Tag Archives: Ravenloft

Ravenloft’s House of Lament Aims for Tough Goals and Hits Them

To start a weekend of D&D, my friend Tom Christy touted House of Lament, the level 1-3 adventure from Van Richten’s Guide to Ravenloft. He had already run it twice and rated it as outstanding. DMs shape the experience of an adventure, so just playing House of Lament tells me nothing about running it, but I loved playing it. It succeeded at two things that D&D makes difficult.

In D&D games, players sit at well-lit tables among friends. Most often, players become fearless heroes capable of winning against almost any threat they face. Long-time players see all the monsters revealed in the game books, eliminating any fear of the unknown. All this makes creating a fearsome or even unsettling adventure nearly impossible. But House of Lament succeeds on both counts.

As much as adventure designers enjoy inventing a backstory for their adventures, often making the party’s arrival the last chapter of a long tale, 80% of the time, none of that story reaches the players. And for most of the rest of the 20%, the players don’t care. Just tell me what to kill. House of Lament succeeded at developing a fascinating history and motivating players to uncover it. Plus, the adventure mixes in variety by offering a choice of potential villains and allies.

19 Adventures in the Running for 10 Greatest Adventures Since 1985

For my list of the 10 greatest adventures since 1985, nominations, reviews, and reputation led me to consider many more excellent adventures than fit a list of 10. Today’s post reveals the adventures that fell short of my 10 greatest, but merited consideration.


Treasure Hunt (1987) is a first-edition Advanced Dungeons & Dragons adventure by Aaron Allston.

Raw characters with no class levels wash up on the lost island of the pirate Sea King. They advance to first level and beyond.

“As a first adventure for initiates, this can’t be beaten. For old hands who may be tiring of AD&D, it will be a welcome change.” – Carl Sargent in White Dwarf issue 93.


King’s Festival and Queen’s Harvest (1989) are basic Dungeons & Dragons adventures by Carl Sargent.

A pair of adventures that introduces new players to D&D with a variety of linked missions.

“Absolutely the best introductory adventures in print for D&D-game-style fantasy role-playing games (FRPGs). Presented simply and clearly enough for young folks, these adventures are also challenging and entertaining enough for experienced gamers.” – Ken Rolston in Dragon 171.


Ruins of Undermountain (1991) is a second-edition Advanced Dungeons & Dragons adventure by Ed Greenwood.

The first three levels of the mega-dungeon under the city of Waterdeep presents its content with different levels of detail: Some rooms have complete descriptions, while others have terse notes. Most sections remain empty, a canvas for the dungeon master’s creation.

Rated 17th greatest adventure by Dungeon magazine.

Ruins of Undermountain was as much stuff from Ed Greenwood’s original gaming sessions as he could fit into a box. I give Ruins of Undermountain an A+. It will make you a better DM regardless of your skill level. This is a glimpse behind Ed Greenwood’s screen, giving the reader a chance to study his methods, which are very sound.” – Advanced Gaming and Theory


Vecna Lives! (1991) is a second-edition Advanced Dungeons & Dragons adventure by David “Zeb” Cook set in Greyhawk for characters of level 12-15.

After the Circle of Eight, Greyhawk’s legendary adventurers, die trying to stop Vecna’s return, their successors hunt the villain in a chase the across the world of Greyhawk.

Vecna Lives! is one of my favorite adventures from second-edition Advanced Dungeons & Dragons and I’m ecstatic that it’s been made available on dmsguild.com. Even if you never play the adventure, you should go out of your way to read/download/borrow it just to see what an incredible example of storytelling and adventure writing it is.” – Die Hard Game Fan


Night of the Walking Dead (1992) is a second-edition Advanced Dungeons & Dragons Ravenloft adventure by Bill Slavicsek for characters of level 1-3.

Characters investigate a series of murders an disappearances in a village plagued by walking dead.

