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So what 3E adventures were worst?
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<blockquote data-quote="Treebore" data-source="post: 3839440" data-attributes="member: 10177"><p>You didn't have to play a particular pre-gen. Since these were new characters anyway I just tacked on the background history to the players mage, who was cool with it. Still, using it as the lead in to Crucible of Freya is what made it particularly good, not by itself.</p><p></p><p>I'll have to read that particular encounter again to be sure, but I believe surprise chacks and initiative rolls were allowed. </p><p></p><p>The part I didn't like was the farm house. It ended up being way more dangerous then it looked to be. I had to do "active DM intervention" to prevent character deaths for that one.</p><p></p><p></p><p></p><p>As for my least favorite 3E module? I'll have to go along with Return to Temple of Elemental Evil, because I also hated the original. SO when you build upon crap how can it get better than just a bigger pile? I love Hommlet and the keep area, but once you get past the first level down below it just becomes totally monotonous, railroadish, and totally unfun to play or DM.</p><p></p><p>There are other modules I own that were lousy when I read them, but since I never even tried to run them I don't recall their names.</p><p></p><p>Another module that I don't like, mostly because I don't like clockwork is a module done by Necromancer, I think it was even written by Mike Mearls. Siege of Durham's Folly is what I think the name is.</p><p></p><p>Others liked it, but then again others liked ToEE and Return to ToEE.</p></blockquote><p></p>
[QUOTE="Treebore, post: 3839440, member: 10177"] You didn't have to play a particular pre-gen. Since these were new characters anyway I just tacked on the background history to the players mage, who was cool with it. Still, using it as the lead in to Crucible of Freya is what made it particularly good, not by itself. I'll have to read that particular encounter again to be sure, but I believe surprise chacks and initiative rolls were allowed. The part I didn't like was the farm house. It ended up being way more dangerous then it looked to be. I had to do "active DM intervention" to prevent character deaths for that one. As for my least favorite 3E module? I'll have to go along with Return to Temple of Elemental Evil, because I also hated the original. SO when you build upon crap how can it get better than just a bigger pile? I love Hommlet and the keep area, but once you get past the first level down below it just becomes totally monotonous, railroadish, and totally unfun to play or DM. There are other modules I own that were lousy when I read them, but since I never even tried to run them I don't recall their names. Another module that I don't like, mostly because I don't like clockwork is a module done by Necromancer, I think it was even written by Mike Mearls. Siege of Durham's Folly is what I think the name is. Others liked it, but then again others liked ToEE and Return to ToEE. [/QUOTE]
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So what 3E adventures were worst?
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