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Favorite Dungeons and Dragons modules (1 Viewer)

timschochet

Footballguy
Yes I was a nerd who played D&D. And the very best were:

1. Tomb of Horrors "You've left and left and found my tomb and now your soul will die!"

2. The whole Giants/Drow thing. That took forever to play, but great fun.

3. The Keep on the Borderlands- beginning adventure with came in the game package- featuring the Caves of Chaos!

All 3 of these adventures were written by Gary Gygax.

 
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Temple of Elemental Evil

The Giants/Drow series was amazing. It started with the A series - Slavers. Awesome beginning to end.

Ravenloft

I liked the U1-3 series, as well, Based on lizardmen, etc.

LOVED the Dragonlance books, so the modules were, of course, also beloved.

Neverwinter Nights was one of the most amazing things ever for me to relive those. I might need to get copies of that for my whole family to play :nerd:

 
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Temple of Elemental Evil

The Giants/Drow series was amazing.

Ravenloft

I liked the U1-3 series, as well, Spawned in the UK and based on lizardmen, etc.

Neverwinter Nights was one of the most amazing things ever for me to relive those. I might need to get copies of that for my whole family to play :nerd:
Don't know Neverwinter Nights.
 
Temple of Elemental Evil

The Giants/Drow series was amazing.

Ravenloft

I liked the U1-3 series, as well, Spawned in the UK and based on lizardmen, etc.

Neverwinter Nights was one of the most amazing things ever for me to relive those. I might need to get copies of that for my whole family to play :nerd:
Don't know Neverwinter Nights.
Older PC game. We had a FBG group that played on occasion - Zippy, Courtjester, DaVinci and others. NWN2 was an abortion in comparison.

 
Ravenloft was my favorite

Secret of Saltwater Marsh

The Giant / Drow adventure was epic. Never did finish it.

And whatever the name of the ancient-"Mayan"-temple-with-a-lich-at-the-end was (ETA - The Hidden Shrine of Tamoachan)

Oh, and .... :nerd: :nerd: :nerd: :nerd:

 
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I don't know the specific modules but we player the Dark Sun stuff all the time. We'd build gladiators and then just fight each other sometimes. We'd make brackets and have a ball.

 
The G series(1-3) was a blast with all the giants, the D series(1-3) introducing Drow, and the S series(1-4) would have to be my all time favorites. Q series would be a step below those 3

I forgot about the A series that was pretty fun also I think it would be right with the Q series

 
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Actually had a group make it through Tomb of Horrors relatively unscathed. Our DM was very impressed as his group had much higher level players die there. It helped as we had 1 character immune from Illusions and we had a kick ### thief that had excellent trap detection ability.

I liked Undermountain and Citadel of Fire as well as a few others mentioned above.

oh yeah and :nerd:

 
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I played but I couldn't tell you the name of any of the modules we used. My buddy was the DM and he bought all the stuff.

 
Don't know the module, but when I was 6 or 7 years old I spent my summers in North Carolina... was hanging out with the older kids who were playing D&D, and they had me convinced that by a role of the dice, they could make a tornado come by.

Went scampering for cover in the stairwell basement for a good while before getting "rescued"

<_<

 
never really played a module from end to end.

tried a dragonlance one before.

Settings I liked best were Dark sun & oriental adventures.

Would pretty much just make up our own stuff.

 
may get into a pathfinder campain soon. its the new d&d system.
I may have been lured into a group of guys in my neighborhood that are playing the new system and the campaign Ghosts of Dragonspear Castle. :nerd:

I have not done this since like the 8th grade.

On telling my wife I was invited: :rolleyes:

On me getting home at midnight on a Thursday after pVVning half-orcs and lizard men: Me :excited: Her :bag:

 
Yes I was a nerd who played D&D. And the very best were:

1. Tomb of Horrors "You've left and left and found my tomb and now your soul will die!"

2. The whole Giants/Drow thing. That took forever to play, but great fun.

3. The Keep on the Borderlands- beginning adventure with came in the game package- featuring the Caves of Chaos!

All 3 of these adventures were written by Gary Gygax.
RIP Gary Gygax.

