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So what 3E adventures were worst?
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<blockquote data-quote="Jhaelen" data-source="post: 3842617" data-attributes="member: 46713"><p>My vote is for the initial Eberron adventures, too <strong>Shadows & Whispers</strong>. They were so bad, I stopped buying any Eberron material for a long time. I even analyzed them and started to rewrite the adventures to make them playable but it was a wasted effort. After removing the bad stuff nothing was left except for the backstory...</p><p></p><p>Most of the original WotC 'adventure path' modules have their problems. But none of them is so bad they couldn't be salvaged:</p><p></p><p>The first two are actually pretty good as written. Especially <strong>Forge of Fury</strong> was _very_ fun and memorable.</p><p></p><p><strong>Speaker in Dreams</strong>: I just picked a couple of scenes from this one (e.g. the grimlock ambush and the final encounter in the baron's manor). I strongly disagreed with the idea of a mindflayer opening a gate to the lower planes.</p><p></p><p><strong>Standing Stone</strong>: I'm currently playing this. So far it's going nicely, my players even enjoyed the labyrinth part! I've completely replaced/upgraded the encounters, though (the party's average level is 9). So far it looks as if they won't get what's really going on there, though - which is a pity but might help avoid a potential tpk.</p><p></p><p><strong>Nightfang Spire</strong>: If I run this, I'm going to replace/remove several encounters (more encounter variety; no girallons, please...). All in all, I really enjoyed reading it, though.</p><p></p><p><strong>Deep Horizon</strong>: No bat-men in my campaign! I'm going to run this but replace the Desmodu with a different race, probably Duergar. The adventure itself has some high-lights which should make it worthwhile.</p><p></p><p><strong>Iron Fortress</strong>: After changing the map scale it might be runnable. I'm going to replace several encounters and change the backstory to turn it into a mission for the Githyanki to get access to some silver swords. Should work just fine.</p><p></p><p><strong>Bastion of Broken Souls</strong>: I'm only going to attempt playing this if my campaign has reached its conclusion and my players are not ready to start a new campaign, yet. It doesn't make a lot of sense, imho, and looks like a campaign-ending-device to me.</p><p>I'd say it's the worst of the whole adventure path, but maybe that's just because 3E breaks down in the high end levels.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 3842617, member: 46713"] My vote is for the initial Eberron adventures, too [b]Shadows & Whispers[/b]. They were so bad, I stopped buying any Eberron material for a long time. I even analyzed them and started to rewrite the adventures to make them playable but it was a wasted effort. After removing the bad stuff nothing was left except for the backstory... Most of the original WotC 'adventure path' modules have their problems. But none of them is so bad they couldn't be salvaged: The first two are actually pretty good as written. Especially [b]Forge of Fury[/b] was _very_ fun and memorable. [b]Speaker in Dreams[/b]: I just picked a couple of scenes from this one (e.g. the grimlock ambush and the final encounter in the baron's manor). I strongly disagreed with the idea of a mindflayer opening a gate to the lower planes. [b]Standing Stone[/b]: I'm currently playing this. So far it's going nicely, my players even enjoyed the labyrinth part! I've completely replaced/upgraded the encounters, though (the party's average level is 9). So far it looks as if they won't get what's really going on there, though - which is a pity but might help avoid a potential tpk. [b]Nightfang Spire[/b]: If I run this, I'm going to replace/remove several encounters (more encounter variety; no girallons, please...). All in all, I really enjoyed reading it, though. [b]Deep Horizon[/b]: No bat-men in my campaign! I'm going to run this but replace the Desmodu with a different race, probably Duergar. The adventure itself has some high-lights which should make it worthwhile. [b]Iron Fortress[/b]: After changing the map scale it might be runnable. I'm going to replace several encounters and change the backstory to turn it into a mission for the Githyanki to get access to some silver swords. Should work just fine. [b]Bastion of Broken Souls[/b]: I'm only going to attempt playing this if my campaign has reached its conclusion and my players are not ready to start a new campaign, yet. It doesn't make a lot of sense, imho, and looks like a campaign-ending-device to me. I'd say it's the worst of the whole adventure path, but maybe that's just because 3E breaks down in the high end levels. [/QUOTE]
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