This post is also an homage. James' writings on Grognardia have done so much to remind me of why I loved D&D of the late '70s and early '80s -- and why I detest contemporary editions. I encourage readers to follow the links to his retrospectives, and to check out his entire blog.

(2) Dwellers of the Forbidden City. David Cook, 1981. (For levels 4-7) "One of my favorite D&D modules of all time, if not my actual favorite... This lost city recalls Robert E. Howard's Conan yarns -- no surprise given David Cook has admitted that the city was inspired by 'Red Nails'. Though getting to the Forbidden City is an adventure in itself, with multiple means to enter it and lots of potential allies and enemies along the way, it is within the city that the real adventure begins... It is a world unto itself, one that operates according to the whims of its inhabitants, chief of whom are the yuan-ti snake men... It was easy to make and remake the city to suit my present needs, whatever they were. My personal preference for modules these days are ones that fire my imagination; they give me the bare bones details I need to get started but they don't weigh me down with extraneous details that either get in the way or easily forget in the heat of play."
(3) Vault of the Drow. Gary Gygax, 1978. (For levels 10-14) "It might be an exaggeration to call this the greatest D&D adventure of all time; it might even be an exaggeration to say that it's my favorite D&D module of all time. However, I think it could reasonably be argued that it's the greatest Gygaxian naturalist adventure of all time, for what it presents is a vast subterranean locale -- the Drow city of Erelhei-Cinlu -- brought to darkly beautiful life, from the various feuding dark elf noble houses to their monstrous servitors to their pitiful slaves. It's really an amazing piece of work [and] it's easy to see why the drow made such a profound impression on gamers. What Gygax has done here is present us with an entire evil city to use as our sandbox, pursuing whatever adventures we wished within or without its walls. It's a great example of location-based design and a reminder of what modules were like before the demands of convention play or obsession with 'story' changed their nature forever."
(4) The Village of Hommlet. Gary Gygax, 1979. (For levels 1-3) "I absolutely adore The Village of Hommlet... There are a lot of reasons why this is so, but I think, more than anything, what I like most about it is that it has an ominous, brooding character to it that haunts my imagination. Unlike, say, The Keep on the Borderlands, Hommlet feels like it's a community that sits on the precipice of disaster... I don't know; it's hard to explain. There's just something powerful about this set-up, something that, for me anyway, strikes me as the perfect set-up for a new campaign. I share with Tolkien the conception of history as a 'long defeat' and The Village of Hommlet touches on that theme obliquely -- the notion that each generation must stare Evil in the face and bar the way of its advance, even if it's ultimately just a holding action, for Evil can never truly be defeated in this life... Hommlet inspires in me a lot of feelings and emotions that I find incredibly useful in kicking off an old school fantasy campaign."
(5) The Lost City. Tom Moldvay, 1982. (For levels 1-3) "The city's connection to pulp fantasy is readily apparent, as it presents a decadent subterranean civilization of great antiquity in the thrall of a foul alien being, whom many worship as a god. The player characters are flung headlong into this civilization, which is riven with factions and secret societies, each of which has its own plots and goals... What Moldvay did here is nothing short of remarkable. He presented us with a mini-sandbox campaign setting that reminds me both of Howard's 'Red Nails' and Paul Jaquays's The Caverns of Thracia... I can't stress enough how inspirational I found this module when I first read it. Even now, I consider it the best thing Moldvay ever wrote and one of the great adventures of the Golden Age... It presents no story; it's almost pure location and so much of that location is left to the referee to develop for himself... I find it a pity that it was Hickman's epic storylines that carried the day rather than Moldvay's evocations of pulp fantasy like this one... The Lost City is an overlooked masterpiece."
(6) The Isle of Dread. David Cook & Tom Moldvay, 1980. (For levels 3-7) "If the purpose of published modules is as much to provide a model for inexperienced referees as to provide a ready-made adventuring locale, then The Isle of Dread is certainly one of the most influential modules I've ever read... and I can't even begin to count how often I used it in my old campaign. One of the primary reasons I love it is because it's an archetypal location-based module, a format I prefer above all others. There's an exceedingly thin plot to The Isle of Dread: the PCs find a treasure map and, if they elect to pursue its instructions, find themselves on a far-off tropical island filled with all the Lost World staples -- primitive natives, monstrous wildlife, inhospitable terrain, ancient evils, and wealth galore... Even with all the encounters included in its pages, there are many areas that receive no attention whatsoever, allowing the referee plenty of room to incorporate his own ideas... I'd love to see modules like this again."



(10) Descent into the Depths of the Earth & Shrine of the Kuo-Toa. Gary Gygax, 1978. (For levels 9-14) [Descent] "When I was a younger man, I would have ranked Descent into the Depths of the Earth as one of my favorite D&D adventures. I had a lot of fun using it in days of yore and there are a number of set pieces it includes, such as the lich who has cast over 600 magic mouths in his cavernous lair..." [Shrine] "The Shrine of the Kuo-Toa isn't as good as Vault of the Drow, but it's still very good. It presents a well-realized locale that inspires as much as it describes. There can be little question why, like the drow, the kuo-toa are remembered as among the most interesting antagonists D&D ever placed in the path of adventurers. I am frankly grateful that, more than three decades later, this module remains one of the only places where the kuo-toa are discussed at any length. Unlike the drow, there's still mystery associated with them and I'm sure that contributes greatly to my liking of this module, one of Gary Gygax's finest creations."
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