Archive for the The Worst Adventure Ever Category

The Worst Adventure Ever: Making it Work

Posted in Rants, RPG Rants, The Worst Adventure Ever with tags , , on May 26, 2011 by Charlie Brooks

This can be a decent adventure. Really.It’s been a while since I dubbed the Avatar Trilogy the worst adventure ever, but there is one question remaining: why do I even have the modules if they suck so badly?

Years ago, I picked up Waterdeep at a yard sale. I tried to run it, but never got it off the ground – very few of my campaigns lasted beyond the first few levels, and I usually shied away from doing mid-level one-shots. Years later, in a 3rd edition game, I decided that I wanted to shake things up in my campaign setting with a Time of Troubles-style event, so I hunted down Shadowdale and Tantras on eBay.

Yeah…I actually bought these monstrosities of my own volition.

And you know what? The game I ran with them turned out to be a lot of fun.

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The Worst Adventure Ever: Waterdeep, chapter six

Posted in Rants, RPG Rants, The Worst Adventure Ever with tags , , on January 11, 2011 by Charlie Brooks

It's finally almost over.At long last, we are on the last chapter of this adventure. Chapter 6 is a long, convoluted mess that ends with a huge insult both in game and out of game. But let’s take it one step at a time.

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The Worst Adventure Ever: Waterdeep, chapter five

Posted in Rants, RPG Rants, The Worst Adventure Ever with tags , , on January 11, 2011 by Charlie Brooks

Khelben and Elminster...a double dose of suck.As Chapter 5 begins, the PCs have been separated from Midnight. They have also lost the Tablet of Fate to the god of death. But wait…didn’t the text in the previous section state that the PCs could hold onto the tablet if they took special pains to do so?

“If the PCs managed to hang onto their Tablet of Fate through the battle at Dragonspear Castle, they should lose it before they reach Waterdeep. Harry them with more night riders, or have Myrkul himself steal into camp invisibly and steal the tablet from its sleeping guard.”

Yeah…should’ve known better.

“Once they lose the tablet, the PCs still should head for Waterdeep. They can guess that is where Myrkul will be, with one or both tablets. Besides, they still want to meet Elminster, so that the sage can help them find Midnight.”

There is no part of that paragraph that I like.

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The Worst Adventure Ever: Waterdeep, chapter four

Posted in Rants, RPG Rants, The Worst Adventure Ever with tags , on January 11, 2011 by Charlie Brooks

There's "darkness" again...I could be drunk now if I had started a drinking game.Chapter 4 opens with a multiple choice path: either Midnight teleported the group to safety or they’re screwed. Breaking with my normal format, I’ll show option B first, since it’s the non-assumed part that won’t get brought up again in the module:

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The Worst Adventure Ever: Waterdeep, chapter three

Posted in Rants, RPG Rants, The Worst Adventure Ever with tags , on January 11, 2011 by Charlie Brooks

Oh look. It's Cyric. And he's being evil. What a surprise.Chapter 3 assumes that the PCs watched as Midnight saved the day yet again and that they are okay with having Bhaal incapacitated rather than dead. Admittedly, they can’t kill off Bhaal without some fatalities – as demonstrated in Tantras, a dying god goes out with a literal bang that devastates everything in the area. Still, this would seem like an ideal time for a resourceful and noble PC to get everyone else out of the area and put down the Lord of Murder once and for all.

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The Worst Adventure Ever: Waterdeep, chapter two

Posted in Rants, RPG Rants, The Worst Adventure Ever on January 11, 2011 by Charlie Brooks

Sit back and relax. The NPCs will save us...again.Chapter 2 wastes no time in telling us where the plot is going to go: “Midnight can think of nothing but her lost spell book. She needs a spell book to cast spells, and the party certainly needs her magic! Everyone should agree at this point that one of the first things they must do is find a way to replace the lost book.”

I’m beginning to wonder if these adventures were even designed for parties with a mage. If the group has a mage on hand, he’s been entirely useless this whole trilogy. His magic hasn’t worked reliably, and he’s been routinely dwarfed in power by Midnight and Elminster, both of whom operate with power of plot while the PC mage is bound by the rules.

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The Worst Adventure Ever: Waterdeep, chapter one

Posted in Rants, RPG Rants, The Worst Adventure Ever with tags , , on January 11, 2011 by Charlie Brooks

The third and final module in this trainwreck.Who will be the new gods?

The God of Strife is dead, destroyed in his attack on Tantras, and Midnight and the player characters have recovered the first Tablet of Fate – one of a pair of mysterious artifacts that will return the gods to their former glory and save the Realms from the fallen deities’ wrath.

But the quest isn’t over! To find the other Tablet of Fate, your heroes must travel across Faerûn to Waterdeep, the City of Splendors. But both Midnight’s former ally, Cyric, and Myrkul, the Lord of the Dead, want the tablets for their own dark ends, and they will stop at nothing to capture Midnight – even if it means the destruction of the Realms!

Waterdeep marks the third and final portion of the Avatar Trilogy. It is also the most epic, with the PCs taking on multiple gods and meet Ao the Overlord himself. Perhaps because it has so much epic potential, it’s also the worst of the three modules, repeating all of the mistakes in the first two modules and then ending in the ultimate screwjob to the PCs. (Well, maybe not as ultimate as the “Rocks fall, everyone dies” ending of Neverwinter Nights 2, but it’s right up there.)

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