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What are the worst classic D&D adventure modules?


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H4.

Oh God it's bad. Worst depiction of the planes and worst atmosphere and style for a planar module ever. Hands down. I want to buy every extant copy just so I can light them on fire and pee on the ashes*.


*not to say that there aren't other things in the world I could see doing this for as well, but that's another topic entirely. ;)
 

A lot on that list seemed to be for convention events only, not for release. Especially the valuable ones.

The acaem list has some of those.

But excluding those, and compilations, its still like 150.

Anyhoo, I will be starting another thread on it.
 




Not many people are explaining why their choices are the worst modules.

Bullgrit

The module is sitting on shelf in a shrink-wrapped package. It is neither screaming at you or trying to hide on the shelf. Some of the shrink-wrap has come undone at the top corner but this in no way causes the module to smell like pineapple or perform backflips. :p

You gotta check out the recently necro'd thread. :)
 

The Avatar Trilogy that bridged 1st and 2nd edition Forgotten Realms were terrible as adventures. Quite literally the only time the PCs get to do anything is during random encounters. Several points in the adventure flat out state, "The PCs should not be able to effect these events," and there is a very stupid forced capture in there as well. The PCs get to witness climactic events such as Mystra dying and Elminster fighting Bane, but don't actually get to do anything during what are essentially cut scenes. At one point in the Shadowdale module, there is literally a span of 3+ pages of pure flavor text, during which the PCs get to do nothing but stand around and watch. And the ultimate reward for getting through the whole trilogy? Watching a bunch of NPCs become gods.

Other modules have lame plots or stupid design, but I don't think anything can be quite as un-fun as going through the Avatar trilogy as written.
 

I remmbering playing "The Forest Oracle" on New Year's Day, 1990.

It was a new decade - the Berlin Wall had fallen, peace was breaking out all over, and I still was no closer to having a girlfriend.

But heh, I was only 14, and as much as I wince to admit it, I loved "The Forest Oracle"...

Worst modules: The Gem and the Staff was extremely dull, but it did have an interesting concept. You and your buddy took turns DMing for each other through two similar modules, and then you scored each other.

M1 - Somebody bought it for a birthday present. It was awful and unplayable. I think all the M modules were bad...

Castle Greyhawk remains one of the greatest disappointments of my adolescent years...
 

The Avatar Trilogy that bridged 1st and 2nd edition Forgotten Realms were terrible as adventures. Quite literally the only time the PCs get to do anything is during random encounters. Several points in the adventure flat out state, "The PCs should not be able to effect these events," and there is a very stupid forced capture in there as well. The PCs get to witness climactic events such as Mystra dying and Elminster fighting Bane, but don't actually get to do anything during what are essentially cut scenes. At one point in the Shadowdale module, there is literally a span of 3+ pages of pure flavor text, during which the PCs get to do nothing but stand around and watch. And the ultimate reward for getting through the whole trilogy? Watching a bunch of NPCs become gods.

Other modules have lame plots or stupid design, but I don't think anything can be quite as un-fun as going through the Avatar trilogy as written.
That sounds horrible, and exactly like the first campaign I ever DM'd. For some strange reason, that group didn't want to play anymore...
 

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