I hope he got plenty of action from cosplay groupies because he deserved it.

 
I always made my own- never felt like I needed or wanted to use somebody else's... except at the conventions. :nerd:

Gotta say, the whole thing- and I got deep into it- had a big influence on me becoming an architect. Or the opposite. Either way, I always design a trap with whirling knives at the bottom of it in all my house and apartment jobs. And the orcs. And boobs.

 
I have a whole stack of these on my bookshelf - now you have me going back and wanting to go through them.

The assassin's knot... good mystery.

 
I have, I believe, every module on .pdf format from a torrent. Its a good read (as opposed to a playing) on several of them.

 
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Funny timing on this article:\

The great 1980s Dungeons & Dragons panic
_73588314_dungeons-624.jpg

Continue reading the main story In today's MagazineIn an era of potent concern over internet pornography, cyber-bullying, and drugs, it is hard to imagine a game being controversial. But 30 years ago Dungeons & Dragons was the subject of a full-on moral panic, writes Peter Ray Allison.

At the beginning of 1982's ET, a group of teenage boys are indulging in a roleplay game, featuring dice and spells, and sounding a lot like Dungeons & Dragons. They indulge in banter as they wait for a pizza delivery to arrive.

This innocuous depiction was a far cry from the less-neutral coverage that was to come.

Back in 1974, Dungeons and Dragons (D&D) was arguably the first true roleplaying game. Players took on the mantle of adventurers from a multitude of races and occupations. Each game had a Dungeon Master who would act as both a referee and storyteller. By 2004, it was estimated that the game had been played by over 20 million people.

Today, any veteran player from the game's early years would speak of its positive attributes. It was based almost entirely in the imagination. It was social. No screens were involved.

_73188885_rulebooks.jpg

But in the 1980s the game came under an extraordinary sustained assault from fundamentalist religious groups who feared its power over young minds.

In 1979, 16-year-old child prodigy James Dallas Egbert III disappeared from his room at Michigan State University. A private investigator, William Dear, was hired by James's parents to find their son. Despite apparently knowing little about roleplaying games, Dear believed that D&D was the cause of Egbert's disappearance.

In truth, Egbert suffered from, among other things, depression and drug addiction, and had gone into hiding - in the utility tunnels under the university - during an episode of self-harm. The well-publicised episode - referred to as the Steam Tunnel Incident - prompted a number of works of fiction, including the novel Mazes and Monsters and 1982 Tom Hanks film of the same name.

Continue reading the main story Dungeons & Dragons
_73282258_99664443.jpg

  • Created by Gary Gygax and Dave Arneson, after being inspired by the wargame Chainmail
  • Released by TSR Inc in 1974 and later acquired by Wizards of the Coast in 1997
  • Games are run by Dungeon Master, who acts as both referee and storyteller
  • Players create characters from diverse number of races and occupations
Egbert later died from a self-inflicted gunshot wound in 1980. Despite the evidence regarding his mental health problems, some activists believed Egbert's suicide was caused by D&D.

In 1982, high school student Irving Lee Pulling died after shooting himself in the chest. Despite an article in the Washington Post at the time commenting "how [Pulling] had trouble 'fitting in'", mother Patricia Pulling believed her son's suicide was caused by him playing D&D.

Again, it was clear that more complex psychological factors were at play. Victoria Rockecharlie, a classmate of Irving Pulling, commented that "he had a lot of problems anyway that weren't associated with the game".

At first, Patricia Pulling attempted to sue her son's high school principal, claiming the curse placed upon her son's character during a game run by the principal was real. She also sued TSR Inc, the publishers of D&D. Despite the court dismissing these cases, Pulling continued her campaign by forming Bothered About Dungeons and Dragons (BADD) in 1983.

