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What are the worst classic D&D adventure modules?

Temple of Elemental Evil.

I know, it's heretical to say this but it's true.

After waiting 5+ years I was expecting at least two things:

1. That it would be a completed product. It was not.
2. Some effort would be made to actually make it feel "elemental". We got generic clerics and randomly generated level-appropriate monsters.

Personally, I loved - and still love! - T1 and, in particular, the Moathouse. That's an almost perfect dungeon, IMO. After that, I love some of the Gygaxian prose describing the effects of the titular temple on the environment:

"When the Temple of Elemental Evil flourished, earthquakes, storms of all sorts, great fires, and flash floods struck areas nearby with seeming capriciousness. All that ceased when the Temple was assaulted and sealed." (page 27)

but then no effort is made to connect those sorts of events with the temple. There's is little to distinguish it from a randomly-generated dungeon.

And what a horrible slog.

ToEE was bait-and-switch: we got promised something that was finished (OK, that's an implied promise) and something elemental. It failed to deliver on both counts.

And, Luz, totally agree with you about the Avatar triology. I just re-read them last week. There are some great pieces of Realmslore in there if you're a bit of a hardcore FR fan but they're absolute disasters as adventures. Ed has a different way of DMing that most people. It seems his groups are almost like hardcore improv actors - he refers to the fact that they rarely roll dice or use rules. While that's great if you like the way he creates Realmslore - and I do - that doesn't really translate into the sort of adventures most of us want to play.

Sadly, when he does write something more D&D-esque, you get the Haunted Halls of Eveningstar which is Gygaxian in its incompleteness... because the then-TSR removed about two-thirds of what Ed wrote.
 

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I don't remember the title, pre 1987 more like 1983. Lime green cover, had random treasure chart and random monster chart for the rooms. And a t rex as the boss monster.

EDIT to add thanks remus it was B1 with the yellow/lime green cover.
 
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Scrivener of Doom: although I wouldn't rank ToEE as one of the worst modules, it was definately a big letdown. So much more could (and should) have been done with it. Back in those days we still enjoyed it, even though my group did not survive.

The second time I ran ToEE I had to make some serious changes to make it more interesting, including reworking most of the key NPCs using some of the elementalist options from the Tome of Magic. There was much more emphasis on Nulb since my players really liked spending time there. A lot of modifications were also made to the nodes and dungeon levels as well, so the original module was nearly unrecognizable.
 

...I will definitely catch heck for my nomination for worst:

S3 - Expedition to the Barrier Peaks.
Robots, crashed spaceship, bunny-stumps, Vegepygmies! laser guns, and the map had the initials EGG on it. How lame!

I'm with you on this, Chris. I was probably only about 13 or 14 when I played this, and I wasn't very discriminating at that age, but even then I was turned off by the big reveal about the crashed spaceship. I didn't like the mixing of genres...the sci-fi elements in my fantasy game.

Now don't get me wrong...I'm a HUGE science fiction and space opera fan. I like sci-fi and space opera WAY more than I like fantasy. But I didn't like the idea of the two genres mixing. I was in a sword-and-sorcery mindset, and suddenly, there's a spaceship there. That ruined the feel of the game for me.
 

Now don't get me wrong...I'm a HUGE science fiction and space opera fan. I like sci-fi and space opera WAY more than I like fantasy. But I didn't like the idea of the two genres mixing. I was in a sword-and-sorcery mindset, and suddenly, there's a spaceship there. That ruined the feel of the game for me.
As a kid, I had a similar view. Not sure why I did not like mixing 'chocolate' with 'peanut butter'.
But I ran S3 again not too long ago and it was a blast. I had to change it to be much, much smaller and less of a random explore a huge dungeon (crashed space ship). What made it so great were the Otis illustrations and the players trying to figure out what the technology did. Otis did a great job on obfuscating the laser guns, etc...
 


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