D&D's Best First Edition Campaigns (2025)

has been around for over 40 years, and in that time, there have been many wonderful and imaginative adventures created for players to enjoy. But sometimes it's nice to go back to the roots and see where it all started. The 1st edition of DnD had tons of adventure modules ranging in difficulty and themes and there are first edition campaigns that have stood the test of time, holding up to those in 5e today.

Many 1st edition modules fell firmly into the category of dungeon crawlers, where players face enemy after enemy in search of enough treasure and magic items to make the DnD party rich. While there is nothing wrong with a good old-fashioned dungeon crawl, there were also more unique modules that offered players and DMs a little something extra. Whether because of plot, characters, or atmosphere, there are other more fondly remembered 1st edition campaigns.

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Dwellers Of The Forbidden City Has Some Memorable D&D Traps

D&D's Best First Edition Campaigns (1)

Dwellers of the Forbidden City was first published in 1981 and is best remembered for being the module that first introduced the Yuan-ti, Tasloi, and the Aboleth to DnD. In the adventure, players are sent to deal with bandits who have been attacking trade caravans deep in the jungle. This brings them to a village where they first learn about the Forbidden City and the Yuan-ti who dwell there. Although Dwellers of the Forbidden City has had mixed reviews in the past, it is a great adventure full of action, unlikely traps DnD players wouldn't suspect, and intrigue.

D&D 1e's The Lost Caverns of Tsojcanth

D&D's Best First Edition Campaigns (2)

The Lost Caverns of Tsojcanth from 1982 is a brilliant module full of encounters and adventure for players and DMs to sink their teeth into. The plot involves investigating rumors of a lost treasure and features both an overland and underground adventure as players search wilderness and caverns for the fabled riches.

It doesn't have the best storyline as it follows the old school system of a set number of encounters with little scenes that tie them together, but that doesn't spoil the fun. There is enough hinted at throughout the module that DMs should be able to fill the gaps themselves or even adapt this module into their current DnD campaign setting or even homebrew.

Tomb Of Horrors Was Designed To Be A Challenge In D&D

D&D's Best First Edition Campaigns (3)

Tomb of Horrors was first published in 1978, although it was first written and used for the 1975 Origins 1 convention. The tomb of the title is that of the demilich Acererak, who would later be brought into 5th edition DnD in Tomb of Annihilation. The plot is simple: The adventuring party must battle their way through the tomb’s many monsters and defeat Acererak, but what really sets Tomb of Horrors apart from other dungeon crawls is the incredibly deadly traps, with many having no saving throws.

Indeed, Gary Gygax designed Tomb of Horrors to be almost impossible to beat, but that doesn't mean many haven't tried, as it was considered the ultimate DnD player challenge. The 1st edition Tomb of Horrors is notorious among older DnD players due to its traps and the tough battle with Acererak himself, making it a great campaign for powerful high-level characters who want to test their mettle. It has since been adapted to 5th edition and can be found in Tales of the Yawning Portal.

White Plume Moutain Requires Some Clever Thinking

D&D's Best First Edition Campaigns (4)

In the White Plume Mountain module, first published in 1979, players are sent in search of three magical, sentient weapons following their theft. Each of the weapons has been taken to White Plume Mountain by the wizard Karaptis and what follows is a challenging but classic DnD dungeon crawl fighting ogres, vampires, and even seal lions.

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The number of traps makes White Plume Mountain particularly difficult, but for groups who love brain-teasers, this DnD module is tons of fun. White Plume Moutain is chock-full of atmosphere, setting it apart from other dungeon crawlers, and like Tomb of Horrors has also been adapted to 5e and can be found in Tales from the Yawning Portal.

The Temple of Elemental Evil Is The Classic D&D Dungeon

D&D's Best First Edition Campaigns (5)

The Temple of Elemental Evil, first published in 1985, is one of DnD's most classic modules and has all the hallmarks of what makes 1st edition adventures iconic. There is the traditional town for players to rest and resupply in, there's the story itself of starting from nothing and becoming powerful god-like high-level DnD characters, and there is the iconic multilevel dungeon filled with traps and classic monsters.

The plot itself is nice and straightforward, and players must defeat raiders threatening the village of Hommlet. After they have the village as a base, they can explore the temple itself, eventually meeting and fighting Zuggtmoy herself. The Temple of Elemental Evil is the dungeon crawl to which all others are now compared, and there is a reason it is still considered one of the best.

D&D's Expedition To The Barrier Peaks Is Not What Players Will Expect

D&D's Best First Edition Campaigns (6)

Expedition to the Barrier Peaks from 1980 is a brilliant spin on the traditional fantasy RPG plot. In the beginning, players are sent to investigate a cave in the mountains, and once they get there, the party will discover the cave is actually the entrance to a downed spaceship. The ship is filled with robots, monsters, and futuristic loot like blasters and power armor that are usually seen in more classic sci-fi tabletop RPGs. Expedition to the Barrier Peaks crosses genres and provides an entirely unique adventure. It is completely self-contained, meaning it will neatly slot into any other long-running campaign.

Enjoy the Mystery With D&D's The Sinister Secret Of Saltmarsh

D&D's Best First Edition Campaigns (7)

First published in 1981, The Sinister Secret of Saltmarsh is a fantastic adventure divided into two parts. The Haunted House sends the players to the town of Saltmarsh and, just as the name suggests, deals with a haunted house on the edge of the town. Sea Ghost continues the story as the party continues to unravel the mystery of Saltmarsh.

The Sinister Secret of Saltmarsh was one of the first adventures in 1st edition that was more story-driven and used clever narrative tricks to keep the party on track. Instead of a dungeon crawl, the players had to investigate the town, uncovering clues and making allies. This DnD module's focus was to let the story unfold through exploration rather than plowing through monsters, making The Sinister Secret of Saltmarsh stand out. The module was adapted and expanded for 5th edition with Ghosts of Saltmarsh, where The Haunted House and The Sea Ghost make up chapter two of the campaign.

Ravenloft And Strahd Are D&D Classics

D&D's Best First Edition Campaigns (8)

Finally, one of the best-known 1st edition modules is Ravenloft, first published in 1983 and the first appearance of everyone's favorite villain Strahd von Zarovich. Ravenloft used a great mix of fantasy and gothic horror to create a wonderfully atmospheric setting. The result is an adventure filled with vampire lore without falling into too many overused DnD tropes that DMs like to avoid.

The module used a unique system for DMs to determine certain aspects of the plot. Before the start of the game, DMs would draw five cards from a deck of six. These cards would then determine where magical items were located, where the lore book the Tome of Strahd could be found by players, where Strahd himself was, and finally, his motivations throughout the adventure.

Strahd and Barovia left a lasting impression on DnD players, so much so that the module has been updated and republished many times. Its most recent update saw it adapted into 5th edition in Curse of Strahd. Ravenloft showed that modules for Dungeons & Dragons didn’t just have to be dungeon crawls but could also be deep character-driven narratives.

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