Which pre-written D&D modules do you consider to be classic, and why?
closed as not constructive by Pat Ludwig Mar 20 '12 at 13:18
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Obviously any of the modules that were first published could be considered classics because D&D was more of a shared experience in the late 70s and early 80s. Unlike today with the plethora of choices available, back in the day there were only a handful of published D&D modules to choose from, and players/DMs often compared their success (or lack of) in certain modules. As a result, certain "bits" of these became standard for use in future publications by DMs throughout the years. If you can name a character, treasure, or location from a module and have the majority of people around you (old schoolers or not) nod and smile at the familiarity to the subject, I think that should be considered "classic". Below is a list that is taken almost exclusively from the early days of the hobby:
Without including extensive details, I'd also say U1 The Secret of Saltmarsh, Caverns of Thracia, D1-2 Descent into the Depths, Dark Tower, I1 The Forgotten City, I6 Ravenloft, L1 Secret of Bone Hill, N1 Against the Cult of the Reptile God, and X1 Isle of Dread should be considered "classic" D&D modules, although obviously everyone's list would be different. BTW, for anyone interested, Dungeon Magazine #116 contained a list of the top 25 modules ever published for D&D, compiled by a all-star group of writers and designers. |
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I6 - RavenloftThis Hickman tag-team module has to be on the list for me, for two main reasons. Firstly it was the first adventure module I ever ran that had a well thougt out and dynamic big bad end guy. The vampire Strahd didn't just sit in the final room waiting for the PCs to come kill him. He had his own motives, goals and timetable. Much of where he could be found and his goals were determined in-game with a tarot reading from a gypsy, so the adventure often played out differently when re-run. Secondly it had the most amazing maps for it's time. David Sutherland's maps were just breathtaking, we'd never seen their like before. Castle Ravenloft to this day is still a fantastic map to look at.
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I'd put down The Temple of Elemental Evil. Written by Gygax and Mentzer, wikipedia says it was ranked the 4th greatest Dungeons & Dragons adventure of all time by Dungeon magazine in 2004. My party had a great time! |
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Tomb of Horrors its still inspiring character death related rage in people, surely a good sign. I also had a fair ammount of love for Ravenloft, including the following House of Strahd (RM4?)
Vecna Reborn and Death Ascendant are also top notch I think (if you enjoy metaplot) |
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Night's Dark Terror (coded as B10 or B/X1 depending which side of the Atlantic you're on, and another of the UK modules mentioned above in connection with Saltmarsh) deserves a mention in any thread of this sort. It's a massive sandbox spanning the length and breadth of northeastern Karameikos, full of memorable encounters and pulp-fantasy goodness. My group had an absolute blast the one time I ran it and I'd like to do it again someday. |
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Well, obviously there's a lot of things that could be considered "classics"! Three favorites I would point out are the Slavers Series (Assault on the Aerie of the Slave Lords, etc), Hidden Shrine of Tamoachan, and White Plume Mountain. The Slave Lords series is great because of the continuity. It came with pregens (I seem to remember the female dwarf fighter and a human fighter named "Ogre" who had an 18 strength), and a really great storyline. Hidden Shrine of Tamoachan was one of the first tournament modules- and it had some truly challenging room-puzzles. The premise is that three PCs are trapped in a dungeon they've fallen into while escaping.. something else, and have to find their way out. Amazing puzzles and South American flavor all the way through, including one trick at the very end, with the bat-god Camazotz, that opens the escape route. Finally White Plume Mountain is a classic module because of it's magical locales-- it had some truly fantastic features and monsters, a sphinx behind a forcefield, a room with lava being held back by force.. But then it also had three amazing magical weapons; Wave, Whelm, and Blackrazor (which was the D&D equivalent of Stormbringer). Those were definitely my favorites. |
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To me, the classic D&D adventures are all, in some sense "introductory" type adventures: Keep on the Borderlands. For many years, this module was the first module that folks ever played through. For an entire generation of players, it set expectations as to what exactly they would be doing when they played this game. Sinister Secret of Saltmarsh. It, and its follow-on adventures, were alternate entry points to the game that showed how a completely different feeling could be achieved with only minor adjustments to presentation. The module presents an implied setting that is somehow "less American", and to many folks, this was attractive. It remains most probably my most favourite introduction to use for the game. The Sunless Citadel. Bruce Cordell was probably tasked with "give us the new touchstone introductory adventure for this new edition". Sunless Citadel succeeds wonderfully. It's internally consistent, gives the players opportunities for politicking, investigation, tomb-robbery, bitter melee conflict, lurking undead, and so forth: all essential components for the game. It's rather cleverly designed to adapt to party composition: parties that are missing one of the fundamental classes can still get by in the Citadel, by avoiding this branch of the setting, or that branch. This paired with Richard Baker's excellent Forge of Fury is an excellent combination to start a campaign. My feelings about the remainder of the original 3e adventure path modules are not so charitable. Perhaps one other thing that makes all three (four) of these adventures classic is their adaptability. I've used all of them with different editions of the rules than the ones they'd been originally intended to use, and they still came off very well. And I'm still using them to introduce new players and new campaigns. |
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The Desert of Desolation series - a compilation of the modules I3, I4, and I5 - is a fun "supermodule" that features plenty of sword'n'sorcery Egyptian style set pieces, locales, and flavour. The phonetic translation puzzles are a lot of fun, and the shifting maze in the pyramid module provides plenty of old-school dungeon delving hijinks. Mummies, dopplegangers, and hordes of spiders and scorpions. |
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I guess this depends on how far back you want to go. The Ruins of Undermountain is pretty classic, a lot of people are familiar with it. I'm curious though about the tags, because I'm not aware of any modules period for OD&D |
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BadMike gives an excellent description of G1-3, Against the Giants (Steading of the Hill Giant Chief, Glacial Rift of the Frost Giant Jarl, and Hall of the Fire Giant King), but that is half of the story. These lead to the "D" series Descent into the Depths of the Earth, Shrine of the Kuo-Toa and Vault of the Drow. To my knowledge, the Drow were first mentioned in the original AD&D 1st Edition monster manual as a sort of legendary, evil elf - it was only after the publishing of Vault of the Drow that they became an iconic race, and the Underdark. All six modules were updated several times from the 1st edition origins in 1978, later to be referred to as the GDQ series. If you define "classic" as "most memorable within a specific time framework that occurs in the past," then GDQ is the classic of the 1st Edition era. But then - look outside of TSR within the same time frame, and you have publications such as City State of the Invincible Overlord from Judge's Guild - a huge, corrupt city state setting. CSIO provided a mostly ready to run campaign setting. |
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Along with the other Series S modules (S1 - Tomb of Horrors, S2 - White Plume Mountain), I submit for consideration: S3 - Expedition to the Barrier Peaks. It was the first cross-genre module (that I know of, anyway), and a demonstration module for chunks of the prototype of Metamorphosis Alpha, the precursor to Gamma World. The gist of it is a UFO has crashed into a mountain and a group of adventurers investigates, exploring the ship's ruins and uncovering such things as a raygun and power armor while fighting aliens and robots. |
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We finished "A Night Below" a couple of months ago. And now started "Return of the Tombe of horrors.". Both real classics and fun. (We need a spoiler tag). Night Below starts with villagers disappearing and ends with the destruction of an evil artifact. There were some side quests. But in the end the party grew from level 5 to level 16. |
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osrtag description. I assume you thought it was a typo. – yhw42 Mar 22 '11 at 15:20