Every top 10 list has honorable mentions, right? Of course they do. So, who am I to buck the trend? Well, I often do buck trends; in fact, I kind of prefer to do so. But in this case, we'll go along. Let's see what we have. These are adventures that I really like, but that couldn't muscle into the Top 10 Adventures.
This one was really close to making it, but I already had B1 on it, and I think that's a slightly better introductory kit than this one. Not that this one isn't great; it's got a ton of advice for DMs to get started, and the dungeon is really not that complicated. It's certainly challenging, particularly with BECMI rules. And, unlike B1, this one ties into the Known World/Mystara setting, being directly set in the Grand Duchy of Karameikos. Along with its follow-up, B12 Queen's Harvest, these make a great introduction to the setting for beginners. My only caveat is that this adventure would be too simple for experienced players to enjoy, but it's still a great adventure. The premise is simple; the party arrives at the village of Stallanford in time for a festival celebrating the long-dead king Halav. However, orcs have raided the village and kidnapped the local priest, and the party are asked to help. Finding him isn't hard, although there are plenty of orcs to dispute the party's claims on the priest. When rescued, he heals the party as best he can, and he tells the party that there is more to the dungeon than they have seen, that even the orcs don't want anything to do with. There's a secret door, of course, and the party finds some nasty undead and the like down there, along with some nice treasure. Again, it's a straightforward adventure, a good introductory dungeon crawl. Highly recommended.
Remember when I said that there were plenty of railroad-type adventures in early D&D, even if they weren't called that at the time? Well, this is the exception that proves the rule. This is a great, packed module with lots of stuff going on and many different plot threads for players to unravel. There's the mongrelmen and the captive magic-user. There are the yuan-ti, in their first-ever appearance. There are tasloi and bugbears, bullywugs and an aboleth (also making its first appearance). There are multiple ways into the city, all with their own perils. The first part of this adventure was used as a tournament module in 1980, and Dave Cook wrote the rest of the module around that. This 32-page module could have supported a party for months, if not years, of gaming.
If you're wondering why this is so great, I'll simply point you to the two words at the top of each of the modules. Hollow. World. I came really close to putting this in the list, but Volturnus demanded a spot. Still, this trilogy is a full campaign arc that takes characters inside Mystara to the Hollow World and the continent of Iciria. And there, they will encounter monsters and cultures that have been extinct on Mystara's surface for centuries, millennia, and even millions of years. They'll meet and have to deal with Azcans, who are basically Aztecs. They'll find the lost kingdom of Nithia (ancient Egypt), complete with pyramids and the like. They'll journey to an island that has an Indian culture, and I don't mean North American; I mean Indian sub-continent. Oh, and they'll also get involved in an Immortal plot to corrupt magic throughout Mystara, both on the surface and below. This is epic fun.
Alright, that's my honorable mentions. Next up, I'll bring you the grand finale, the all-time greatest adventure I've ever owned, played, or heard of. And believe me, the voting was not even close. I'm sure you already know what it is, because this is everyone's favorite. And no, it's not Keep on the Borderlands.










