Classic Adventures Modules -- wishes and failures

Bullgrit

Adventurer
What classic adventure module have you always wanted to run or play through, but you've never been able to?

What classic adventure module have you run or played through that turned out very different than it was "supposed to" or than you expected?

Bullgrit
 

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Wishes: There are some classic Basic modules I never got around to getting- Kings Festival, Queens Harvest, & Saga of the Shadow Lord.

Failures: We were very excited when the Temple of Elemental Evil was released and enjoyed the expanded Nulb area and the upper ruins. The vast majority of the temple we didn't think lived up to the hype.
 

Wishes: I've yet to run through any of the Slavers series, The U series past Saltmarsh, the Bloodstone series. The Desert of Desolation trilogy; I've only played through the first one of those.

Failures: Expedition to barrier Peaks just didn't work that well for us. Temple of Elemental Evil was one that we played for mist of a day and then when the DM realized how much more we had to do just gave up. Demon Webpits just had too many restrictions if I'm recalling it correctly. Earthshaker was a neat idea but it just was not a fun module.
 

Wish I would have played that three-part superadventure that started with Cormyr: The Tearing of the Weave.

Fail: Not an adventure itself--Iuz the Evil. Back in the day, I purchased a copy on eBay for over $100.00...I wanted it bad. While an excellent supplement, my adventure idea flopped when I actually tried to run it (my fault really). Just the build-up, then let-down, make it memorable for me.
 
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I like how two of the first three had ToEE.

When a sequal takes 7 years to come out, you want it to be good!

(if this was a 3E thread, we could then get into RttToEE).
 

Classic I always wanted to play through but didn't: I3 Pharaoh

Adventure that played different than I expected: I'll go with Barrier Peaks too, robots and D&D didn't fly with my friends.
 


What classic adventure module have you always wanted to run or play through, but you've never been able to?

GDQ. Possibly my holy grail of gaming - D3 was the first module I ever owned - and it's a tremendously important series to me. However, I've never managed to play or run any of it (save a very small amount of The Steading of the Hill Giant Chief)

What classic adventure module have you run or played through that turned out very different than it was "supposed to" or than you expected?

I'm going to give a surprising one here: Vecna Lives! This is an adventure that has been widely derided, and I didn't have great hopes for how it went; however, the Vecna thread was becoming important for my campaign, so I pulled this out.

And it worked really well. I didn't use the Co8 prologue, but the interaction with Iuz, Vecna and Kas made it into an epic and enjoyable game. Great fun. So, instead of being a mistake, it ended up being really great.

Cheers!
 

What classic adventure module have you always wanted to run or play through, but you've never been able to?

Tomb of Horrors. I own the original and downloaded the 3rd edition update. I have just never had a group interested in running through it.

What classic adventure module have you run or played through that turned out very different than it was "supposed to" or than you expected?

Die Vecna, Die! Greyhawk and Ravenloft were my two favorite settings and Planescape was my best friend's, so a module set in all three must be awesome, right? Wrong.
 


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