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Worst D&D adventure of all time?
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<blockquote data-quote="jsewell" data-source="post: 2542330" data-attributes="member: 25359"><p>-Hee Hee, I bought the AD&D version for just that reason, but you're right the adventure did suck (somehow I've wound up with the 3E version....). </p><p>-I have to disagree about <em>Feast of Goblyns</em>. Still my favorite adventure! </p><p>-No one's nominated <em>Vecna Lives! </em>yet? TPK of the Circle of Eight, then the PCs are supposed to figure out what went wrong?</p><p>-One more, though I hate to nominate it, <em>The Lost Tomb of Kruk-Ma-Kali</em> for Kingdoms of Kalamar. Why? Well, the party spends weeks (maybe months, if you're a nasty DM) to find out the general area for Tomb. But, if they don't befriend the Red Dragon of the area, there is little chance they'll find the actual tomb (it's hidden within a rock wall with an entrance of about two-and-a-half feet). Of course, this is assuming the party is still alive. In the valley for the tomb lies these monsters: the aforementioned Red Dragon (who has a nasty attitude); three tribes of Hobgoblins, one is led by an insane vampire; a death knight; a tribe of advanced trolls; several advanced mummies; stone golems; a ghost; a Nightstalker; and (drum roll, please) the Tarrasque (well, an aquatic version). Recommended party size and level? Four to six PCs of 8th level. This is all before the tomb itself, which is very nasty (in one room if you look up, you get whisked away to Hell). So, somehow, the party survives, and finds the treasure... It's a powerful magic sword that just happens to be possessed by a Hobgoblin Psion (Kruk-Ma-Kali) who has a King Arthur complex (the Once and Future King....). That said, it's worth owning for source material (all Kalamar adventures are about half background/area statistics - and they all have wretched "adventure hooks").</p><p>-I also second the <em>Heart of Nightfang Spire</em>, as well as the other adventure in that series whose name I cannot recall, the one with the bat-people.... Ugh!</p></blockquote><p></p>
[QUOTE="jsewell, post: 2542330, member: 25359"] -Hee Hee, I bought the AD&D version for just that reason, but you're right the adventure did suck (somehow I've wound up with the 3E version....). -I have to disagree about [I]Feast of Goblyns[/I]. Still my favorite adventure! -No one's nominated [I]Vecna Lives! [/I]yet? TPK of the Circle of Eight, then the PCs are supposed to figure out what went wrong? -One more, though I hate to nominate it, [I]The Lost Tomb of Kruk-Ma-Kali[/I] for Kingdoms of Kalamar. Why? Well, the party spends weeks (maybe months, if you're a nasty DM) to find out the general area for Tomb. But, if they don't befriend the Red Dragon of the area, there is little chance they'll find the actual tomb (it's hidden within a rock wall with an entrance of about two-and-a-half feet). Of course, this is assuming the party is still alive. In the valley for the tomb lies these monsters: the aforementioned Red Dragon (who has a nasty attitude); three tribes of Hobgoblins, one is led by an insane vampire; a death knight; a tribe of advanced trolls; several advanced mummies; stone golems; a ghost; a Nightstalker; and (drum roll, please) the Tarrasque (well, an aquatic version). Recommended party size and level? Four to six PCs of 8th level. This is all before the tomb itself, which is very nasty (in one room if you look up, you get whisked away to Hell). So, somehow, the party survives, and finds the treasure... It's a powerful magic sword that just happens to be possessed by a Hobgoblin Psion (Kruk-Ma-Kali) who has a King Arthur complex (the Once and Future King....). That said, it's worth owning for source material (all Kalamar adventures are about half background/area statistics - and they all have wretched "adventure hooks"). -I also second the [I]Heart of Nightfang Spire[/I], as well as the other adventure in that series whose name I cannot recall, the one with the bat-people.... Ugh! [/QUOTE]
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