Best adventures!

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shadzar
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Best adventures!

Post by shadzar »

while i don't follow the train of thought that says an edition is the sum of ALL its parts, but since many people like to include adventures and splats and other nonsense into trying to say how good or bad an edition of D&D is rather than just its core rules.....

List the best adventures by edition. not ranked, just the ones you like best from each editions. this should give us an idea which edition had the best writers/designers.

example
D&D:
Keep on the Borderlands
Temple of the Frog

1st:
Slave Pits of the Undercity
Castle Greyhawk

2nd:
Mezoberranzan
A Paladin in Hell

3.x:
The Sunless Citadel
Return to the Temple of Elemental Evil

4/E:
Keep on the Shadowfell
no limit to each edition, you dont have to have played every edition. this is just to see which adventures and thus playstyle is favored from the D&D editions.

each adventure will likely have a drunken review by the Something Awful rejects that found their way here, so leave discussing the adventures and such to their own threads as this one is just to see which had the best writers and/or designers for adventures since MANY people subscribe to the idea that those are what makes an edition better.
Last edited by shadzar on Sun Jun 23, 2013 2:58 pm, edited 1 time in total.
Play the game, not the rules.
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good read (Note to self Maxus sucks a barrel of cocks.)
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Avoraciopoctules
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Post by Avoraciopoctules »

2e
Shadows of Amn

3e
Shadowlords-Dreamcatcher-Demon

4e
Dungeonholm Keep

Pathfinder
Don't have a favorite right now, but No Response from Deepmar was a fun one I ran recently. Liked the ridiculous monster density in the island ecology in the back, it got lots of laughs when the PCs were looking at a hand-drawn island map and I read off the local hazards according to their employers.

EDIT: Lamentations of the Flame Princess
Hammers of the God has more cool stuff and less stupid than most LotFP modules I've read. I'd love to run it at some point.
Last edited by Avoraciopoctules on Sun Jun 23, 2013 3:29 pm, edited 2 times in total.
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shadzar
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Post by shadzar »

pathfinder isnt D&D nor was it ever published with the D&D logo and the rest is video game BS.

anyone want to answer seriously?

D&D is a TTRPG, so adventures chosen must come from those product lines.

this means Final Fantasy XYZ, Morrowind, etc don't count as they are neither D&D nor TTRPGs.

euro-trash board games don't count either.
Play the game, not the rules.
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
good read (Note to self Maxus sucks a barrel of cocks.)
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Post by angelfromanotherpin »

Ha! You thought this was something besides an excuse for shadzar to declare himself the keeper of the true path. Don't be ashamed, I too had hope.

When will we learn that his jukebox only has one badly-scratched record in it?
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Post by Avoraciopoctules »

If you kill things and take their stuff, maybe grab some asymmetric personal power somewhere along the line, it's D&D enough for me.

Call of Cthulhu:
Dead Man Stomp (included in the core book) is simply excellent. I've used variants as a campaign starter before, and PCs who keep the trumpet usually end up using it in impressive and/or hilarious ways.

Shadowrun 4e:
When I cared about SR, I thought Winter Wonderland looked pretty interesting.

Laundry Files RPG:
Black Bag Jobs had some nice adventure scenarios, but I really loved the last one where you go through a portal to an alternate universe where the Laundry turned to blood sacrifice to hold off the Old Ones.

Old School Hack:
Tireless Archer makes excellent use of OSH's facility for exotic and dynamic battlegrounds.
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Post by Voss »

Why would adventure modules give you an idea of an editions quality? Or the quality of the writers?

For fucks sake, half the early modules were designed as group competitions for GenCon. [They're scored on completing key events, and time. The party with the highest score wins].
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Post by Kaelik »

Voss, your comments intrigued me to actually read the OP.

Apparently Shadazar has now taken to confusing the fact that people consider splatbooks with rules for the edition as part of judging the rules of the edition. Where no one has ever considered adventures which aren't the rules for the edition as indicative of the quality of the rules of the edition.
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Post by hogarth »

shadzar wrote:1st:
Castle Greyhawk
Wait -- one of your favourite modules is Castle Greyhawk, the retarded "comedy" module featuring "Col. Sanders, the Pillsbury Doughboy, the cast of Star Trek, and others"?

That explains a lot...

My favourite modules:
-Age of Worms adventure path (3.5E)
-Savage Tide adventure path (3.5E)
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Post by Avoraciopoctules »

hogarth wrote:My favourite modules:
-Age of Worms adventure path (3.5E)
-Savage Tide adventure path (3.5E)
Are those the Dungeon modules where you go into the Abyss? Could you elaborate a little, I've never played either path and might be looking to run something new in a couple months.
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Post by Leress »

Mine are:
"Mysterious Island of Grum" (d20)
and another d20 one that had an undead dwarf with shifting armor that needed to be attacked by multiple characters at the same time to get past its AC, or do like we did and just cast spells.
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shadzar
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Post by shadzar »

hogarth wrote:
shadzar wrote:1st:
Castle Greyhawk
Wait -- one of your favourite modules is Castle Greyhawk, the retarded "comedy" module featuring "Col. Sanders, the Pillsbury Doughboy, the cast of Star Trek, and others"?

That explains a lot...
come back when you learn to read English. notice the word EXAMPLE, and the fact the EXAMPLE list includes 3.x and 4/E editions which i don't like at all? :shocked:

its called an example for a reason you damn fucktard. it gives an example of what is being talked about. i had to look up adventures to see what was what in order to even include 3.x and 4/e so i just grabbed things for the example. so learn English then come back and try again.
Play the game, not the rules.
Swordslinger wrote:Or fuck it... I'm just going to get weapon specialization in my cock and whip people to death with it. Given all the enemies are total pussies, it seems like the appropriate thing to do.
Lewis Black wrote:If the people of New Zealand want to be part of our world, I believe they should hop off their islands, and push 'em closer.
good read (Note to self Maxus sucks a barrel of cocks.)
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hogarth
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Post by hogarth »

Avoraciopoctules wrote:
hogarth wrote:My favourite modules:
-Age of Worms adventure path (3.5E)
-Savage Tide adventure path (3.5E)
Are those the Dungeon modules where you go into the Abyss? Could you elaborate a little, I've never played either path and might be looking to run something new in a couple months.
Age of Worms is an adventure path where you fight a bunch of undead (and other stuff) and at the end you kill the demigod Kyuss.

Savage Tide is an adventure path where you travel to the Isle of Dread and then ultimately go to the Abyss and kill Demogorgon.

You can find the lists of individual modules on Wikipedia or wherever. Some are better than others, naturally. I made some general comments on them in another thread.
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Post by fectin »

Sunless Citadel et al. were apparantly well received. Does anyone here have opinions on them?
I remember playing Forge of Fury, but mostly remember the game falling apart because we did not expect to survive it (unfortunate combination of some unusual house rules and finding out that the endgame was a black dragon in an underground lake).
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