Legendary Adventures & Campaigns

Milestones in Tabletop Adventure Design

The greatest roleplaying adventures are more than just encounters strung together—they're immersive journeys that have shaped how we think about game design, storytelling, and the art of the tabletop experience.

From Gary Gygax's notorious deathtrap in Tomb of Horrors to the sprawling conspiracies of The Enemy Within, these landmark adventures represent the pinnacle of game design across different eras, styles, and systems. Each has left an indelible mark on the hobby, introducing innovative mechanics, memorable villains, and scenarios that continue to inspire gamemasters decades later.

Whether you're seeking inspiration for your own campaigns, looking to experience gaming history, or simply curious about the adventures that defined generations of play, these classics offer valuable insights into what makes a truly exceptional tabletop experience.

Defining Adventures

Module

Tomb of Horrors

TSR/Wizards of the Coast First published 1978
AD&DD&D 3.5ED&D 5E

Gary Gygax's legendary deathtrap dungeon, designed to challenge expert players with deadly traps, cunning puzzles, and the demilich Acererak. Known for its extreme difficulty and notorious reputation for TPKs (Total Party Kills).

Legacy: Inspired by player complaints that dungeons were too easy; often cited as the most lethal D&D adventure ever published.

Wikipedia →
Campaign

Temple of Elemental Evil

TSR/Wizards of the Coast First published 1985
AD&DD&D 3.5E

A massive dungeon crawl beneath the ruined Temple of Elemental Evil, featuring cultists worshiping elemental powers and the demon prince Zuggtmoy. The sprawling megadungeon spans multiple levels with distinct elemental themes.

Legacy: One of the first true campaign-length adventures for D&D, setting a standard for large-scale dungeon design.

Wikipedia →
Module

Against the Giants

TSR/Wizards of the Coast First published 1978
AD&DD&D 3.5ED&D 5E

A series of three connected adventures pitting players against hill giants, frost giants, and fire giants. The adventures reveal a deeper conspiracy involving the drow, leading to the classic Drow series modules.

Legacy: Originally tournament modules that later formed the G-series, eventually connecting to the D-series (Descent into the Depths) and Q-series (Queen of the Demonweb Pits).

Wikipedia →
Module

Ravenloft

TSR/Wizards of the Coast First published 1983
AD&DD&D 3.5ED&D 5E

The gothic horror masterpiece that introduced Count Strahd von Zarovich and the haunted land of Barovia. Features innovative mechanics like the Tarokka deck to randomize key elements, creating a unique experience with each playthrough.

Legacy: Spawned an entire campaign setting and has been reimagined multiple times, most recently as 'Curse of Strahd' for 5E.

Wikipedia →
Campaign

Curse of Strahd

Wizards of the Coast 2016
D&D 5E

A reimagining of the classic Ravenloft adventure for 5th Edition D&D. Features the vampire lord Strahd von Zarovich and the mist-shrouded valley of Barovia in an expanded sandbox campaign with numerous locations to explore.

Legacy: Often cited as one of the best 5E campaigns, winner of the 2016 ENnie Award for Best Adventure.

Wikipedia →
Adventure Path

Rise of the Runelords

Paizo 2007
Pathfinder 1E

The first Pathfinder Adventure Path that established the formula for Paizo's campaign style. Players investigate a series of attacks in the town of Sandpoint, uncovering an ancient evil tied to the fallen empire of Thassilon.

Legacy: The inaugural Pathfinder Adventure Path that helped define Paizo's storytelling approach.

Official Resource →
Adventure Path

Curse of the Crimson Throne

Paizo 2008
Pathfinder 1E

An urban campaign set in the city of Korvosa, dealing with political intrigue, a cursed monarchy, and ancient evils. Players navigate a complex web of factions while trying to save the city from a mad queen.

Official Resource →
Campaign

The Enemy Within

Games Workshop/Cubicle 7 First published 1986-1989
WFRP 1EWFRP 4E

The definitive Warhammer Fantasy Roleplay campaign, taking players through the Empire as they uncover a vast conspiracy threatening to destroy it from within. Blends political intrigue, horror, and black humor.

