4E Adventure Recommendations Sought

Caliber

Explorer
Hi everyone. In roughly two months time my one of the games I'm involved in will go into hiatus (a 3.5 AoW game where I'm a player) and I've signed up to take the DM reigns for a tour of duty in 4E-land. I was thinking of starting up an AP, but so far no one seems to be saying good things about SoW. That might change as more come out (and the more recent ones do seem to have better buzz than the earlier ones) but I'm somewhat hesitant right now.

WotBS is going to be converted to 4E, and I'm excited about that, having never played the 3E version. But I don't know if that will be ready in time.

So one thing I thought of trying out is the Loudwater intro "module" inside of the FRCG, combined with the FR1 Adventure and the recent level 2 module in last month's Dungeon, which took place outside Loudwater (Icy Spire or some such?) Any advice on combing these together? I've only read the Dungeon module so far so any info on the other two would be appreciated. Would these adventures mesh together well?

Anything else you'd like to recommend? Thanks! :)
 

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If you are just getting your feet wet with 4E, you might want to consider a few warm up adventures to see if you really enjoy it as a group. I play both 3.5 and 4E and find them equally enjoyable, but the groups that play each are very much camped in what they are playing.

Why not try out Raiders of Oakhurst (free and not too bad) before you invest a ton of time / money in the game. It's got enough material to run for several sessions and you can easily expand it much like keep on the borderlands.
 

The 3 GG level 1-3 adventures (Sellswords of Punjar, Isle of the Sea Drake and Forges of the Mountain King) are all good, as is H2 (Thunderspire Labyrinth) and P1 (King of the Trollhaunt Warrens).

If you can find a tie-in between Sellswords or Isle, Thunderspire (and something to fill the level 7-10 spot) and Trollhaunt, you should have a decent start.
 

I can't speak to the quality or lack thereof of Scales of War -- haven't read a word of it myself -- but I think you might do well to pick up Red Hand of Doom and take a gander at this thread, which did a pretty thorough conversion to 4e. I can't speak to the quality of that either, having never had a chance to give it a shot, but it's a plenty-long module that you can run through, and it will lay the foundation nicely for Scales of War if you end up deciding to run that later -- after the community has gotten a feel for the entire AP and is around to throw crazy tweaks and ideas at you.

Edit: I guess I should address that last thought. What little comment that has made it to me regarding SoW has been that there's integration trouble; the individual sections are okay, but they don't link up as nicely as they probably could and the overview of the AP isn't that clear. These are issues while it's being done, but as the AP moves farther and farther along it should become easier and easier to put the puzzle together. Running RHoD would thus give you a fantastic experience on its own and the groundwork for Scales of War, if its issues (as I understand them) can be resolved by the community as the AP progresses.
 
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Thanks for the suggestions so far! I have some of GG's 3E mods, and I've only heard good things from their 4E ones so far.

For the record, while the group I'll be DMing is most 4E newbs, two of the members also play with me in another 4E game on another night, which happens to be going through the H series of modules (and maybe the P series, depending). So H1-H3 are out; both of them will have already played them before I could run them, and I don't think anyone wants to duplicate. Still, thanks for the suggestions. Keep 'em coming. :)
 

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