My Top 10 D&D Adventures of the Golden Age (Part II)

 (Part I can be found here.)

5. The Forgotten Temple of Tharizdun

This is another module that has risen in my esteem as the years have gone on. Originally, I thought well of it primarily for its feel – creeping, claustrophobic oppression.  I still admire it on the score, of course, but I now better appreciate the design of the dungeon itself, starting with the fact that it's quite well defended by the various evil humanoids that dwell within it. The characters can't just waltz up to the Temple and enter it without facing any opposition. Instead, they have to survive waves of humanoids trying to stop them. Once inside, there are still plenty of foes, as well as tricks and traps to overcome, culminating in the Black Cyst, which might be the prison of the dark god Tharizdun himself. I say "might," because Gygax never makes this clear and, in fact, shrouds a great deal in mystery. If you're looking for a cut-and-dried module, this one might disappoint; if you're looking for one rich in atmosphere and spooky enigmas, this one can't be beat.

4. Dwellers of the Forbidden City

This is a perfect example of a module I rank more highly than it probably would deserve, if I were making my judgments solely on the basis of design. As published, Dwellers of the Forbidden City is rough in places, even to the point of feeling incomplete. However, almost everything that is there is wonderfully evocative, from the mongrelmen to the aboleth to city itself and, of course, the despicable yuan-ti. The module is a terrific stew of ideas. David Cook clearly drank deeply from the same well as Tom Moldvay had when he wrote The Lost City, but each one feels unique. Also like The Lost City, Cook deliberately leaves many aspects of the city to the referee to develop on his own. One could easily spend months adventuring in and around the locales described here before exhausting their possibilities. That's just what I did and it's because of my fond memories of those times that I rank the module so high/

3. Vault of the Drow

Fans of old school D&D tend to praise the G-D-Q series of modules more than they deserve. The giants modules are all solid, but, at base, they're all glorified dungeon crawls. Modules D1 and D2, especially the latter, are better, but they still somehow fall short of the promise implied by the appearance of the dark elves at the end of Hall of the Fire Giant King. Conversely, Vault of the Drow exceeds my expectations. Not only does it contain some of the finest examples of High Gygaxian prose ever penned by the Dungeon Master, the titular vault is a truly remarkable adventuring locale. Though filled with all manner of chaotic evil villainy, the characters are not expected to lay siege to the place. Instead, they must find a way to navigate its eerily-lit streets and warring factions to achieve their goals. It's an unusual adventure in an unusual locale and I love it.

2. Tomb of Horrors 

You can be forgiven if you expected that this 1980 module would have been at the top of my list. Tomb of Horrors is indeed a fine module. It's likely the most famous of all D&D modules, simply because of its reputation for being the king of killer dungeons. However, it's precisely for that reason that I can't give it the number one spot on my list, no matter how highly I regard it. Unlike most of the other modules on this list, the Tomb doesn't have a lot of potential as a campaign locale to which the characters can return again and again. It's more or less a one-and-done kind of place, albeit one that may claim the lives of many characters before it's finally "beaten." On the other hand, the insidious cleverness of its many tricks and traps can never be beaten. This is a masterclass on how to present a challenging dungeon almost entirely bereft of monsters. Sure, it doesn't play entirely fair and some of its features are downright mean, but then that's the point, isn't it?

1. The Village of Hommlet

Simply put, this is the module that makes me want to play Dungeons & Dragons. Firstly, it's a low-level adventure, perfect for kicking off a new campaign and who doesn't love the promise of a new campaign? Secondly, Hommlet itself is a delightfully detailed little village, inhabited by charming (and secretly sinister) NPCs. Thirdly, the Moathouse pretty much embodies the "perfect dungeon" for me, containing as it does just the right mix of elements to excite my imagination. Finally, the backstory of the adventure – the rise and fall of the Temple of Elemental Evil – does a great job of not only providing context for the module itself but also propels the campaign toward bigger, looming threats. In short, The Village of Hommlet is, to my mind, a near-ideal first adventure module for both inexperienced and experienced referees and players alike. I love it.

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Published on December 09, 2021 21:00
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