, emotional connections for the player to bond with the character, unique settings and rich detail, even down to the white dragonskin scabbard.

Honorable Mentions-
A2 Secret of the Slavers Stockade
The Rod of Seven Parts Box set
B7 Rahasia
B2 Keep on the Borderlands
DDA1 Arena of Thyatis
UK2 Sentinel
UK3 Gauntlet
Night Below box set
3E D&D Crucible of Freya
H1 Bloodstone Pass

  

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Post Posted: Mon Oct 30, 2006 10:17 am 
 

Badmike wrote: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

I have explanations for all of these, but I am dead tired and can't go into them...have to wait for a later post!

Mike B.


Finally have time to do my reviews of why they are in my top modules:

1.  T1 Village of Hommlet

This is the quintessential AD&D adventure module, and is firmly in the collective conciousness of almost everyone who played from 1980 on.  If you mention Elmo, Lareth, Moathouse, Inn of the Welcome Wench, Gremag & Rannos Duval, Burne & Rufus, etc you get knowing nods and smiles. It is perhaps the perfect introductory adventure: you have a fully stocked village, a Inn, a trading post to buy and sell with, a temple/church, and tons of secrets, intrigue and opportunities for investigation.   A short walk down the road is the Moathouse, with the perfect mix of surprises, danger and bad guys.  In the end, who really needed T2-4 anyway?  Lots of room for developement.  Plus, great maps!

2.  In Search of the Unknown

I've run this more time than any other module.  It's a great introductory adventure for NOVICE players that have never played before; it's got all the bells and whistles that are so essential to dungeon adventuring.  Perhaps the only squabble is that you have to place your own town/village from the party to base from (or put it down the road from Hommlet like I did in the day!!!).  Lots of interesting bits that aren't fatal (the Room of Pools, Pit trap that dumps you into the lower level), and you get to place the monsters and treasures yourself so you can gauge them to the party's abilities.  Also like the little sections on how to run the adventure for novice DMs/players.


3.  L1 Bone Hill


Kind of a pumped up version of T1, with a small town instead of a village, a larger wilderness area, and a really cool ruin to explore with some unusual monsters (I can't believe more wasn't done with Skeltars and Zombires, which are very cool).  Lots of potential for politics and intrigue with the castle denizens and Restenford, lots of mini-quests and adventures.  I've used this three times to begin campaigns, it has been well loved by all my players.

4. Ruins of Undermountain

In his own way, Ed Greenwood is a genius in the Gary Gygax mold of world/setting building.  Some of objected to the fact that not every room is filled in, but we all found out what an incredible bore that would have been when the World's Largest Dungeon was released. Instead, Greenwood gives us a gigantic book full of info about the largest dungeon in the Forgotten Realms, and maps out the first three levels while leaving the other levels to our imaginations.  Lots of great encounters and vignettes, lots of room to develop your own ideas, lots of fun for those players that enjoy lovingly drawing out their own maps...!  Lots of goodies including another booklet full of adventures, cardstock traps and treasures, some new monsters.  Although it works best under the City of Waterdeep, due to the nature of the dungeon (all underground) it can easily be moved to any location.  Probably more bang to the buck than any item ever released for D&D.  I've told this story many times, but using just this, Volo's Guide to Waterdeep, and FR1 Waterdeep and the North I ran a three year long campaign involving many players and dozens of characters...who only left the city TWICE during the entire campaign.

5.  G3 Fire Giants

The best of the Giant series, with nastier foes, tricky traps, and don't forget this is the module with the very first appearance of those lovable foes, the Drow.  Anyone who ran this BITD remembers the shocking effect the dark elves had on the adventurers as they frantically paged through the Monster Manual to no avail, and with spells bouncing off the Drow right and left they were whining "Who ARE these guys?"   A very satisfying wrap up to the trilogy, and it set a standard that was very infrequently reached in subsequent TSR  productions.

6.  D1 Descent Into the Depths

And then that led into the first great underdark adventure, Descent into the Depths.  Loved the gigantic map of the Underdark, waiting to be filled in, and of course the cavern with the armies of Bugbears, Trogs and Trolls, and don't forget the Drow caravans, Asberdies, Mind Flayers, and more.  I would have to say that the gigantic battle that typically erupted in the cavern was one of the funnest tactical battles in all of D&D!

7.  S1 Tomb of Horrors

The first killer dungeon.  While Return is epic in scope it does reduce this adventure to the status of an introduction, which is unforgiveable.  BITD, EVERYONE who played AD&D knew this was the place where foolhardy higher level parties went to be destroyed....

8.  WG4 Tharizdun

One of my personal favorites, it's really three adventures in one. First,     there is the wilderness trek to get to the temple, with tons of nice little mini-quests and lairs to explore.  Second, there is the temple itself, with the humaniod troops that are given excellent tactics which should be able to bring even higher level parties pause.  Third, there is the creepy lower level with the imprisoned god (?) that is one of the moodiest, spooky pieces ever inserted in a AD&D adventure.  I've run this numerous times and it's always been loved.

