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Best of the best published adventures?

Started by RPGPundit, October 20, 2006, 08:59:36 PM

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Caesar Slaad

Dead Gods for Planescape.

Epic in scope, well executed, and with a great variety of challenges.
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Akrasia

Quote from: KnightskyB10 Night's Dark Terror was extremely well done.

I was scooped!   :watermelon:

Yeah, B10 is quite possibly the best D&D adventure of all time.

Anyone who likes either D&D (any version) or Mystara owes it to themselves to get this module!

Another good one, from one of the authors of B10 (Graeme Morris), is UK4 When A Star Falls.

Quote from: KnightskyThe Duke's Dress Ball (from the Thieves' Guild series) was also pretty snazzy.

Whoah!  :eek: A 'Thieves Guild' reference.  Man, I thought that I was the only person who remembered that game/series.

Something similar to the 'Dress Ball' scenario takes place in the original Freeport trilogy.
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RPGPundit

Somehow I knew Jong would say Universal Brotherhood. And I have to agree, no doubt, its one of the best adventures ever written. Certainly its the best product ever written for shadowrun.

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Knightsky

Quote from: AkrasiaWhoah!  :eek: A 'Thieves Guild' reference.  Man, I thought that I was the only person who remembered that game/series.

Something similar to the 'Dress Ball' scenario takes place in the original Freeport trilogy.
The same basic concept also shows up in one of TSR's Lankhmar modules.
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KenHR

I enjoy the old AD&D module T1, Village of Hommlet.  Much like Keep on the Borderlands, you get a base and an adventure location.  What puts Hommlet ahead for me is the sense of intrigue in the town, with watchers aligned with both the forces of good and evil, etc.  There's enough there to let the DM know that something is happening, but it's left vague enough for individual interpretation and tailoring.

I had a hoot as a GM running an Ars Magica adventure, The Pact of Pasaquine, for my group several years back.  I converted it for AD&D, but the plot worked wonderfully anyway.

I haven't run any of them being new to the game, but many of the Classic Traveller adventures give the wide-open feel of Hommlet.  I may have to find a way to get the Kinunir or Death Station into my campaign.  On reading, those two have impressed me the most.
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Akrasia

Quote from: jrientsB10 Night's Dark Terror proves that an adventure can be epic without having to be huge scale.

For anyone interested in B10, this review explains why it is so amazing:
http://www.mbertenshaw.plus.com/Mark/RPG/basic.html#9149
RPG Blog: Akratic Wizardry (covering Cthulhu Mythos RPGs, TSR/OSR D&D, Mythras (RuneQuest 6), Crypts & Things, etc., as well as fantasy fiction, films, and the like).
Contributor to: Crypts & Things (old school \'swords & sorcery\'), Knockspell, and Fight On!

joewolz

I'm going to post a weird one:

Cofee Break of the Living Dead is a perfect intro to All Flesh Must Be Eaten.  It may be that I've had too much of a blast running it, but man o man is it an awesome, awesome adventure!

I've run it half a dozen times easy, with many different players.  I've used it to make new gamers, get mpeople interested in the hobby again or show off Roleplaying.

It has everything in it: An intense Roleplaying moment, a killing spree with resource management (ammo), saving a damsel in distress, and killing things.

It rocks hard, man!
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Imperator

Quote from: RPGPunditIn your view, which is the best published adventure ever made?

For me, this is a pretty tough call, and there's some great classic ones that would win for nostalgia reasons (Keep on the Borderland); but on a level of pure quality, I'd probably say Masks of Nyarlathotep for Call of Cthulhu.

RPGPundit

I agree with this. Also, I would cite some adventures for Aquelarre (but is a least known game), and Griffin Island for RuneQuest, on the same criteria as the Masks.
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ColonelHardisson

Quote from: AkrasiaWhoah!  :eek: A 'Thieves Guild' reference.  Man, I thought that I was the only person who remembered that game/series.

Remember it? Hell, I still own a copy of the game, as well as the first part of Haven: The Free City. Now if I could only unearth either of them...
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Vellorian

Quote from: JongWKUniversal Brotherhood, for Shadowrun. Excellent jab at Scientology, innovative format, and very good adventure.

Odd.  I always thought it was a jab at Mormons...

I rather enjoyed the prequel to UB, Queen Euphoria.
Ian Vellore
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Mcrow

seeing howI have play few games with published modules , and leaving out the classic D&D ones I would say:

Austrian Holiday: A Day in the Country with Super Soldiers by Hinterwelt Enterprises

This was easily the best RPG one shot I ever played. How much was good GMing and party chemistry, i'm not sure, but i'm inclinded to think the adventure is good on its own.

cnath.rm

I'll go with something newer, The Grey Citidel from Necromancer Games.
http://www.enworld.org/reviews.php?do=product&productid=118592

The adventure has mystery, (with three different sets of clues for the pc's to stumble across,) great npc's, great combat, (with solid tactics advice that I totally messed up when I ran it :( ) and perhaps one of the most memorable adventures that I've run for the gaming group I was a part of.

After reading it, I would be willing to buy further adventures/sourcebooks by Nathan Douglas Paul at full price, which I pretty much never do.
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Aegypto

Quote from: LostSoulI liked the Black Ice one better.  (I think that was the one with the big transport ship.)

Black Ice had a fairly epic ending (how often do you get to ram an eight-mile transport ship into a mini Death Star?), but I'd have to agree with Rotwang - overall, Tatooine Manhunt was a better adventure (for that matter, I'd also rate Strike Force Shantipole and Starfall above Black Ice).

On the urban horror department, I think that Garden Full of Weeds, for Unknown Armies, hits all the right notes.
 

Zachary The First

Another vote for Keep on the Borderlands.  I still run it for any new group, have adapted it for several systems, and will in all likelihood continue to do so, based on how much the players have seemed to love it.
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mearls

Quote from: AkrasiaFor anyone interested in B10, this review explains why it is so amazing:
http://www.mbertenshaw.plus.com/Mark/RPG/basic.html#9149

In the 1980s, the British D&D adventure designers ran circles around their American counterparts. I can't put my finger on exactly why that is, but back in the 1980s a module with the Union Jack next to its letter/number code was almost guaranteed to be good. The guys at TSR UK were always willing to do fun, interesting stuff:

The Alderweg Series: Defend a mountain fortress against an attacking hobgolbin army led by a fire giant. Find and interact with an intelligent artifact that sets you off on a quest to destroy its rival.

Drums on Fire Mountain: Sneak on to a tropical island, make it past hundreds of orcs, descend into a volcano dungeon, and knock off the bad guy. Very James Bond-esque, and the puzzles to activate the teleporters into the dungeon were well done.

All That Glitters: Ride an ancient, magical subway system to a forgotten, sun blasted desert wasteland on the other side of the world. Save an entire civilization.

U-Series: Explore a haunted house, fight sahuagin in an underwater dungeon complex.

Night's Dark Terror: The best of the bunch, with a cool battle to lift a goblin siege on an elf community, an epic story where the PCs really made a difference, and lots of good, atmospheric encounters. One of the best D&D adventures in terms of story and package (cool maps, cooler counters).
Mike Mearls
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