Nikosandros
Golden Procrastinator
IMHO, Phandelver is a very good module, but both B2 and T1 stand above it.
B1 is very odd to run because - as written - all the monsters are by the DM's choice, and you're unlikely to get the cohesive environment that you do in adventures like Sunless Citadel or Keep on the Borderlands, where similar monsters are placed together and have existing rivalries.I haven't run either (yet), but on my read T1 seems better than B2, and cane first. And B1 seems promising. But I would take Lost Mines or even Dragon of Icespire Peak.
Only familiar with reading the 5E version if Sunlwss Citadel, but I'd say where Loat Mines has an advantage is that Phandalin, Basic as it is, gets some real development, unlike Oakhurst.I'm tossing up between The Sunless Citadel and Lost Mine of Phandelver for the best of these adventures. Lost Mine probably gets it, not because it's flawless, but because it has a greater range, both providing a directed experience while allowing the players agency.
My impression is colored by only k owing B1 from the Goodman Games volume, which includes multiple coherent monster populations for the dungeon, including a set from the original author. And then the 5E rendition, which ties it in together with all the material for B2 and develops a lot of the hooks from both modules while connecring them, makes for a pretty compelling environment.B1 is very odd to run because - as written - all the monsters are by the DM's choice, and you're unlikely to get the cohesive environment that you do in adventures like Sunless Citadel or Keep on the Borderlands, where similar monsters are placed together and have existing rivalries.
The environment, which is described, can be fascinating. And includes a lot of fun tricks for the players to discover (and the DM to delight in). But not having the monster ecology hurts it.
Sounds like a messier Loat Mines.T1 has a great backstory, intriguing characters, and a rather deadly dungeon. (Oh, the characters that have died approaching the moathouse!) It relies a lot on the DM pulling it together, though. For a new DM, it's hard to separate the wheat from the chaff - and there's a lot of chaff in the description of Hommlet. It's more like a lay out of a lot of tasty ingredients amongst ingredients you'd never use, and lacking a recipe.
I had to look it up.Hey, no love for Reavers of Harkenwold?!
T1 has way more detail on the village than is necessary (do we really need to know that the peasant has buried their coins in the barn?), but the moathouse is a fantastic first dungeon.I haven't run either (yet), but on my read T1 seems better than B2, and cane first. And B1 seems promising. But I would take Lost Mines or even Dragon of Icespire Peak.
When I ran it the first time (I was 12 or so) the Keep certainly never gave me any problems. The Caves might have been less interesting then they could potentially have been (due to my lack of experience) but they still worked.I don't think it was a great adventure for new DMs even when it was released.
Is it an adventure I adore and have run many times? Yes. But a good adventure for new DMs? Not really.
Keep on the Borderlands has a fundamental flaw: The Keep, which isn't described in a way that someone new to DMing has anything to work with. And then it puts a massive barrier between the players and the fun bit (exploring the caves), because they don't know where the Caves of Chaos are.
As far as 4e modules go? Awesome.How was it?