Levels 10-14. The mother of all killer dungeons is Levels 1-3. A close second on my list, and I could 3) Castle Amber. 5+ stars. Tom Moldvay, 1981.
revered by everyone, even victims who insist almost award it the top slot for being a beginner's Levels 3-6. Another Moldvay treasure, but in this
otherwise. It gave DMs a license to be punishing module. It's hard to come up with top-notch low- one I was the player. The Amber family are a lot
off the scales, and players the okay to be level adventures, but The Lost City is so inspired like a warped version of Tolkien's elves: "The
masochistically thrilled by impossible challenges. that I never resented the fact that the city itself Ambers live magically lengthened lives, but they
Today's gamers accuse it of being ridiculously leaves much for the DM to develop; I bought into have seen too much and are bored. They seek
unfair, and they're right, but they don't realize that's the pyramid so much that the rest flowed without anything to relieve this boredom." Equally amused
an accolade. Multi-layered traps and demonic thinking. The module in many ways epitomizes by the success or deaths of anyone working
snares are in play everywhere, and some of the what the Golden Age of D&D had to offer: pulp against them (for "a good spectacle" is more
rooms have acquired mythic status: The Forsaken fantasy at its purest, depicting an ancient important than victory or defeat), their chaotic
Prison, The Chapel of Evil, The False Crypt, The underground civilization that's been corrupted by a indifference disturbs more than the evil of
Chamber of Hopelessness. I get chills thinking of Cthulhu-like deity monster. The three renegade traditional foes. No other module on this list boasts
them and the disturbing illustrations provided in the factions adhere to the old gods, but they don't like so many colorful and psychotic characters: the
special booklet. No other dungeon has called forth each other, and will use the PCs as pawns in their librarian Charles who buried his sister Madeline
the level of commentary that continues to this day, covert agendas. The revolving passage on the third alive; the soul of Princess Catherine waiting to
ranging from the outraged to the venomous to the tier of the pyramid is a terrific dungeon feature, and possess someone; the evil priest Simon; Madam
heapingly sarcastic (my favorite is the cover parody the personalities of the cult leaders, their costume Camilla who is itching to tell fortunes. Also, no
carrying the label "For Advanced Sadists & attire and masks, are spot on, meshing perfectly other module offers so much with such effortless
Masochists"), but what's interesting is that the only with the decadent culture of the Cynidiceans. The economy. First, there's the castle itself, with two
reason Tomb of Horrors even exists is because influence of Howard's Red Nails is often talked large wings, an indoor forest, and a chapel, and not
players were complaining that the game was about, and the hallucinogenic drug-addicted a room is wasted; second comes a challenging
getting too easy. It's hard to imagine how D&D devotees of Zargon are exactly the sorts Conan dungeon with well planned surprises, ending at a
would have evolved if not for those complaints, but would find himself going against. I'll never forget magical gateway to -; third, the old home of the
there's no question that Gygax is remembered for my friend's reaction when his characters confronted Ambers on an alternate prime material plane
his response to them, this module, more than any the high priest beside the underground lake, and I resembling medieval France, where the players
other. When he died in 2008, it was even had the fanatic cast an earthquake spell. (I think he must acquire four artifacts to return to - ; fourth, the
suggested as a tribute to start a fund for a thought I was as psychotic as the priest.) There is tomb of Stephen Amber himself, where lies the
mausoleum based on the tomb's layout, and I can't endless potential in The Lost City for follow-up means to break the curse of the castle. Moldvay hit
imagine a more appropriate honor. The '90s adventures, and at one point I harbored ambitions a home run like he did with The Lost City, and I
sequel, Return to the Tomb of Horrors, is frankly to develop an entire series out of it. would probably call Castle Amber the most
just as good (and twice as deadly), and may be rewarding D&D adventure I ever experienced as a
considered an honorary tie at first place. The Lost City, 1982 (B4) player.
