​Navigating the vast library ofDungeons & Dragonsmodules can be daunting, especially when considering adventures from the many older editions. While many classic modules offer rich storytelling and memorable experiences (a few are even adapted to the fifth edition of the game), some have garnered reputations that may warrant caution.

Whether due to convoluted plots, challenging mechanics, or content that hasn’t aged well, modern players and Dungeon Masters often recommend the following modules for avoidance. No matter if you’re planning to adapt older modules to the current systems or if you want to play old classics, consider yourself warned.

Two Bullywugs from DnD.

9Danger At Dunwater

So Diplomatic It Barely Counts As An Adventure

Part of the original Saltmarsh trilogy, Danger at Dunwater stands out as an adventure where combat is almost entirely optional. In fact, a socially optimized solo character could feasibly complete the entire module without drawing a weapon. The adventure revolves around misunderstandings and diplomacy, with players tasked to uncover the truth about a supposed threat rather than confront it.

While that’s an intriguing design on paper, the balance between interaction and risk is so lopsided that traditional adventuring parties—especially those seeking a mix of exploration and combat—may find it underwhelming. As a social scenario, it’s fine. As a full adventure, it lacks teeth.

A hooded lich with a book in DND.

8Crypt Of Lyzandred The Mad

All puzzles, no payoff

Part of the Lost Tombs trilogy for AD&D 2nd Edition, Crypt of Lyzandred the Mad is infamous for its puzzle-centric design. Unlike most modules of its era, this adventure sidelines combat almost entirely in favor of riddles, logic challenges, and strange magical traps. For groups that enjoy cerebral challenges, that might sound like a welcome change, but in practice, it often stalls the pace of play and leaves combat-focused characters with nothing to do.

The titular crypt feels less like a living dungeon and more like a disconnected obstacle course. Without enough narrative weight or mechanical balance, Lyzandred ends up frustrating more than it intrigues, although each individual puzzle can be salvaged for other purposes.

Dungeons & Dragons image showing an infernal and celestial empyreans.

7Wrath Of The Immortals

Complex Mechanics and High-Level Play

Released for the D&D Basic Set, Wrath of the Immortals is a boxed set that delves into the realm of Immortals—characters who have transcended mortality. While ambitious in scope, the module’s intricate mechanics andhigh-level contentcan be overwhelming.

The transition from mortal to Immortal play introduces rules that differ significantly from standard gameplay, requiring a steep learning curve. Additionally, the narrative’s focus on godlike beings may not resonate with groups preferring grounded adventures. For those unprepared for its complexity, this module might be best approached with caution.

Several animated objects from DND.

6WG11: Puppets

Linear Plot And Tournament Origins

Puppets is an adventure for characters from levels one to three in the World of Greyhawk setting adapted from two RPGA tournament scenarios. The module features a linear, cross-country convoy-guard narrative, beginning with an encounter involving an evil leprechaun in the Gnarley Wood, followed by an investigation into tiny burglars in the Free City of Dyvers.

While it offers a more cerebral experience than combat-heavy modules, its linearity and tournament roots may limit player agency, making it less appealing for groups seeking open-ended adventures. Other modules with similar origins might be worth a look, but not this one.

The multi headed dragon Tiamat destroying a city in DND.

5The Avatar Trilogy: Shadowdale, Tantras, And Waterdeep

Novel Tie-Ins And Railroading

This trilogy, set during the Time of Troubles—a cataclysmic event in the Forgotten Realms—was released alongside novels depicting the same events. The modules often require players to follow the narrative of the books closely, limiting player agency and leading to a ‘railroaded’ experience.

Players may feel like spectators rather than active participants as key events unfold regardless of their actions. Some modules even ask players for their opinions only to completely disregard them. For groups valuing autonomy and impactful choices, these modules might not provide the desired experience.

Dungeons & Dragons image showing a centaur warden.

4N2: The Forest Oracle

Disjointed Plot And Illogical Encounters

Designed for the Second Edition of AD&D, The Forest Oracle has been criticized for its lack of coherence and challenging encounters. Players navigate a series of seemingly unrelated events, leading to a disjointed narrative where the player’s involvement is at best questionable and at worst irrelevant.

Some encounters are considered unfair or poorly designed, potentially leading to player frustration. The module’s structure, particularly the quest giving dryad who could have solved everything herself, may not align with modern expectations for cohesive storytelling and balanced gameplay.

Dungeons & Dragons image showing a gargoyle.

3WG9: Gargoyle

Underdeveloped Setting And Plot

Set in the World of Greyhawk, Gargoyle is an adventure for characters of levels one to four. The module has been critiqued for its underdeveloped setting and lack of depth in plot and character development, since most NPCs have short names with even shorter backstories.

The adventure’s brevity and limitedcreature poolmay not provide a satisfying experience for players seeking immersive storytelling. Its simplistic design might not meet the expectations of groups accustomed to more intricate modules, which is explained by it being meant for beginner players. Newcomers to D&D should stay in the fifth edition, while veterans can look for more fulfilling experiences elsewhere.

Dungeons & Dragons image showing a magmin.

2WG7: Castle Greyhawk

Parody Elements And Inconsistent Tone

Intended as a humorous take on the legendaryCastle Greyhawk, this module diverges from traditional D&D adventures by incorporating parody and satire. While some may appreciate the comedic approach, others find the inconsistent tone and lack of serious content off-putting.

The module’s departure from standard fantasy themes can disrupt immersion and may not align with the preferences of all gaming groups. While it may have been advertised as the proper parody it was back in the day, many modern players see a module called ‘Castle Greyhawk’ and rightfully expect a serious adventure, only to later be thoroughly disappointed.

Dungeons & Dragons image showing an ancient green dragon.

1Dragonlance Modules

Railroading And Predefined Outcomes

The original Dragonlance series, spanning DL1 to DL14, introduced epic storytelling and a strong narrative focus. However, the modules often guide players along a predetermined path, limiting their choices to align with the overarching story. This “railroading” can restrict player creativity and agency, making them feel like actors following a script rather than active participants shaping the narrative.

While groundbreaking at the time, modern players seeking open-ended gameplay might find these modules restrictive.​ When exploring older D&D modules, it’s essential to consider the evolution of game design and player expectations. While some adventures may not align with contemporary preferences, they offer insights into the game’s history and development. Dungeon Masters can adapt and modify these modules to suit their group’s playstyle, ensuring a rewarding experience for all participants.

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