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So what 3E adventures were worst?
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<blockquote data-quote="wayne62682" data-source="post: 3842127" data-attributes="member: 40455"><p>Let me cast my vote for <strong>Shadows of the Last War</strong> and <strong>Whispers of the Vampire's Blade</strong>. I actually thought both were fun adventures with lots of action, but they had lots of problems.</p><p></p><p>Shadows: The biggest problem with this was that the adventure takes place in the Mournlands, where healing magic doesn't work at all. Granted, Keith Baker wrote it when that wasn't finalized, but there are some hefty encounters that can really drain you. Also, the dungeon has traps for nonsensical reasons; my players found the 'real' entrance and went around to the fake entrances, setting off the traps at each one (that was funny though). The whole color-coded key things were a bit stupid, too. Perhaps worst of all is the fact the players are supposed to surrender the item they came to retrieve (well, a copy of it) to the bad guys, or risk a TPK by trying to fight them.</p><p></p><p>Whispers: Even worse, due to a totally railroaded plot that pretty much REQUIRES DM fiat if you don't want it over in 30 minutes. The action scenes were great, but it would really annoy players to constantly have the bad guy escape five times (or however many, I lost track) just because the plot requires it. This one could have been a LOT better if it wasn't so linear.</p></blockquote><p></p>
[QUOTE="wayne62682, post: 3842127, member: 40455"] Let me cast my vote for [b]Shadows of the Last War[/b] and [b]Whispers of the Vampire's Blade[/b]. I actually thought both were fun adventures with lots of action, but they had lots of problems. Shadows: The biggest problem with this was that the adventure takes place in the Mournlands, where healing magic doesn't work at all. Granted, Keith Baker wrote it when that wasn't finalized, but there are some hefty encounters that can really drain you. Also, the dungeon has traps for nonsensical reasons; my players found the 'real' entrance and went around to the fake entrances, setting off the traps at each one (that was funny though). The whole color-coded key things were a bit stupid, too. Perhaps worst of all is the fact the players are supposed to surrender the item they came to retrieve (well, a copy of it) to the bad guys, or risk a TPK by trying to fight them. Whispers: Even worse, due to a totally railroaded plot that pretty much REQUIRES DM fiat if you don't want it over in 30 minutes. The action scenes were great, but it would really annoy players to constantly have the bad guy escape five times (or however many, I lost track) just because the plot requires it. This one could have been a LOT better if it wasn't so linear. [/QUOTE]
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