Tag Archives: Night’s Dark Terror

The 10 Greatest Dungeons & Dragons Adventures Since 1985

This list of the 10 greatest Dungeons & Dragons adventures since 1985, draws from ratings, reviews, and appraisals from D&D fans, and then uses my completely unscientific aggregation of opinions to rank the 10 entries. The list only includes adventures printed as stand-alone titles under the D&D or Advanced Dungeons & Dragons brands. For more on why I chose to rank adventures published after 1985, see Why Did So Many Classic Adventures Come From 7 Years of D&D’s 45-Year History?

10. The Gates of Firestorm Peak
The Gates of Firestorm Peak (1996) is a second-edition Advanced Dungeons & Dragons adventure by Bruce Cordell for levels 5-8. The adventure that introduced the Far Realm to D&D starts as a well-crafted dungeon crawl, and then builds into an unsettling confrontation with Lovecraftian monstrosities. See the full review.

9. Tomb of Annihilation
Tomb of Annihilation (2017) is a fifth-edition Dungeons & Dragons adventure by Chris Perkins. Will Doyle, and Steve Winter for levels 1-11. Tomb of Annihilation mixes the dinosaurs and lost world of Isle of Dread, with the overgrown jungle ruins of Dwellers of the Forbidden City, with a deathtrap dungeon inspired by Tomb of Horrors. Every one of those influences appears on the Dungeon magazine’s 2004 list of 30 greatest adventures, and the mix plays better than any of them. See the full review.

8. Sunless Citadel
The Sunless Citadel (2000) is a third-edition Dungeons & Dragons adventure by Bruce Cordell for levels 1-3. As the introductory adventure to third edition, Sunless Citadel delivers the monsters, treasures, and even the dragon that new players expect from D&D, but the adventure serves much more than D&D comfort food. Start with a deeply evocative location: a castle dropped into a rift by some cataclysm. Add a lost dragon wyrmling, a tainted tree at the heart of the ruin, a fresh humanoid monster, and one of D&D’s most unforgettable characters, Meepo. See the full review.

7. Vault of the Dracolich
Vault of the Dracolich is a D&D Next adventure By Mike Shea, Scott Fitzgerald Gray, and Teos Abadia for level 4 characters. Vault of the Dracolich rates for its outstanding execution of a multi-table adventure. By design, a team of dungeon masters runs several tables of players who explore different parts of a dungeon at the same time. As the adventure runs, groups can interact, briefly gathering, exchanging resources and coordinating plans. The event ends with all the groups fighting a climactic battle. See the full review.

6. Madness at Gardmore Abbey
Madness at Gardmore Abbey (2011) is a fourth-edition Dungeons & Dragons adventure by James Wyatt with Creighton Broadhurst and Steve Townshend for levels 6-8. Madness at Gardmore Abbey combines the best qualities of fourth edition’s encounter design with a sandbox of adventure locations, villains, and a single powerful thread that binds them all together. That thread comes from the scattered cards of a Deck of Many Things, perhaps the most irresistible artifact in D&D. See the full review.

5. Dead Gods
Dead Gods (1997) is a second-edition Advanced Dungeons & Dragons adventure by Monte Cook for levels 6-9.
Dead Gods boasts more than the best title of any D&D adventure, it features the most audacious storytelling. For example, in one chapter, players create temporary characters to play out past events. The adventure spans the planes, ending in a climax that brings the party to the astral plane where they battle atop the 4-mile-long corpse of the demon lord to stop the creature’s resurrection. See the full review.

4. Curse of Strahd
Curse of Strahd (2016) is a fifth-edition Dungeons & Dragons adventure for levels 1-10 by Chris Perkins with Adam Lee, Richard Whitters, and Jeremy Crawford. Curse of Strahd captures everything great about I6 Ravenloft and expands it into a full campaign. While Ravenloft mainly stayed in a castle, Curse of Strahd gives players the freedom to roam the cursed land of Barovia. Although Curse of Strahd features a strong design, the vampire Strahd and the fearful gloom of his domain make the adventure’s best parts. See the full review.

3. Lost Mine of Phandelver
Lost Mine of Phandelver (2014) is fifth-edition Dungeons & Dragons adventure by Richard Baker and Chris Perkins for levels 1-5.
The adventure that introduced fifth edition serves D&D’s expected and favorite ingredients. To longtime fans, the elements may be familiar, but superb execution makes the adventure a winner. After the first encounter, players experience samples of dungeon crawls, quests, and mini-adventures. The adventure provides enough clues to keep even new players from feeling lost. See the full review.

2. Red Hand of Doom
Red Hand of Doom (2006) is a 3.5 edition Dungeons & Dragons adventure by Richard Baker and James Jacobs for levels 6-12.
Red Hand of Doom starts with the fantasy trope of an army of evil sweeping the land, and then casts the characters as heroes working to slow the march. Their missions span the landscape and vary from diplomatic meetings to dungeon delves. Along the way, the adventure accounts for the players choices, successes, and failures. See the full review.

1. Night’s Dark Terror
Night’s Dark Terror (1986) is Basic/Expert Dungeons & Dragons adventure by Jim Bambra, Graeme Morris, and Phil Gallagher for levels 2-4. The adventure starts strong with a widely-imitated episode where the characters defend a freehold against a goblin attack. The events of the siege make the night of terror. After the first episode, the adventure’s scope expands. Players explore more than a wilderness, with eighteen locations, including a number of mini-dungeons, a ruined city, a riverside village, a frontier town, and a lost valley, while active villains oppose the characters. See the full review.