Pulling described D&D as "a fantasy role-playing game which uses demonology, witchcraft, voodoo, murder, rape, blasphemy, suicide, assassination, insanity, sex perversion, homosexuality, prostitution, satanic type rituals, gambling, barbarism, cannibalism, sadism, desecration, demon summoning, necromantics, divination and other teachings".

Pulling and BADD launched an intensive media campaign through conservative Christian outlets as well as mainstream media, including an appearance on current affairs show 60 Minutes opposite D&D creator Gary Gygax.

_73186127_irons.jpg
Jeremy Irons in the film version of Dungeons & Dragons, 2000
In 1985, Jon Quigley, of the Lakeview Full Gospel Fellowship, spoke for many opponents when he claimed: "The game is an occult tool that opens up young people to influence or possession by demons."

These fears also found their way into the UK. Fantasy author KT Davies recalls "showing a vicar a gaming figure - he likened D&D to demon worship because there were 'gods' in the game".

Veteran roleplayer Andy Smith found himself in the unusual position of being both a roleplayer and a Christian. "While working for a Christian organisation I was told to remove my roleplaying books from the shared accommodation as they were offensive to some of the other workers and contained references to demon-worship."

Looking back now, it's possible to see the tendrils of a classic moral panic, and some elements of the slightly esoteric world of roleplaying did stir the imaginations of panicked outsiders.

Continue reading the main story How to play
_73252441_dice.jpg

  • Each player takes on role of character; one player becomes Dungeon Master, serving as game's referee and storyteller
  • Characters form party and set out on "adventure", guided by storyline set out by Dungeon Master
  • Game is open-ended and can last over several sessions; a set of polyhedral dice (pictured) are used by players
"Since fantasy typically features activities like magic and witchcraft, D&D was perceived to be in direct opposition to biblical precepts and established thinking about witchcraft and magic," says Dr David Waldron, lecturer in history and anthropology at Federation University Australia and author of Roleplaying Games and the Christian Right: Community Formation in Response to a Moral Panic. "There was also a view that youth had an inability to distinguish between fantasy and reality."

While the wilder claims about the nature of D&D tended to emanate from evangelical groups, they prompted wider suspicion.

"The memes from this campaign proliferated and, being published largely uncritically in the initial stages, led to a wide-ranging list of bizarre claims," says Waldron. "For example, that when a character died you were also likely to commit suicide."

The claims being made about roleplaying games did not go unchallenged.

Author Michael Stackpole was a vocal dissenter, criticising Patricia Pulling and BADD. In 1990, Stackpole published The Pulling Report, in which he documented numerous errors made by BADD and accused Pulling of misrepresenting her credentials as an expert witness on games.

_73588315_gaming.jpg

Studies by the American Association of Suicidology, the US Centers for Disease Control, and Health and Welfare Canada all found no causal link between D&D and suicide.

D&D continues to be debated, in the US at least. In 2010, the United States Court of Appeals for the Seventh Circuit upheld a ban on D&D by the Waupun Correctional Institution. Captain Muraski, the institution's gang specialist, testified that D&D can "foster an inmate's obsession with escaping from the real life, correctional environment, fostering hostility, violence and escape behaviour".

But public perception has changed. If people have any kind of negative view of roleplaying today, it is much more likely to be about the supposed geekish overtones, rather than fears for the sanity of the players. The students who played D&D in the 1980s are now grown up into respectable careers.

"The view of roleplaying games has changed over time," says Smith, "mostly because the predicted 'streets awash with the blood of innocents as a horde of demonically-possessed roleplayers laid waste to the country' simply never materialised."
 
I loved creating my own. I remember one where I had my group enter a room and a deck of cards were on the table. Of course every player is thinking it is a Deck of Wonders or some other magical item. I would have the players take a physical card should they choose, but when they would, it turned into a card warrior a/l/a Alice and Wonderland and depending on the card, it would represent the HD of the Warrior they were fighting.

