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What are the worst classic D&D adventure modules?
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<blockquote data-quote="CleverNickName" data-source="post: 5175519" data-attributes="member: 50987"><p>I was sort of being tongue-in-cheek when I wrote that post. But yes, I read the module beforehand, and we all tried our best to have fun with it. It was just too forthright in its eagerness to destroy the PCs. Not just kill--this module wants to crush, humiliate, even <em>annihilate</em> them. So halfway through, I decided to make this one "not count," and everyone relaxed and enjoyed the (very short) ride.</p><p></p><p>Still, it wasn't what I would call a great adventure module. Even without the sucker-punch boobytraps, it's kind of weak. The plot is unimaginative, the setting is cliche, and the rewards do not merit the risk. IMO, of course.</p><p></p><p>Woops, sorry about the spoiler tag (or lack thereof.) But come on. Does a character really deserve to be annihilated--not just paralyzed, or cursed, or even slain--for failing to carry a ten-foot pole? FWIW, they did "test" the opening by throwing pebbles into it. All that did was reinforce the theory that they had found a portal.</p><p></p><p>Yep. This is exactly what happened to the rest of the party. (Well, those that survived all of the previous traps and such leading up to that point.) They were convinced that they had discovered a magical gate to the Abyss, or Hell, or somewhere. Which is not an unreasonable assumption, given the setting, the wizard's reputation, the supernatural-looking blackness, and the demonic frame around it. I had to sit there silently and watch as they all marched into oblivion like ants.</p><p></p><p>I suppose a lot of DMs would think this was funny.</p><p></p><p>Agreed. And these are the biggest reasons why we didn't particularly care for it.</p><p></p><p>I guess I was a bit too harsh when I implied it was a "bad module." It is a classic, after all. What I probably should have said was "of all the modules we have played, this was the one we enjoyed the least."</p></blockquote><p></p>
[QUOTE="CleverNickName, post: 5175519, member: 50987"] I was sort of being tongue-in-cheek when I wrote that post. But yes, I read the module beforehand, and we all tried our best to have fun with it. It was just too forthright in its eagerness to destroy the PCs. Not just kill--this module wants to crush, humiliate, even [I]annihilate[/I] them. So halfway through, I decided to make this one "not count," and everyone relaxed and enjoyed the (very short) ride. Still, it wasn't what I would call a great adventure module. Even without the sucker-punch boobytraps, it's kind of weak. The plot is unimaginative, the setting is cliche, and the rewards do not merit the risk. IMO, of course. Woops, sorry about the spoiler tag (or lack thereof.) But come on. Does a character really deserve to be annihilated--not just paralyzed, or cursed, or even slain--for failing to carry a ten-foot pole? FWIW, they did "test" the opening by throwing pebbles into it. All that did was reinforce the theory that they had found a portal. Yep. This is exactly what happened to the rest of the party. (Well, those that survived all of the previous traps and such leading up to that point.) They were convinced that they had discovered a magical gate to the Abyss, or Hell, or somewhere. Which is not an unreasonable assumption, given the setting, the wizard's reputation, the supernatural-looking blackness, and the demonic frame around it. I had to sit there silently and watch as they all marched into oblivion like ants. I suppose a lot of DMs would think this was funny. Agreed. And these are the biggest reasons why we didn't particularly care for it. I guess I was a bit too harsh when I implied it was a "bad module." It is a classic, after all. What I probably should have said was "of all the modules we have played, this was the one we enjoyed the least." [/QUOTE]
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What are the worst classic D&D adventure modules?
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