The third module of Moldvay's "Pulp Fantasy
Tomb of Horrors, 1978 (S1) Trilogy," this one is one is sometimes Castle Amber, 1981 (X2)
overshadowed by its bigger brothers, which is a Part of Tom Moldvay's "Pulp Fantasy Trilogy,"
I wrote at length about this yesterday, so you shame, because it's a terrific evocation of "Red Castle Amber is a favorite of mine.
already know my opinion of this module. It's Nails" and other similar stories.
definitely one of the top 5 adventure modules of all
time and I'd be suspicious of any list that didn't
include it as such.
(4) Vault of the Drow. 5+ stars. Gary Gygax, 1978. (8) Expedition to the Barrier Peaks. 5 stars. Gary
Levels 10-14. Some modules don't age well as you Gygax, 1980. Levels 8-12. Robots and laser guns
get older, and Queen of the Demonweb Pits is the come to D&D. There are some who decry any
best example of this. Others do the opposite, and injection of science fiction into fantasy, and I tend to
for me Vault of the Drow has appreciated in value be like that myself, but when done occasionally,
more than any module in the history of D&D. I and when the sci-fic elements are treated as
never got proper use out of it for two reasons. First completely alien, it can work. Expedition to the
because it falls in the worst place possible in a long Barrier Peaks works wonders. I could go on about
series, penultimately trailing five dungeon crawls, the mileage I got out of this module, especially as a
and by this point characters are burning to get to player in taking over the crashed ship -- by
the Abyss to which Vault of the Drow serves as a acquiring the color-coded cards that key open
mere doorstop. The second reason feeds into the restricted areas and give one authority over the
first. This is an underground city, not a dungeon, robots. It's essentially about fantasy characters
and with enough care can be mostly sidestepped going wild with their fantasies of super technology,
by those not interested in lingering. And that's a and the stunning visual aids help tremendously on
shame, because this is a realm to be milked and this point. The uniquely designed blaster pistols,
savored for all its worth. The descriptive writing on blaster rifles, laser pistols, laser rifles, needle guns,
display is nothing less than brilliant, and DM's who paralysis guns, various grenades, and powered
know what they're doing can serve up an incredibly armor are etched in my mind forever, and you
haunting world where factions of dark elves plot pretty much need a lot of this stuff to have any
against each other, demons and undead walk the hope in taking on the alien forces infesting the ship.
streets, and obscene sacrifices are offered to the Provided you can figure out how to use them: there
goddess Lolth -- all under the purple glow of are flow-charts determining this, and high
phosphorescent fungi and a bizarre "moon" of intelligence scores are much advised to guard
shimmering amethyst. There are torture parlors, against shooting oneself. Expedition to the Barrier
bordellos, and drug saloons, but everything is Peaks represents a clash of genres which should
ironically civilized and disturbingly beautiful. If I be emulated perhaps once a decade; when done
were running this today I'd use it as a stand-alone, right, the result kicks ass.
with the aid of the amazing background provided in
Dragon issue #298. It's a module I wish I'd known Expedition to the Barrier Peaks, 1980 (S3)
how to manage better, and appreciate better, in my I don't have any quibbles about this module, which
gaming years. It's brilliant, and I get chills just I both thoroughly enjoyed and think is indeed a
reading it. classic on many levels, not least of which being its
excellent illustration booklet.
Queen of Spiders, 1986 (G1-3, D1-3, Q1)
This is a bit of a cop-out entry. Taken as a whole, I don't
think there's much doubt that the Giants/Drow series of
modules is probably the most iconic collection of D&D
adventures ever published and firmly established a
number of Gygaxian elements/motifs/idiosyncrasies as
normative for the game as a whole. However, I think it's
cheating to lump all the modules together, particularly in
the rather hamfisted "supermodule" format, and declare it
the greatest D&D adventure of all time. In my opinion, Q1
is very weak, both conceptually and in its presentation,
and the G series consists primarily of workmanlike
dungeon crawls, albeit with a solid theme and enough
backstory to give them greater significance. The D
series, on the other hand, are universally excellent and
indeed groundbreaking on many levels. I'd have fewer
quibbles about naming, say, Vault of the Drow the
greatest adventure of all time, even if it's not necessarily
what I'd have chosen.
