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Post Posted: Sun May 14, 2017 9:35 am 
 

Deadlord wrote in Six Difficult D&D Adventures:I8 Ravager of Time should be a candidate.

I don't own this one, so I'll have to track it down. Thanks for the suggestion! :)

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Post Posted: Wed May 17, 2017 4:21 pm 
 

I've got one for you that I'm surprised no one has mentioned yet ...

M8 - Marriage  PDT_Armataz_01_05

There are no modules tougher than that one my friend.


"Okay, we turn the corner and see a Purple 'WHAT' !?!" . . (the DM rolls a 20 or so he says) . . It all went black right after that.

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Post Posted: Wed May 17, 2017 8:00 pm 
 

That's a fantastic list :-)!  Personally, I would add The Temple of Elemental Evil; that adventure really kicked me in the behind.

  


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Post Posted: Wed May 17, 2017 9:30 pm 
 

PM-Knight wrote in Six Difficult D&D Adventures:I've got one for you that I'm surprised no one has mentioned yet ...

M8 - Marriage  PDT_Armataz_01_05

There are no modules tougher than that one my friend.


Man, tell me about it. Been playing it for nearly 16 years, and I'm not sure even the DM knows where it's going to end. :)

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Post Posted: Wed May 17, 2017 9:52 pm 
 

Skullhammer wrote in Six Difficult D&D Adventures:That's a fantastic list :-)!  Personally, I would add The Temple of Elemental Evil; that adventure really kicked me in the behind.

"Temple" got mentioned earlier in the thread, but I actually agree with Chainsaw: while it's a fine adventure to read, playing through it becomes a snore-fest very quickly for both players and DMs (assuming the players have a modicum of intelligence). Stupid parties barrel into the Temple expecting to mow down all resistance and quickly learn you can't do that. Fun for the DM, not so much fun for the people who get to spend the next 30-40 minutes rolling up new characters.

Smart parties, on the other hand, take out the moat house, fall back to the town to rest and restock supplies, breach the Temple and clear a few rooms, fall back to town to rest and restock, etc... This strategy pretty much works up until they have to enter the elemental fanes, and even then at that point somebody in the party should have access to cure potions and enough magical items and spells that hitting them one at a time doesn't pose a problem. ToEE's a slogfest with some potentially deadly encounters, but even as a DM I've lost surprisingly few players to it, while other entries on the list ("Tomb of the Lizard King" especially) have resulted in truly obscene body counts. Does this mesh with anyone else's experiences?

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Post Posted: Wed May 17, 2017 10:30 pm 
 

MichaelC wrote in Six Difficult D&D Adventures:
Skullhammer wrote in Six Difficult D&D Adventures:That's a fantastic list :-)!  Personally, I would add The Temple of Elemental Evil; that adventure really kicked me in the behind.

"Temple" got mentioned earlier in the thread, but I actually agree with Chainsaw: while it's a fine adventure to read, playing through it becomes a snore-fest very quickly for both players and DMs (assuming the players have a modicum of intelligence). Stupid parties barrel into the Temple expecting to mow down all resistance and quickly learn you can't do that. Fun for the DM, not so much fun for the people who get to spend the next 30-40 minutes rolling up new characters.

Smart parties, on the other hand, take out the moat house, fall back to the town to rest and restock supplies, breach the Temple and clear a few rooms, fall back to town to rest and restock, etc... This strategy pretty much works up until they have to enter the elemental fanes, and even then at that point somebody in the party should have access to cure potions and enough magical items and spells that hitting them one at a time doesn't pose a problem. ToEE's a slogfest with some potentially deadly encounters, but even as a DM I've lost surprisingly few players to it, while other entries on the list ("Tomb of the Lizard King" especially) have resulted in truly obscene body counts. Does this mesh with anyone else's experiences?


Good points - but still, quite the challenge for my group at the time :).  Since TOEE was already mentioned, maybe I'll drop Dark Sun:  Valley of Dust and Fire on this list (specifically, if your party ventures into Ur Draxa).

  

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Post Posted: Thu May 18, 2017 9:41 am 
 

PM-Knight wrote in Six Difficult D&D Adventures:I've got one for you that I'm surprised no one has mentioned yet ...

M8 - Marriage  PDT_Armataz_01_05

There are no modules tougher than that one my friend.


Um......try D10 - Divorce.  You lose half your treasure and have to pay her 300 gold a month..... 8O



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Post Posted: Thu May 18, 2017 11:19 am 
 

MichaelC wrote in Six Difficult D&D Adventures:
Skullhammer wrote in Six Difficult D&D Adventures:That's a fantastic list :-)!  Personally, I would add The Temple of Elemental Evil; that adventure really kicked me in the behind.

"Temple" got mentioned earlier in the thread, but I actually agree with Chainsaw: while it's a fine adventure to read, playing through it becomes a snore-fest very quickly for both players and DMs (assuming the players have a modicum of intelligence). Stupid parties barrel into the Temple expecting to mow down all resistance and quickly learn you can't do that. Fun for the DM, not so much fun for the people who get to spend the next 30-40 minutes rolling up new characters.

Smart parties, on the other hand, take out the moat house, fall back to the town to rest and restock supplies, breach the Temple and clear a few rooms, fall back to town to rest and restock, etc... This strategy pretty much works up until they have to enter the elemental fanes, and even then at that point somebody in the party should have access to cure potions and enough magical items and spells that hitting them one at a time doesn't pose a problem. ToEE's a slogfest with some potentially deadly encounters, but even as a DM I've lost surprisingly few players to it, while other entries on the list ("Tomb of the Lizard King" especially) have resulted in truly obscene body counts. Does this mesh with anyone else's experiences?


Some thoughts on reclaiming ToEE:  The Mystical Trash Heap: [D&D] Reclaiming the Temple of Elemental Evil (part 1)


Allan Grohe (grodog@gmail.com)
Greyhawk, grodog Style

Editor and Project Manager, Black Blade Publishing
https://www.facebook.com/BlackBladePublishing/

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Post Posted: Thu May 18, 2017 12:02 pm 
 

muaddib5 wrote in Six Difficult D&D Adventures:
PM-Knight wrote in Six Difficult D&D Adventures:I've got one for you that I'm surprised no one has mentioned yet ...

M8 - Marriage  PDT_Armataz_01_05

There are no modules tougher than that one my friend.


Um......try D10 - Divorce.  You lose half your treasure and have to pay her 300 gold a month..... 8O


Agreed!!! .....Well, I did have to dump a few tourney's, a few woodies, an ST1... and a host of other things to cover the 30K bill....but I won custody and 1400 GP a month paid by her :)

  
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