G'day folks!
Editing this thread to make it more non-Semlak-y.
What are the best and worst of 2E adventures?
Please limit your answers to ones you've played or DMed, rather than those you've just looked at - the experience is important!
In my case...
The Avatar Trilogy (Shadowdale, Tantras, Waterdeep) shows off some of the worst of the 2E railroading and NPC-dominance traits. My players got utterly sick of the NPCs doing everything, talking amongst themselves without reference to the PCs, and Elminster popping up. I don't think we even finished Tantras before things finished.
This is somewhat of a pity, because a lot of individual encounters aren't that bad. (Actually, the adventure ideas in Arabel in the first module may be the best part of the entire series!
)
Five Shall Be One! sort of ends up in both my best and worst list - the basic idea is excellent, the execution is pretty good, but the sequel - Howl from the North - is just pathetic, tainting an otherwise solid module.
Vecna Lives is also an interesting one, a great concept, some great investigative adventuring... and a fairly limp rail-roaded ending. My players loved it though, which is why I've included it.
What are your thoughts?
Cheers!
Editing this thread to make it more non-Semlak-y.

What are the best and worst of 2E adventures?
Please limit your answers to ones you've played or DMed, rather than those you've just looked at - the experience is important!
In my case...
The Avatar Trilogy (Shadowdale, Tantras, Waterdeep) shows off some of the worst of the 2E railroading and NPC-dominance traits. My players got utterly sick of the NPCs doing everything, talking amongst themselves without reference to the PCs, and Elminster popping up. I don't think we even finished Tantras before things finished.
This is somewhat of a pity, because a lot of individual encounters aren't that bad. (Actually, the adventure ideas in Arabel in the first module may be the best part of the entire series!

Five Shall Be One! sort of ends up in both my best and worst list - the basic idea is excellent, the execution is pretty good, but the sequel - Howl from the North - is just pathetic, tainting an otherwise solid module.
Vecna Lives is also an interesting one, a great concept, some great investigative adventuring... and a fairly limp rail-roaded ending. My players loved it though, which is why I've included it.
What are your thoughts?
Cheers!
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