I can't remember Algebra, but I can remember that adventure. Ugh..... :nerd:

 
By far the best Timthread of all time. If only he could figure out a way to turn this into a draft...

Those black puddings were a pain in the butt. How dare you eat my +2 vs lycanthropes broadsword

 
Funny timing on this article:\

The great 1980s Dungeons & Dragons panic
_73588314_dungeons-624.jpg
Continue reading the main story In today's Magazine

In an era of potent concern over internet pornography, cyber-bullying, and drugs, it is hard to imagine a game being controversial. But 30 years ago Dungeons & Dragons was the subject of a full-on moral panic, writes Peter Ray Allison.At the beginning of 1982's ET, a group of teenage boys are indulging in a roleplay game, featuring dice and spells, and sounding a lot like Dungeons & Dragons. They indulge in banter as they wait for a pizza delivery to arrive.This innocuous depiction was a far cry from the less-neutral coverage that was to come.Back in 1974, Dungeons and Dragons (D&D) was arguably the first true roleplaying game. Players took on the mantle of adventurers from a multitude of races and occupations. Each game had a Dungeon Master who would act as both a referee and storyteller. By 2004, it was estimated that the game had been played by over 20 million people.Today, any veteran player from the game's early years would speak of its positive attributes. It was based almost entirely in the imagination. It was social. No screens were involved.
_73188885_rulebooks.jpg
But in the 1980s the game came under an extraordinary sustained assault from fundamentalist religious groups who feared its power over young minds.In 1979, 16-year-old child prodigy James Dallas Egbert III disappeared from his room at Michigan State University. A private investigator, William Dear, was hired by James's parents to find their son. Despite apparently knowing little about roleplaying games, Dear believed that D&D was the cause of Egbert's disappearance.In truth, Egbert suffered from, among other things, depression and drug addiction, and had gone into hiding - in the utility tunnels under the university - during an episode of self-harm. The well-publicised episode - referred to as the Steam Tunnel Incident - prompted a number of works of fiction, including the novel Mazes and Monsters and 1982 Tom Hanks film of the same name.Continue reading the main story Dungeons & Dragons
_73282258_99664443.jpg
  • Created by Gary Gygax and Dave Arneson, after being inspired by the wargame Chainmail
  • Released by TSR Inc in 1974 and later acquired by Wizards of the Coast in 1997
  • Games are run by Dungeon Master, who acts as both referee and storyteller
  • Players create characters from diverse number of races and occupations
Egbert later died from a self-inflicted gunshot wound in 1980. Despite the evidence regarding his mental health problems, some activists believed Egbert's suicide was caused by D&D.In 1982, high school student Irving Lee Pulling died after shooting himself in the chest. Despite an article in the Washington Post at the time commenting "how [Pulling] had trouble 'fitting in'", mother Patricia Pulling believed her son's suicide was caused by him playing D&D.Again, it was clear that more complex psychological factors were at play. Victoria Rockecharlie, a classmate of Irving Pulling, commented that "he had a lot of problems anyway that weren't associated with the game".At first, Patricia Pulling attempted to sue her son's high school principal, claiming the curse placed upon her son's character during a game run by the principal was real. She also sued TSR Inc, the publishers of D&D. Despite the court dismissing these cases, Pulling continued her campaign by forming Bothered About Dungeons and Dragons (BADD) in 1983.Pulling described D&D as "a fantasy role-playing game which uses demonology, witchcraft, voodoo, murder, rape, blasphemy, suicide, assassination, insanity, sex perversion, homosexuality, prostitution, satanic type rituals, gambling, barbarism, cannibalism, sadism, desecration, demon summoning, necromantics, divination and other teachings".Pulling and BADD launched an intensive media campaign through conservative Christian outlets as well as mainstream media, including an appearance on current affairs show 60 Minutes opposite D&D creator Gary Gygax.
