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It's still a bit hard for new players/starting characters too. S3 is a favorite, but some won't appreciate sci-fi peanut butter in their fantasy chocolate.ī2 is great, but avoid the evil traitor NPCs for new players. T2-4 is a slog that I've never made it though, not due to TPK but from groups breaking up, seems cursed to me. T1's good but light on treasure unless evil, beware the toads I've had many a TPK with the first enouncter from them, and the whole thing is a death trap that's suited to experienced players* not as an intro. S1 is for overpowered characters run by master players* to kill them off, don't use it unless you're in such a situation. G&Ds are favorites, but again tourney modules and much harder than the levels/#'s listed. When converting I recommend dropping the ghouls #'s down a bit or replacing with zombies, as they're much more deadly in AD&D with 3 paralyzing attacks vs. It's not AD&D, but can be converted easily.
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My favorite not listed for that is Holmes Basic Sample Dungeon aka Tower of Zenopus, or Dungeon of Zenopus which is free on WotC's site. I'll also note the starting adventures tend to be too hard for their level with newer players and having a short intro to get people to level 2 first is a good idea.
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Most of those are tourney modules where it's expected you're going to kill off half or more of the PCs because they're one-shots for conventions with little to no effort made to make them work for a campaign. Here is the list in order.ġ5.X2 Castle Amber (Chateau d’Amberville)ġ9.N1 Against the Cult of the Reptile God In 2004, Dungeon put out a list of the best modules of all time.