(9) Ravenloft. 5 stars. Tracy and Laura Hickman, (11) The Village of Hommlet. 5 stars. Gary Gygax, (12) The Keep on the Borderlands. 5 stars. Gary
1983. Levels 5-7. The middle of '83 is when 1979. Levels 1-3. At first blush this is just a village Gygax, 1979. Levels 1-3. Pure classic, this is the
everything changed: inferior cover designs, serving as a base for an expedition to an evil module DMs and players cut their teeth on back in
railroady adventures, the inception of the dreaded temple described in another module. But there's the Golden Age, when it came packaged in the
Silver Age. But before ruining everything with nothing "just" about anything by Gary Gygax, and I introductory boxed set. Everyone played the Caves
Dragonlance, the Hickmans came up with this little can understand why people like James of Chaos, and there's something fundamentally
terror, and as much as I hate to include them on a Maliszewski and Joe Bloch rhapsodize about "D&D'ish" about a castle on the edge of civilization
list of favorites, there's just no denying that Hommlet to no end. Says Maliszewski: "There's providing a base to launch forays into a network of
Ravenloft is plain awesome. In the opinion of many, something powerful about this perfect set-up for a lairs populated by various humanoids -- orcs,
in fact, it's the #1 module of all time. It's Dracula in new campaign. I share with Tolkien the conception goblins, hobgoblins, gnolls, bugbears, even an owl
a D&D setting and saturated with gothic menace. of history as a 'long defeat' and The Village of bear and ogre, and an evil priest with a pet medusa
The premise involves an isolated community under Hommlet touches on that theme obliquely -- the to boot. By later standards (the mid-'80s and
terror, and anyone who enters the vale cannot notion that each generation must stare Evil in the beyond), the Caves of Chaos seem almost like a
leave: once you breathe Barovia's enchanted face and bar the way of its advance, even if it's videogame, in that there is no story behind the
atmosphere, your life depends on it, and killing the ultimately just a holding action, for Evil can never caves' inhabitants, no over-arching motivations
vampire Strahd is the only way to dispel the fog. truly be defeated in this life." And Bloch thinks it's behind the priest in the evil shrine... they're all just
The castle of Ravenloft itself is superb, infested literally the best D&D module of all time. I love it there, sitting in their rooms, as if obligingly awaiting
with bats, wolves, and various undead in thrall to too, and designed a terrifying module that begins in D&D adventurers who want to fight them, take their
the vampire, and the teleport trap protecting Hommlet. There's something about a Gary Gygax treasure, and gain experience points. But these
Strahd's coffin is genius (exchanging someone who module that's so richly subterranean even when were the days when DMs took the initiative to
passes through the crypts for the undead body of a focused on the mundane; this village wouldn't carry develop their own backstories and let them develop
wight who then assumes the character's attire and a fifth of its effect had it been penned by anyone organically, by accommodating unpredictable
possessions, while the poor fool goes inside the else. It's certainly superior to what was supposed to players who could actually decide what they
wight's coffin; to the other players, it simply looks be a smash sequel, The Temple of Elemental Evil, wanted to do without playing into some pre-
like the character has turned into a wight). As with which frankly left me cold. And I even place it over determined arc. Keep on the Borderlands sits right
Stoker's classic, there's a tragic backdrop to the Keep on the Borderlands, though I have a difficult below Village of Hommlet, but it's really a tie; these
vampire's story, and if the players succeed in killing time choosing between them. low-level Gygax gems shine in different ways.
him, it's a true mercy. The module makes good use
of "fortune" through the gypsies of Barovia, whose The Keep on the Borderlands, 1979 (B1)
card readings result in different scenarios each Like The Village of Hommlet, B2 is nearly perfect.
time the module is used. The black-and-white I'd rate it higher than 7, but that's a quibble.
visuals evoke the mood perfectly. Beyond doubt,
Ravenloft is the best undead adventure ever made.
