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The Top 10 Must-Play D&D Modules Every Gamer Should Experience

I have highlighted in red which the modules I have personally DMed. I disagree with some other gamers with respect to the order of these. I feel that ToH and Ravenloft should be at the top of this list.

I am also shocked that The Haunted Halls of Eveningstar didn't make this list, so I am giving it an honourable mention here. I have run THHoE multiple times as a DM, and it is one of the truly great modules, in my opinion.


 


1. The Keep on the Borderlands (B2)

Edition: Basic D&D (1981)
Why it’s iconic: The quintessential beginner adventure. Part fortress, part wilderness crawl, and part moral test. The Caves of Chaos remain one of the best sandboxes ever written for teaching players and DMs alike.


2. Tomb of Horrors (S1)

Edition: AD&D (1978)
Why it’s iconic: A brutal puzzle-trap dungeon designed by Gary Gygax himself to humble overconfident players. It’s less about combat and more about cleverness — and paranoia. Surviving Tomb of Horrors is a badge of honor.


3. Ravenloft (I6)

Edition: AD&D (1983)
Why it’s iconic: The gothic masterpiece that gave the world Strahd von Zarovich. This adventure blends horror, atmosphere, and tragedy into a story that’s as playable now as it was forty years ago. It later inspired the entire Curse of Strahd campaign in 5E.


4. The Temple of Elemental Evil (T1–4)

Edition: AD&D (1985)
Why it’s iconic: Epic in scale and complexity, this campaign pits heroes against an elemental cult of corruption. Its sprawling dungeons and moral dilemmas make it the gold standard for long-form adventure design.


5. Against the Giants (G1–3)

Edition: AD&D (1978)
Why it’s iconic: Originally three linked modules, Steading of the Hill Giant Chief, Glacial Rift of the Frost Giant Jarl, and Hall of the Fire Giant King form a classic trilogy of escalating danger. It’s a masterclass in encounter design and tactical play.


6. The Lost City (B4)

Edition: Basic D&D (1982)
Why it’s iconic: A mysterious, half-buried city filled with secret cults, forgotten gods, and endless potential for expansion. It’s equal parts adventure and world-building toolkit, inviting DMs to make it their own.


7. Expedition to the Barrier Peaks (S3)

Edition: AD&D (1980)
Why it’s iconic: Science fiction meets fantasy. Players exploring a “mysterious mountain” soon find themselves in a crashed spaceship, battling robots and wielding laser pistols. It’s weird, wonderful, and decades ahead of its time.


8. The Sinister Secret of Saltmarsh (U1)

Edition: AD&D (1981)
Why it’s iconic: A perfect blend of investigation, exploration, and seafaring action. What starts as a haunted-house mystery turns into a smuggling plot — with room for horror, pirates, and moral nuance.


9. The Isle of Dread (X1)

Edition: Expert D&D (1981)
Why it’s iconic: D&D’s first true “wilderness exploration” module, featuring dinosaurs, shipwrecks, and lost civilizations. It opened the door to adventure beyond the dungeon — and still feels fresh today.


10. Curse of Strahd (5E)

Edition: 5th Edition (2016)
Why it’s iconic: A modern reimagining of Ravenloft, this gothic sandbox combines open-world exploration with psychological horror and tragic storytelling. It’s both a homage and a new benchmark for narrative-driven campaigns.

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