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So what 3E adventures were worst?
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<blockquote data-quote="James Jacobs" data-source="post: 3841838" data-attributes="member: 23937"><p>HA! Yup, that was "The Thunder Below," an adventure I wrote for the WotC website back in the day. One of the problems, of course, is that high-level D&D is kind of broken—this was ESPECIALLY true in 3.0. A protection from evil spell, for example, pretty much shuts down a ghost's possession attack. Anyway, sorry you didn't have fun with the adventure, but it does sound like the DM was being a bit too unfair with the group in a lot of places. For example, the adventure pretty much calls out speak with dead as one of the spells that WILL work to extract answers from the dead body with the clues. Raise dead certainly works better, but the adventure, as written, doesn't say that speak with dead won't work. In another case, the adventure specifically calls out teleport as "the most efficient and safe way for the characters to approach the castle." Sounds like the DM was making some poor calls to me.</p><p></p><p>I do aggree about the half-dragons, though. They got used WAY too much during 3.0. Which is the main reason I put a ban on them when I started editing Dungeon... Half dragons need to be justified, not just there becasue "ha ha the troll's a half black dragon and now he's immune to acid ha ha I WIN!"</p><p></p><p>I'd be curious to see what you thought of the adventure after you read it!</p></blockquote><p></p>
[QUOTE="James Jacobs, post: 3841838, member: 23937"] HA! Yup, that was "The Thunder Below," an adventure I wrote for the WotC website back in the day. One of the problems, of course, is that high-level D&D is kind of broken—this was ESPECIALLY true in 3.0. A protection from evil spell, for example, pretty much shuts down a ghost's possession attack. Anyway, sorry you didn't have fun with the adventure, but it does sound like the DM was being a bit too unfair with the group in a lot of places. For example, the adventure pretty much calls out speak with dead as one of the spells that WILL work to extract answers from the dead body with the clues. Raise dead certainly works better, but the adventure, as written, doesn't say that speak with dead won't work. In another case, the adventure specifically calls out teleport as "the most efficient and safe way for the characters to approach the castle." Sounds like the DM was making some poor calls to me. I do aggree about the half-dragons, though. They got used WAY too much during 3.0. Which is the main reason I put a ban on them when I started editing Dungeon... Half dragons need to be justified, not just there becasue "ha ha the troll's a half black dragon and now he's immune to acid ha ha I WIN!" I'd be curious to see what you thought of the adventure after you read it! [/QUOTE]
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So what 3E adventures were worst?
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