9.  I1 Forgotten City

A nice change of pace adventure in a very underused locale (jungle).  Lots of multiple entrances and lairs so the adventure never plays out the same way twice.  An entire ruined city for the DM to develop if he wishes, some good monsters and foes (Yuan Ti, Oriental Dragon, Horan the Necromancer, Bullywugs).  I loved this adventure and ran it multiple times, so much so that I rewrote it for 2nd edition.  One ofthe few modules with some good suggestions at the end for continuing the explorations.

10.  U1 Secret of Saltmarsh

Nothing much to add to those who have commented on this already; just a great lower level adventure into a haunted house.

Mike B.


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Post Posted: Mon Oct 30, 2006 11:59 am 
 

Badmike wrote:
Finally have time to do my reviews of why they are in my top modules:



3.  L1 Bone Hill


Kind of a pumped up version of T1, with a small town instead of a village, a larger wilderness area, and a really cool ruin to explore with some unusual monsters (I can't believe more wasn't done with Skeltars and Zombires, which are very cool).  

Mike B.

I couldn't agree more.

There is one 2E update to this that I know. Skelters and zombires appear in Dungeon Magazine #59, adapted for the Birthright campaign setting. Each one that appears has a history and personality, as the campaign setting identifies those with divine bloodlines can beome these creatures in undeath.

If we build a list of top Dungeon Magazine/general magazine D&D adventures, this one will be in my top 10.

  


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Post Posted: Mon Oct 30, 2006 10:25 pm 
 

If it isn't too late, here's my top 20:

(1)   T1 The Village of Hommlet*
(2)   B2 Keep on the Borderlands
(3)   Q1 Queen of the Demonweb Pits
(4)   DA3 City of the Gods**
(5)   DCC13 Crypt of the Devil Lich  :arrow:
(6)   RA3 Rappan Athuk:  The Lower Levels***
(7)   C1 Hidden Shrine of Tamoachan
[8]   C2 Ghost Tower of Inverness
(9)   A4 In the Dungeon of the Slavelords
(10) EX1 Dungeonland
(11) WG7 Castle Greyhawk****
(12) X2 Castle Amber/Chateau D'Amberville
(13) U2 Danger at Dunwater
(14) U3 The Final Emeny
(15) WG5 Mordenkainen's Fantastic Adventure
(16) S3 Expedition to the Barrier Peaks**
(17) D3 Vault of the Drow
[18] N5 Under Illefarn
(19) D3 Vault of the Drow
(20) G3 Hall of the Fire Giant King.

Notes:
*T1 The Village of Hommlet was one of the first modules I ever bought . . . and one of the few I saved from my sister :twisted: !!

** DA3 City of the Gods and S3 Expedition to the Barrier Peaks were ones that dealt with alien/advanced technology and that interested me then and now.  [I STILL wonder what that alien ship in the Barrier Peaks looks like now after 30 years . . . ].

***RA3 Rappan Athuk:  The Lower Levels fascinated me when I finally got and read it--supposedly, NO ONE has gotten down to the last two or three levels ever . . . and now, the makers brought out an all-new edition with  8O NINE MORE LEVELS!!!! 8O !!!
By the way, I code these as RA3 to separate them from the TSR R-series.

****WG7 Castle Greyhawk.  OK. I hear groans out there!  However, as I was reading this, it took me back in time to the 1970's and '80s--that is, when I wasn't laughing so hard I couldn't breathe.
Besides, how could you go wrong when you find your namesake in the module:  There is a ghost named Melvin in the module, but it is in the sewers of the castle guarding . . . nothing.  (They couldn't come up with SOMETHING better?  Where's those @%$#% d% dice--I'l  roll 00 and get divine retribution on them!!! :D ).

:arrow: Dungeon Crawl Classics #13--my coding, DCC13 Crypt of the Devil Lich--was the first of the DCC's I picked up; they do remind me of the 1e modules in a 3.5e format.  (Now to convince the company to do the rest as 1e format......).

  


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Post Posted: Mon Oct 30, 2006 11:13 pm 
 

I'm limiting this to modules actually played or DM'd:

1) B2 Keep on the Borderlands
2) U1 Sinister Secret of Saltmarsh
3) S3 Expedition to the Barrier Peaks
4) I2 Tomb of the Lizard King
5) N1 Against the Cult of the Reptile God
6) X1 Isle of Dread
7) S1 Tomb of Horrors
8) Q1 Queen of the Demonweb Pits
9) I1 Dwellers of the Forbidden City
10) C1 Hidden Shrine of Tamoachan
11) S2 White Plume Mountain
12) X2 Castle Amber
13) S4 Lost Caverns of Tsojcanth
14) L2 Assassin's Knot
15) C2 Ghost Tower of Inverness
16) A1 Slave Pits of the Undercity
17) B4 Lost City
18) N2 Forest Oracle
19) C3 Lost Island of Castanamir
20) B3 Palace of the Silver Princess (green)

I'll annotate at a later date.

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Post Posted: Fri Nov 03, 2006 3:46 pm 
 

BC, you got that spreadsheet fired up? :wink:

What's your cut-off, I'm wondering? I think you can probably motivate some latecomers if you give them an ultimatum or two. :)

Fun thread, BTW. I'm glad to see we're all still capable of stepping back from the "it must be mine" mindset that has been creeping in to this board.

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