“The actual adventure is one of the better blends of plotted adventures and old-school adventuring found in the ’90s. Though, there’s a deep, underlying story, it’s not a railroad. Instead, players must investigate and interact with NPCs to figure out what’s happening. Some events act as set encounters, but there’s also a big dungeon (cemetery) to crawl through at adventure’s end. The result maintains player agency while still telling a real story.” – The Fraternity of Shadows


Merchant House of Amketch (1993) is a second-edition Advanced Dungeons & Dragons Dark Sun adventure by Richard Baker for characters level 4-7.

In an event-driven adventure, characters work to end a trade in beetles with a bite that neutralizes psionic power. The quest pits the party against the most powerful merchant house in Tyr.

“This adventure has everything for me: intrigue and adventure coupled with the potential to save the world from a great threat that has just been exposed. So it’s 5 out of 5 stars.” – Warpstone Flux


City of Skulls (1993) is a second-edition Advanced Dungeons & Dragons adventure by Carl Sargent for characters of level 9-12.

Players infiltrate the demi-god Iuz’s nightmare capital to free a military commander needed to defend the Shield Lands.

Rated 26th greatest adventure by Dungeon magazine.

“Periods of stealth and quiet punctuated by short bursts of terrifying combat.” – Retro Gaming Magazine


Night Below: An Underdark Campaign (1995) is a second-edition Advanced Dungeons & Dragons adventure by Carl Sargent that takes characters from 1st level to as high as 14th level.

Billed as the “ultimate dungeon adventure,” this campaign goes from a ruins crawl, to a mine crawl, to a long journey through the Underdark.

“Night Below won’t be to some peoples’ taste, but the vast majority will absolutely adore it. Quite simply, it’s one hell of an adventure.” – Cliff Ramshaw in Arcane magazine.


Return to the Tomb of Horrors (1998)  by Bruce Cordell.

Years after adventurers gutted the original Tomb of Horrors, a dark community has built a city of necromantic evil on the tomb’s site. Even the inhabitants of this fell city have no idea of the true evil that waits beneath them.

Rated 10th greatest adventure by Dungeon magazine.

“The new material is really excellent. Return is a whole mini-campaign, not some rehash of previous work … It offers more by far than the old Tomb of Horrors, and it is more deadly too.” – Gary Gygax


Dawn of the Overmind (1998) is a second-edition Advanced Dungeons & Dragons adventure by Bruce Cordell for characters of level 8-10.

To stop a resurgent mind flayer empire, character visit a world of ancient ruins in search of an artifact of Illithid manufacture. This adventure brings a taste of Spelljammer and sword and planet adventure to conventional D&D.

“This is the third part of the Mind Flayer Trilogy, which was pretty much awesome from start to finish. One of the best D&D adventures of all time.” – Power Score


Die Vecna Die! (2000) is a second edition Advanced Dungeons & Dragons Adventure for characters of level 10-13 by Bruce R. Cordell & Steve Miller.

Die Vecna Die! takes the heroes from the Greyhawk campaign to the demiplane of Ravenloft and then to the Planescape city of Sigil in a quest to claim the Hand and Eye of Vecna—the key to stopping the evil demigod Iuz.

Die Vecna Die! pulls out all the stops, and the result is a massive but tightly constructed adventure with a truly apocalyptic feel. I’m surprised I’m recommending Die Vecna Die! as strongly as I am, but it’s just that good. It’s a great high-level adventure for any campaign.” – Fearful Impressions


Forge of Fury (2000) is a third-edition Dungeons & Dragons adventure for levels 3-5 by Richard Baker.

In a dungeon that captures the flavor of some of D&D’s original, classic adventures, characters battle though five levels of a dwarven stronghold overrun by evil.

Rated 12th greatest adventure by Dungeon magazine.

“I’ve always been impressed with the adventure; for my money it’s one of Wizards of the Coast’s best 3rd Edition era modules. As a basic, flavoursome dungeon crawl I think Forge of Fury is particularly well executed.” – Creighton Broadhurst


Return to the Temple of Elemental Evil (2001) is a third-edition Dungeons & Dragons by Monte Cook designed to take 4th-level characters as high as level 14.