Night’s Dark Terror (1986): Greatest D&D Adventures Since 1985—Number 1

Night’s Dark Terror (1986) is Basic/Expert Dungeons & Dragons adventure by Jim Bambra, Graeme Morris, and Phil Gallagher for levels 2-4.

B10 Night’s Dark Terror contents

Lost Mine of Phandelver (2014) rates number 3 on this list of great adventures for introducing D&D’s most compelling elements in a mix that gives players freedom to roam and dungeon masters an easy scenario to run.

Night’s Dark Terror ranks number 1 because it succeeds on all those counts, plus it adds innovative episodes, poster maps and counters, and more flavor of the fantastic. Make that “flavour,” because Night’s Dark Terror came from TSR UK.

The similarities between adventures were by design. D&D Creative Director Mike Mearls calls Night’s Dark Terror one of the best D&D adventures ever made. It inspired Lost Mine of Phandelver.

When TSR decided to support the D&D Expert Set (1981, 1983) with an adventure, the TSR UK team of Jim Bambra, Graeme Morris, and Phil Gallagher drew the assignment. Since the Basic Set introduced players to dungeon adventures, the new adventure needed to introduce the wilderness.

“As a team we brainstormed the plot outline, and carved up the work between us,” Phil Gallagher said in an interview. “Jim worked especially hard to coordinate the adventure elements, Graeme and I obsessed over the language and grammar, I took charge of the lay-out and design, and we all wrote stuff and swapped it back and forth between us.

“We felt we could create something unique—a Basic-Expert crossover with an open-ended structure, different from the rather linear dungeon crawls that were around at that time.”

The team succeeded. In a product history, Shannon Appelcline describes the achievement. “To date, most wilderness adventures had either been largely freeform hex crawls, like X1: The Isle of Dread (1981), or else tight railroads, like N2: The Forest Oracle (1984). Instead, Night’s Dark Terror deftly combines fixed locales and ongoing events with a multi-episodic structure. The result allows for a lot of sandbox play while still supporting a strong narrative—a very difficult mix in roleplaying adventures and one that’s seldom been matched.”

The adventure starts strong with a widely-imitated episode where the characters defend a freehold against a goblin attack. The events of the siege make the night of terror.

After the first episode, the adventure’s scope expands. “The PCs then explore more than 20,000 square miles (52,000 km2) of wilderness, with eighteen locations, including a number of mini-dungeons, a ruined city, a riverside village, a frontier town, and a lost valley, with the minions of the Iron Ring slavers waiting for the PCs at every step,” writes Gus L.

Even with a grand scope, players will always see options for their next move. “The entire adventure is laid out not as a linear progression, but rather as a huge area where many bits of information are gathered, and many different clues and hints lead to the same climax.”

Unique, fantastic elements give the adventure a sense of wonder uncommon at low levels. Among many touches, I like the shapechanging horse who becomes a patron and the goblin lair built in stone trees in a forest petrified by magic.

On release, Night’s Dark Terror seemed to attract little interest in game stores. Perhaps the title misled potential buyers by suggesting a horror scenario. Also, in the United States, D&D fans tended to spurn basic D&D material in favor of Advanced content. But over time, the adventure’s reputation spread. Before the adventure became available as a PDF, copies fetched hundreds of dollars.

Still, reviewers took notice. In his 1991 book Heroic Worlds, Lawrence Schick describes Night’s Dark Terror as an “outstanding wilderness scenario.” In a review for White Dwarf issue 78, Graeme Davis writes that he can’t imagine a better module to match with the Expert Set box. In a Dragon 124, reviewer Ken Rolston calls this “the best-illustrated and best-designed module I’ve ever seen—and the adventure and campaign material is every bit as remarkable as the graphic presentation. A classic.” Agreed.

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Early combinations of adventures with battle maps

In my post, “Battle maps take over Dungeons & Dragons,” I credited the 1995 release, Player’s Option: Combat & Tactics with introducing tactical play to the D&D game, and the supporting adventure The Gates of Firestorm Keep with introducing the now-common feature of bundling battle maps with adventures. Alert reader Curtis tipped me off to several earlier instances. Thanks Curtis!

In 1985, TSR launched a series of D&D accessories with AC1 The Shady Dragon Inn, a collection of pregenerated characters with a name that suggests something else. A gridded, miniature-scale map of the inn appears on the flip side of the cardboard cover. This map seems like a way to do something with the inside cover, because the inn of the title gets virtually no mention beyond that.

AC3 The Revenge of Rusak detail

AC3 The Revenge of Rusak detail

In 1984, AC3 3-D Dragon Tiles: The Kidnapping of Princess Arelina packaged cardboard walls intended to be folded into 3-D dungeon rooms, with cardboard standees, maps, and an adventure. This product’s play map lacks any grid, so the set seems unsuited to visualizing tactical combat. Instead the accessory appeared intended as a toy for younger players. In 1985, AC5 3-D Dragon Tiles featuring The Revenge of Rusak presented a similar package with village fair and wilderness tiles, this time with a grid sized for the playing pieces.

B10 Night’s Dark Terror contents

B10 Night’s Dark Terror contents

In 1986, the classic adventure Night’s Dark Terror includes a section where players defend a homestead against a goblin siege. To aid dungeon masters running the assault, the adventure packages a gridded map of the battlefield and a set of punched counters to represent the battling forces. This adventure was a decade ahead of its time.

Night Below an Underdark Campaign contents

Night Below an Underdark Campaign contents

In 1995, alongside Combat & Tactics and The Gates of Firestone Peak, TSR released the boxed mega-adventure, Night Below: An Underdark Campaign, which includes gridded maps and color counters. Although Night Below, does not explicitly tie with Combat & Tactics, it supports the move to battle maps and tactical combat.