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<blockquote data-quote="Joshua Randall" data-source="post: 5424818" data-attributes="member: 7737"><p>It's true that Sturgeon's Law applies to LFR adventures, just like it does to everything else. But there are some good ones, which I'll list here. Obviously, my opinion.</p><p></p><p><em>Note</em>: I'm not sure how many of these are readily available any more, because not all of the regions got their adventures into the new mega-.zip file.</p><p></p><p>Minor spoilers, so I'll put the whole thing in an s-block.</p><p></p><p>[sblock]<strong><u>Standard Adventures</u></strong></p><p></p><p><strong>AGLA 1-2 At the Foot of the Lighthouse </strong>features both shipboard combat and a potentially very fun final combat in the titual location. The final combat will be much better if you make the [spoiler]staircases[/spoiler] larger (wider), and you really need some PCs with forced movement effects for maximum chaos.</p><p></p><p><strong>Core 1-13 The Fate of Camp 15</strong> is a surprisingly open-ended LFR adventure. The PCs have a particular mission, but if they dig beneath the surface they'll realize all is not as it seems. And then, they can decide whether to help one faction or another, or perhaps neither!</p><p></p><p><strong>Core 1-2 The Radiant Vessel of Thesk</strong></p><p><strong>Core 1-6 Incident at the Gorge of Gauros</strong></p><p><strong>Core 1-14 What Storms May Come</strong></p><p></p><p>These three adventures make up the Radiance Against Thay quest, which is one of the most entertaining and small-e epic feeling quests. The PCs start out by delivering a baby <em>during combat</em>, and by the end of the quest they're fighting a lich.</p><p></p><p><strong>Core 1-3 Sense of Wonder </strong>features a potentially annoying gnome priest of Gond as an NPC -- he summons the PCs by mistake, which is how the adventure starts -- but it's also got a highly entertaining combat on a huge map against numerous "robotic" enemies. And, this adventure features a great logic puzzle, if you like those.</p><p></p><p><strong>CORM 1-1 The Black Knight of Arabel </strong>is widely derided for being too easy, but it's also extremely entertaining. Sets a strong mood of "something isn't quite right" and introduces the PCs to the best LFR region (Cormyr).</p><p></p><p><strong>CORM 1-2 Gangs of Wheloon </strong>-- have you seen the movie <em>Escape from New York</em>? Ever wished you could play it as a D&D adventure? Oh yeah. You can.</p><p></p><p><strong>CORM 1-6 Curse of the Queen of Thorns </strong>is a race that pits the PCs against various harbingers of a terrible curse, with an integrated skill challenge / matrix-logic puzzle. It's easily possible for the PCs to botch part of this adventure if they don't do a thorough job of gathering information and planning, which is far too rare in LFR. Also has several satisfying fights against iconic monsters.</p><p></p><p><strong>CORM 1-7 Patronage and Pestilence </strong>tasks you with saving the city from a plague... which I've failed to do several times, yet still had fun. Some of the combats are a bit brutal, and the key twist is kind of ridiculous, but I still enjoy this whenever I play it.</p><p></p><p><strong>CORM 2-1 For Crown and Kingdom </strong>has the PCs helping out one of two rival Cormyrian knights in capturing a wayward War Wizard who's apparently gone bad. It would be really cool to run two tables of this which each table helping one of the two knights, to play up the rivalry, and turn it into a friendly (?) contest.</p><p></p><p><strong>DRAG 1-4 Falling Snow, White Petal</strong></p><p><strong>DRAG 1-5 White Flower Falling</strong></p><p><strong>DRAG 1-6 Night of Fallen Petals</strong></p><p></p><p>Hey, you got your wuxia game in my D&D! Just from the titles you can tell these have a strong "Eastern" vibe. Fun if you don't mind some genre crossover.</p><p></p><p><strong>TYMA X-X</strong></p><p></p><p>All of the Tymanther adventures feature the PCs working for Lord Tuanek of Ruinspoke, head of House Jalt. And your PC will accumulate tons of bling with the Jalt logo on it. It's satisfyin to see your reputation develop, as long the DM rolls with it.</p><p></p><p><strong>TYMA 1-4 Death Before Dishonor </strong>is a particularly fun one as you get to delve into an Egyptian style tomb, and race a rival party of NPCs to the prize.</p><p></p><p><strong>TYMA 2-1 Old Enemies Arise </strong>and <strong>TYMA 2-2 The Hand of Darkness </strong>kind of re-set the story, but also up the ante, with Lord Tuanek himself coming in for negative attention.</p><p></p><p><strong><u>Nonstandard Adventures</u></strong></p><p></p><p><strong>ADCP 2-1 The Paladin's Plague</strong>, a/k/a "the battle interactive", is one of the finest LFR adventures of them all, featuring a desperate fight to save Elturgard from the Plaguelands. Optimally you'll want to play this in an convention environment with multiple tables. It could work (maybe) with just one table, though you'd lose the sense of scale and small-e epic-ness.</p><p></p><p><strong>SPEC 1-1 Shades of the Zhentarim </strong>-- do you like kiling Zhents? Over and over? Then you'll like this. For when you're in the mood just to kick butt without worrying about anything silly like plot or story.[/sblock]</p></blockquote><p></p>