8. Return to the Temple of Elemental Evil, 2001 14. Dead Gods, 1997
3. Tomb of Horrors, 1978 (S1)
I could go on at some length about why this is a I'm a fan of Planescape, but I can't say much good
terrible, terrible module that misunderstands and about most of the modules produced for the line,
I wrote at length about this yesterday, so you particularly the later ones, of which Dead Gods is
already know my opinion of this module. It's butchers Greyhawk lore and demonstrates why the
3e Challenge Rating system is an abomination, but part. They represent TSR's rather unfortunate
definitely one of the top 5 adventure modules of all flirtation with White Wolf-style metaplot, in the
time and I'd be suspicious of any list that didn't why bother? There's simply no justification for
including this in a top 30 list, let alone ranking it at process wreaking havoc on an otherwise well-
include it as such. done, if off-kilter, take on fantasy.
number 8.
4. The Temple of Elemental Evil, 1985 (T1-4) 15. Castle Amber, 1981 (X2)
9. White Plume Mountain, 1979 (S2)
Another cop-out, but a more justifiable one. I'm
personally of the opinion that T1 The Village of I have great fondness for this module and no Part of Tom Moldvay's "Pulp Fantasy Trilogy,"
Hommlet alone deserves to be in any top 10 list of qualms about its inclusion in the top 30. I think it's Castle Amber is a favorite of mine.
greatest adventures of all time. Coupled with the too "game-y" an adventure to make the top 10,
rest of the material from this supermodule, you can though. By that I mean that the whole set-up feels
too artificial, as if it exists solely to provide an
16. Isle of Dread, 1980 (X1) series is just as good in my opinion and quite
possibly deserve a place on this list.
Ditto Isle of Dread. 22. The Lost Caverns of Tsojcanth, 1982 (S4)
The "sequel" to The Lost Caverns of Tsojcanth, 29. The Assassins Knot, 1983 (L2)
This is an excellent old school module that reminds
though, is one for which I have a greater
me a bit of Tomb of Horrors in that it has very few
appreciation. The adventure has a creepy, Why this is here and not L1 The Secret of Bone Hill
monsters but plenty of tricks and traps. Likewise,
"eldritch" ambience to it that I love and the is a mystery to me. Oh wait, it's because L2
the Mesoamerican ambience of the place -- given
eponymous locale is suitably bizarre and features a mystery that it got the nod while the
glorious life by many Erol Otus illustrations -- adds
Lovecraftian. often-overlooked L1 did not. I think L2 is a solid
to its charm.
module -- practically a mini-campaign, just like L1 --
but I also think that it gets more kudos than it
deserves simply because of its murder mystery
24. City of the Spider Queen, 2002 plot.
19. Against the Cult of the Reptile God, 1982 (N1)
21. Dark Tower, 1980 (from Judges Guild) I never owned any of the Carl Sargent era
Greyhawk modules, so I can't comment on this
one, which I believe is about the empire of Iuz.
The sole entry in this list that wasn't produced by
TSR, I don't have any problem with its presence,
since this is a classic module by Paul Jaquays and
deserves to be recognized as such. However, I
happen to think there are many other Judges Guild 27. The Sinister Secret of Saltmarsh, 1981 (U1)
modules even more deserving of being here, such
as Caverns of Thracia and Tegel Manor (among Like most of the TSR UK modules, this one was
others). Were I to make my own top 30, you can be excellent, being another great starting module that
sure quite a few JG adventures would bump many combines a fascinating little town with adventuring
of the entries in this somewhat myopic list. locales and adventure hooks. The rest of the U
Murder at Baulder's Gate
Q series
B series Q1 Queen of the Demonweb Pits (10-14)
H1 Bloodstone Pass (13-17)
B1 In search of the Unknown (1-3) H2 The Mines of Bloodstone (16-18)
B2 The Keep on the Borderlands (1-3) D&D4 Revenge of the Giants
H3 The Bloodstone Wars (17-20)
B4 Lost City (1-3) H4 The Trone of Bloodstone (18-100)
S series
S1 Tomb of Horrors (10-14)
T series S2 White Plume Mountain (5-10)
T1 The Village of Hommlet (1) S3 Expedition to the Barrier Peaks (8-12)
S4 The Lost Caverns of Tsojcanth (6-10) I1: Dwellers of the Forbidden City
T2-4 Tomb of Elemental Evil (1-8)