Legacy: Revolutionized campaign design with its mature themes, political complexity, and narrative focus.

Wikipedia →
One-Shot

A Rough Night at the Three Feathers

Games Workshop/Cubicle 7 First published 1987
WFRP 1EWFRP 4E

A masterclass in scenario design set entirely within a single inn over one night. Multiple plot threads unfold simultaneously as various NPCs pursue their own agendas, creating a rich, dynamic environment.

Legacy: Often cited as one of the best one-shot adventures ever written, demonstrating how a confined setting can create compelling gameplay.

Official Resource →
Campaign

Masks of Nyarlathotep

Chaosium First published 1984
Call of Cthulhu

A globe-spanning campaign against the cult of Nyarlathotep, taking investigators from New York to Egypt, Kenya, England, Australia, and China. Features deep investigation, memorable NPCs, and multiple paths to victory or defeat.

Legacy: Considered one of the greatest RPG campaigns ever written, pioneering the modern investigative campaign structure.

Official Resource →
Campaign

Horror on the Orient Express

Chaosium First published 1991
Call of Cthulhu

A sprawling mystery aboard the famous Orient Express train, spanning multiple European cities. Investigators race to gather pieces of an ancient artifact while pursued by deadly cultists and cosmic horrors.

Official Resource →
Campaign

Red Hand of Doom

Wizards of the Coast 2006
D&D 3.5E

A war-focused campaign pitting players against a massive hobgoblin army led by a powerful cleric of Tiamat. Features large-scale battles, strategic choices, and a race against time to prevent the horde from destroying the Vale.

Legacy: Often regarded as one of the best standalone D&D adventures, showcasing how to handle warfare in a fantasy campaign.

Wikipedia →
Module

Keep on the Borderlands

TSR/Wizards of the Coast First published 1979
Basic D&DD&D 5E

A quintessential starter adventure featuring a frontier outpost and the nearby Caves of Chaos. Contains multiple mini-dungeons housing different monster factions with complex relationships, creating opportunities for strategic play.

Legacy: One of the most widely played D&D adventures ever, included with many Basic D&D sets and introducing countless players to the game.

Wikipedia →

What Makes a Great Adventure?

Memorable Adversaries

The greatest adventures feature villains with clear motivations, distinctive personalities, and methods that transcend simple combat encounters. Count Strahd, Acererak, and other iconic foes remain in players' memories long after the campaign ends.

Meaningful Choices

Player agency is paramount—the best adventures present genuine dilemmas with consequences that matter. When decisions affect the narrative arc and outcome, players become fully invested in the story rather than feeling railroaded.

Evocative Settings

A well-realized setting acts as another character in the story. Whether it's the mist-shrouded streets of Barovia, the twisted passages of the Tomb of Horrors, or the gritty urban landscape of Korvosa, the environment should enhance the narrative.

Flexible Structure

Great adventures balance structure with flexibility, providing clear goals while allowing for unexpected approaches. The best scenarios accommodate player creativity rather than forcing a single solution to challenges.

Running Published Adventures

Published adventures provide a foundation for memorable campaigns, but bringing them to life requires more than simply reading the text aloud. Consider these approaches when adapting these classics for your table:

Preparation Tips

  • Read Ahead: Understand the complete adventure before starting, noting key plot points and potential bottlenecks
  • Personalize NPCs: Adapt characters to connect with your players' backstories and interests
  • Create Cheat Sheets: Distill complex locations and encounters into quick reference notes
  • Update Mechanics: For older adventures, consider modernizing mechanics while preserving the core experience
  • Set Expectations: For deadly classics like Tomb of Horrors, ensure players understand the challenge level

Adaptation Strategies

  • Make It Yours: Don't hesitate to modify elements that don't fit your group's style
  • Address Dated Material: Update cultural portrayals and stereotypes from older adventures
  • Adjust Difficulty: Scale challenges to match your party's composition and experience
  • Connect Hooks: Link adventure elements to character backstories for deeper engagement
  • Create Space: Add breathing room between intense encounters for character development

Pro Tip: Even the most detailed adventure can't anticipate every player action. Prepare to improvise and allow the adventure to evolve based on your group's unique approach to challenges.