Power rises again in the Temple of Elemental Evil. “Characters battle the power of darkness in Hommlet and beyond, forging their way through hundreds of encounters before reaching the fiery finale.”

Rated 8th greatest adventure by Dungeon magazine.

“Go out and buy the Return to the Temple of Elemental Evil. You will not regret it, and it will become a valuable part of your D&D library. It is one of the best adventure modules ever written.” – Talon on ENWorld


City of the Spider Queen (2002) is a 3.5 edition Dungeons & Dragons adventure by James Wyatt designed to take 10th-level characters up to level 18.

“Daggerdale is reeling from a sudden series of murderous drow raids. As a grave threat to the entire surface world develops in the war-torn dark elf city of Maerimydra, intrepid heroes must discover its source and destroy it, if they can.”

Rated 24th greatest adventure by Dungeon magazine.

City of the Spider Queen is an excellent addition to anyone’s Forgotten Realms campaign or with modifications, any Dungeons and Dragons third-edition game.” – Mania.com


Reavers of the Harkenwold (2010) is a fourth-edition Dungeons & Dragons adventure for characters of level 2-4 by Richard Baker.

In an adventure patterned after Red Hand of Doom, the characters join the resistance and take missions to thwart the army of evil that invaded the Duchy of Harkenwold.

“Definitely one of the best 4E adventures. – Will Doyle.

“I would love to see a 5E update of Reavers of Harkenwold.” – Chris Perkins


The Slaying Stone (2010) is a fourth-edition Dungeons & Dragons adventure for 1st-level characters by Logan Bonner.

Years after goblins overran and occupied a town once settled by humans, the characters enter seeking a lost Slaying Stone, the last of the magic stones created to protect the settlement.

“This is an adventure you won’t want to miss: Not only is it fun and non-linear, but it shows a DM how to better design her own adventures, and that’s something worth reading for any DM, no matter how experienced.” – Kevin Kulp


Dreams of the Red Wizards: Dead in Thay (2014) is a fifth-edition Dungeons & Dragons adventure for characters level 6-8 by Scott Fitzgerald Gray.

Teams of adventurers cooperate to explore a massive dungeon in search of the keys to a phylactery vault held by the evil Red Wizards of Thay.

“A ton of fun. Things get more and more hectic as the alert level of the Doomvault rises. It’s got good pacing, a narrative to it, and some fairly challenging encounters.” – Bell of Lost Souls


Cloud Giant’s Bargain (2016) is a fifth-edition Dungeons & Dragons adventure for level 6 characters by Teos Abadia.

Led by a talking skull, Acquisitions Incorporated interns enter a cloud castle floating over Neverwinter to determine what threats it holds. This superb adventure combines combat, exploration, and interaction with interesting choices into a single session of play. Plus it adds a touch of humor and an unforgettable guide.

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.

Curse of Strahd (2016): Greatest D&D Adventures Since 1985—Number 4

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.

Fifth-edition hardcover adventures like Tomb of Annihilation pull inspiration from a catalog of classic modules. Curse of Strahd just draws from just one: Ravenloft (1983) by Tracy and Laura Hickman. Ravenloft’s 32 pages spawned a campaign setting, so it easily brings enough inspiration to fill a hardcover. Ravenloft ranked second on Dungeon magazine’s list of the 30 greatest adventures, beaten only by a compilation of 7 adventures.

Curse of Strahd captures everything we loved in I6 Ravenloft, and expands it into a full campaign,” writes Mike “Sly Fourish” Shea. “Of all of the published campaigns, this one is the most solid, with a clear motivation and excellent locations.”

While Ravenloft mainly stayed in a castle, Curse of Strahd gives players the freedom to roam the cursed land of Barovia. Most of the fifth-edition hardcovers aspire to play as a sandbox, but only Curse really succeeds as one. Credit a foundation borrowed from Ravenloft. To defeat Strahd, characters must collect 3 artifacts. Early on, the party gains clues to the items’ locations. This structure gives players a goal and a sense of direction.