[QUOTE="Joshua Randall, post: 5424818, member: 7737"] It's true that Sturgeon's Law applies to LFR adventures, just like it does to everything else. But there are some good ones, which I'll list here. Obviously, my opinion. [I]Note[/I]: I'm not sure how many of these are readily available any more, because not all of the regions got their adventures into the new mega-.zip file. Minor spoilers, so I'll put the whole thing in an s-block. [sblock][b][u]Standard Adventures[/u][/b] [B]AGLA 1-2 At the Foot of the Lighthouse [/B]features both shipboard combat and a potentially very fun final combat in the titual location. The final combat will be much better if you make the [spoiler]staircases[/spoiler] larger (wider), and you really need some PCs with forced movement effects for maximum chaos. [B]Core 1-13 The Fate of Camp 15[/B] is a surprisingly open-ended LFR adventure. The PCs have a particular mission, but if they dig beneath the surface they'll realize all is not as it seems. And then, they can decide whether to help one faction or another, or perhaps neither! [B]Core 1-2 The Radiant Vessel of Thesk Core 1-6 Incident at the Gorge of Gauros Core 1-14 What Storms May Come[/B] These three adventures make up the Radiance Against Thay quest, which is one of the most entertaining and small-e epic feeling quests. The PCs start out by delivering a baby [i]during combat[/i], and by the end of the quest they're fighting a lich. [B]Core 1-3 Sense of Wonder [/B]features a potentially annoying gnome priest of Gond as an NPC -- he summons the PCs by mistake, which is how the adventure starts -- but it's also got a highly entertaining combat on a huge map against numerous "robotic" enemies. And, this adventure features a great logic puzzle, if you like those. [B]CORM 1-1 The Black Knight of Arabel [/B]is widely derided for being too easy, but it's also extremely entertaining. Sets a strong mood of "something isn't quite right" and introduces the PCs to the best LFR region (Cormyr). [B]CORM 1-2 Gangs of Wheloon [/B]-- have you seen the movie [i]Escape from New York[/i]? Ever wished you could play it as a D&D adventure? Oh yeah. You can. [B]CORM 1-6 Curse of the Queen of Thorns [/B]is a race that pits the PCs against various harbingers of a terrible curse, with an integrated skill challenge / matrix-logic puzzle. It's easily possible for the PCs to botch part of this adventure if they don't do a thorough job of gathering information and planning, which is far too rare in LFR. Also has several satisfying fights against iconic monsters. [B]CORM 1-7 Patronage and Pestilence [/B]tasks you with saving the city from a plague... which I've failed to do several times, yet still had fun. Some of the combats are a bit brutal, and the key twist is kind of ridiculous, but I still enjoy this whenever I play it. [B]CORM 2-1 For Crown and Kingdom [/B]has the PCs helping out one of two rival Cormyrian knights in capturing a wayward War Wizard who's apparently gone bad. It would be really cool to run two tables of this which each table helping one of the two knights, to play up the rivalry, and turn it into a friendly (?) contest. [B]DRAG 1-4 Falling Snow, White Petal DRAG 1-5 White Flower Falling DRAG 1-6 Night of Fallen Petals[/B] Hey, you got your wuxia game in my D&D! Just from the titles you can tell these have a strong "Eastern" vibe. Fun if you don't mind some genre crossover. [B]TYMA X-X[/B] All of the Tymanther adventures feature the PCs working for Lord Tuanek of Ruinspoke, head of House Jalt. And your PC will accumulate tons of bling with the Jalt logo on it. It's satisfyin to see your reputation develop, as long the DM rolls with it. [B]TYMA 1-4 Death Before Dishonor [/B]is a particularly fun one as you get to delve into an Egyptian style tomb, and race a rival party of NPCs to the prize. [B]TYMA 2-1 Old Enemies Arise [/B]and [B]TYMA 2-2 The Hand of Darkness [/B]kind of re-set the story, but also up the ante, with Lord Tuanek himself coming in for negative attention. [b][u]Nonstandard Adventures[/u][/b] [B]ADCP 2-1 The Paladin's Plague[/B], a/k/a "the battle interactive", is one of the finest LFR adventures of them all, featuring a desperate fight to save Elturgard from the Plaguelands. Optimally you'll want to play this in an convention environment with multiple tables. It could work (maybe) with just one table, though you'd lose the sense of scale and small-e epic-ness. [B]SPEC 1-1 Shades of the Zhentarim [/B]-- do you like kiling Zhents? Over and over? Then you'll like this. For when you're in the mood just to kick butt without worrying about anything silly like plot or story.[/sblock] [/QUOTE]
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