_73186127_irons.jpg
Jeremy Irons in the film version of Dungeons & Dragons, 2000In 1985, Jon Quigley, of the Lakeview Full Gospel Fellowship, spoke for many opponents when he claimed: "The game is an occult tool that opens up young people to influence or possession by demons."These fears also found their way into the UK. Fantasy author KT Davies recalls "showing a vicar a gaming figure - he likened D&D to demon worship because there were 'gods' in the game".Veteran roleplayer Andy Smith found himself in the unusual position of being both a roleplayer and a Christian. "While working for a Christian organisation I was told to remove my roleplaying books from the shared accommodation as they were offensive to some of the other workers and contained references to demon-worship."Looking back now, it's possible to see the tendrils of a classic moral panic, and some elements of the slightly esoteric world of roleplaying did stir the imaginations of panicked outsiders.Continue reading the main story How to play
_73252441_dice.jpg
  • Each player takes on role of character; one player becomes Dungeon Master, serving as game's referee and storyteller
  • Characters form party and set out on "adventure", guided by storyline set out by Dungeon Master
  • Game is open-ended and can last over several sessions; a set of polyhedral dice (pictured) are used by players
"Since fantasy typically features activities like magic and witchcraft, D&D was perceived to be in direct opposition to biblical precepts and established thinking about witchcraft and magic," says Dr David Waldron, lecturer in history and anthropology at Federation University Australia and author of Roleplaying Games and the Christian Right: Community Formation in Response to a Moral Panic. "There was also a view that youth had an inability to distinguish between fantasy and reality."While the wilder claims about the nature of D&D tended to emanate from evangelical groups, they prompted wider suspicion."The memes from this campaign proliferated and, being published largely uncritically in the initial stages, led to a wide-ranging list of bizarre claims," says Waldron. "For example, that when a character died you were also likely to commit suicide."The claims being made about roleplaying games did not go unchallenged.Author Michael Stackpole was a vocal dissenter, criticising Patricia Pulling and BADD. In 1990, Stackpole published The Pulling Report, in which he documented numerous errors made by BADD and accused Pulling of misrepresenting her credentials as an expert witness on games.
_73588315_gaming.jpg
Studies by the American Association of Suicidology, the US Centers for Disease Control, and Health and Welfare Canada all found no causal link between D&D and suicide.D&D continues to be debated, in the US at least. In 2010, the United States Court of Appeals for the Seventh Circuit upheld a ban on D&D by the Waupun Correctional Institution. Captain Muraski, the institution's gang specialist, testified that D&D can "foster an inmate's obsession with escaping from the real life, correctional environment, fostering hostility, violence and escape behaviour".But public perception has changed. If people have any kind of negative view of roleplaying today, it is much more likely to be about the supposed geekish overtones, rather than fears for the sanity of the players. The students who played D&D in the 1980s are now grown up into respectable careers."The view of roleplaying games has changed over time," says Smith, "mostly because the predicted 'streets awash with the blood of innocents as a horde of demonically-possessed roleplayers laid waste to the country' simply never materialised."
I played this too, wrote my own modules for a group of friends, had a collection of commercial modules and dungeon guides, several editions if I recall. This was in the mid eighties if I believe.