Curse of Strahd borrows another brilliant device from Ravenloft. A card reading from Barovia’s version of a tarot deck reveals the location of the magic items and the roles of key non-player characters. This gives the story a random element that feels vital.

Although Curse of Strahd features a strong design, the vampire Strahd and the fearful gloom of his domain make the adventure’s best parts.

Strahd’s history sometimes makes him seem relatable—or even capable of redemption. But that lie just makes him more horrifying. Tracy Hickman calls Strahd “a selfish beast forever lurking behind the mask of tragic romance, the illusion of redemption that was only ever camouflage for his prey.”

The adventure never lets characters forget Strahd’s threat. “Stahd isn’t a villain who remains out of sight until the final scene. Far from it—he travels as he desires to any place in his realm. The characters can and should meet him multiple times before the final encounter,” the text explains. “When Strahd wants to terrorize the characters, he pays them a visit, either under cloak of night or beneath overcast skies. If they’re indoors, he tries to charm or goad a character into inviting him inside.”

Strahd’s presence taints his land with dread. “Many of the locations and towns seem to be quite ordinary or mundane at first glance…until you dig deeper,” explains Tyler Biddle. “The imagery is at times hauntingly beautiful and tragically grotesque. Barovia’s characters as well as its horrors will stay with you long after you’ve left the table.”

Wary of making the adventure too gloomy, the authors added notes of twisted humor. No player will forget Blinsky’s toys.

“Creepiness abounds, with locations and characters who just drip gothic horror,” Chris Stevenson writes. “Groups that hate being ‘railroaded’ will love the sandbox nature of Barovia. Curse of Strahd is the best 5E campaign book yet.”

After playing the adventure, the author of the Mindlands blog summarizes the experience. “Curse of Strahd is the best published adventure that I’ve ever played in. The atmosphere is fantastic, the locations, non-player characters, and villains are interesting, tragic and funny.”

Next: Number 3

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Madness at Gardmore Abbey (2011): Greatest D&D Adventures Since 1985—Number 6

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.

Fourth edition’s early scenarios lavished attention on combat encounters strung into linear adventures designed to ensure no one missed a battle. But towards the end of the edition’s run, the D&D team wanted to grant players more freedom.

Madness at Gardmore Abbey combines the best qualities of fourth edition’s encounter design with a sandbox. “Gardmore Abbey is all about choices,” writes Mike “Sly Flourish” Shea. “It’s a large 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. The adventure includes a real deck. “The Deck is interesting both in real life and in game, and one of the biggest reasons why Madness at Gardmore Abbey is awesome,” writes the Learning DM. Madness borrows the brilliant trick of drawing cards to determine aspects of the adventure from Ravenloft by Tracy and Laura Hickman, .

The adventure encourages choices by focusing on patrons, rivals, and the layout of the abbey. By scattering patrons who offer quests, the adventure gives the characters a steady sense of purpose.

The encounter design shines too. In a product history, Shannon Appelcline writes, “When Wyatt wrote out his order for the encounters, he told his designers that he didn’t want a ‘combat slog,’ but instead a ‘mix of combat, roleplaying, and skill challenges.’ Thus, Madness is one of the most varied of all the fourth-edtion adventures, even within the constraints of individual encounters.

Steve Townshend says that after he wrote up an encounter, he’d then go back and apply the ‘Lowell Kempf’ test, named after the longest-running player in his D&D campaign—who would often ignore the ‘direct’ solutions to problems, and instead look for the ‘interesting’ ones. Thus, Gardmore Abbey is filled with encounters that could be solved in many ways—not just with combat.”

Madness at Gardmore Abbey comes in a box packed with goodies, including the deck, battlemaps, tokens, and 4 adventure booklets.

Mike Shea calls Gardmore Abbey a “wonderful sandbox.” The Learning DM writes, “As it stands, Madness at Gardmore Abbey is the final pinnacle of adventure design in fourth edition, and I believe it deserves to be remembered as one of the greatest adventures in D&D’s rich history. Easily the best fourth-edition adventure.”

Next: Number 5

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