I had forgotten about all that controversy, now I recall it was quite the issue at the time. It's comical in hindsight. Year after year, decade after decade, it's always the same faction putting forth the crazy, whether it's a book, music, game, etc., it's just the media that changes.

 
RIP Jack Chick

If you're not of a certain age or didn't play D&D, he had a lot to do with the "D&D is Satanic" craze.  He published little cartoons he called "Chick Tracts" some of them showed kids being recruited into Satan's kingdom through D&D.  If you're mom didn't let you play D&D, he was probably the reason why.  Funny now, but pretty serious business at the time. 

 
RIP Jack Chick

If you're not of a certain age or didn't play D&D, he had a lot to do with the "D&D is Satanic" craze.  He published little cartoons he called "Chick Tracts" some of them showed kids being recruited into Satan's kingdom through D&D.  If you're mom didn't let you play D&D, he was probably the reason why.  Funny now, but pretty serious business at the time.


I distinctly remember when I was a kid I went to dinner with my parents and a couple aunts and an uncle. And one of my aunts upon hearing from my Mom that I was into playing this game with my friends asked me if it didn't have devilish connotations? I wondered then and I wondered until now where she had gotten that. I guess I know now. I never heard of this guy until NPR ran a story on him this morning.

 
I distinctly remember when I was a kid I went to dinner with my parents and a couple aunts and an uncle. And one of my aunts upon hearing from my Mom that I was into playing this game with my friends asked me if it didn't have devilish connotations? I wondered then and I wondered until now where she had gotten that. I guess I know now. I never heard of this guy until NPR ran a story on him this morning.
My parents had some concerns but I was a shy sensitive kid that had trouble making friends, so she reluctantly let me play as long as I didn't go crawling into sewers and steam tunnels.  ;)  

As far as modules go, I think Ravenloft was my favorite.  About 5 years ago I got some of the old group together after not having played in 15 years.  The plan was to run through Temple of Elemental Evil, which dovetails into the Slavers series, and then Against the Giants (G1-3), and then the Drow series, before finally killing them off with Tomb of Horrors (which is close to unbeatable from what I hear).   Alas, life got complicated and the group fell apart in the 4th level of the Temple of Elemental Evil.  :kicksrock:

 
For those wanting to get nostalgic, Neverwinter Nights and all of its mods are fantastic blasts from the past and really well done.

 
I have a whole stack of these on my bookshelf - now you have me going back and wanting to go through them.

The assassin's knot... good mystery.
Yeah, I've got a few dozen in my basement, many of which I've never played.  When the kids move out in a few years, maybe I'll try again to get the gang back together and run through some of them. 

 
1. Regarding the 'D & D is satanic' stuff, when I was in college and working part time in a Tex-Mex carryout place, I got into it with a co-worker (a mom in her late 30's-mid 40's or so) about that very issue.  Some of the stuff she was talking about--how playing the game hypnotizes you and how some kids died when they went into the sewers to play the game for real--was so ridiculous I couldn't believe she actually believed it, and the longer the debate went on, the more :rant:  she got and the more :lol:  I got.

2. My friends and I were getting out of the game when the DragonLance/Krynn series came out, but I did get it for the PC when it came out.  I lost track of how many times I played the whole series, and coincidentally, I was just thinking about them the other day.  I know I found them online somewhere a few years ago, but I don't know if I want to look again as it probably wouldn't be the same experience.

 
Anything 2nd edition, Forgotten Realms, from the early-mid 90's, I probably owned.  

Not even ashamed...some good memories playing with friends.

 
1. Regarding the 'D & D is satanic' stuff, when I was in college and working part time in a Tex-Mex carryout place, I got into it with a co-worker (a mom in her late 30's-mid 40's or so) about that very issue.  Some of the stuff she was talking about--how playing the game hypnotizes you and how some kids died when they went into the sewers to play the game for real--was so ridiculous I couldn't believe she actually believed it, and the longer the debate went on, the more :rant:  she got and the more :lol:  I got.
In the latest Gary Gygax biography they talked about the controversy.  It actually spiked sales pretty dramatically from the publicity, but they feel it prevented the game from ever being as big as it could have been. 

 
In the latest Gary Gygax biography they talked about the controversy.  It actually spiked sales pretty dramatically from the publicity, but they feel it prevented the game from ever being as big as it could have been. 
That's a tough call.  My friends and I were made fun of for playing D & D from the start, so I don't know the urban legends that cropped up were as much of a factor in its propagation as just the sheer nerdity of the game itself prevents mass appeal.  I don't know how big it could have ever gotten, but wherever Gary is now, he must feel proud that his creation has outlived him.

 

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