At present, my fortnightly Sunday afternoon is proceeding towards the end of P1, King of the Trollhaunt Warrens. Looking back over the adventure - and indeed, the campaign of all the H series - I'm realising just how much adventure there is in each of the new Wizards adventures.
Now, if you don't like combat, you're not going to think they're that good. Thankfully, I have a group who really enjoys combat, but also takes advantage of the roleplaying opportunities that are there. (I'm going to be fascinated by what happens in P2). Some actions have really amused me: in one encounter, they negotiated with a dragon and promised it a gift. In a later encounter, they Intimidated a Galeb Duhr into surrendering. The gift to the dragon? It ended up being the Galeb Duhr as a servant! (Great for enlarging lair, that sort of thing).
Combats are now taking us in the realm of 40-60 minutes for each one; closer to the 40 minutes except for really big ones. The "grindiness" of a few early combats has eluded us for the most part. Instead, these paragon-level characters are well-built and use teamwork brilliantly, dismembering opposing forces with ease - mostly. Every so often, their enemies start ripping into them and we get something a lot tougher than they were expecting.
The final encounter with the Troll King? It could have gone better for the Troll King.
We've played six sessions of this adventure so far, and I'd say it'll take another 2 or 3 to finish. Sessions are in the 3-5 hour mark in general, although there have been a couple of shorter ones recently due to other events and natural break points. Say we've taken 20 hours of play to reach this far, with another 8-10 to finish the adventure. That's been typical of all the adventures in the series. I originally balked a bit at the price of the new adventures, but they've repaid me with a lot of fun adventuring.
Most disappointing was H3, which offered a lot but didn't quite come together. H1 and H2 were good and I think that we could have done a lot more with them; both have home bases that offer much in the way of expansion, which really helps an adventure IMO. (H3 doesn't have a home base, which hurt it terribly. P1 has the dungeon too far away from the home base for the home to be too important).
Meanwhile, my homebrew Greyhawk game has the characters just approaching Paragon levels, and I'm now introducing nobles and the like as important NPCs the PCs will interact with as they become People of Power.
Good fun!
Now, if you don't like combat, you're not going to think they're that good. Thankfully, I have a group who really enjoys combat, but also takes advantage of the roleplaying opportunities that are there. (I'm going to be fascinated by what happens in P2). Some actions have really amused me: in one encounter, they negotiated with a dragon and promised it a gift. In a later encounter, they Intimidated a Galeb Duhr into surrendering. The gift to the dragon? It ended up being the Galeb Duhr as a servant! (Great for enlarging lair, that sort of thing).
Combats are now taking us in the realm of 40-60 minutes for each one; closer to the 40 minutes except for really big ones. The "grindiness" of a few early combats has eluded us for the most part. Instead, these paragon-level characters are well-built and use teamwork brilliantly, dismembering opposing forces with ease - mostly. Every so often, their enemies start ripping into them and we get something a lot tougher than they were expecting.
The final encounter with the Troll King? It could have gone better for the Troll King.

We've played six sessions of this adventure so far, and I'd say it'll take another 2 or 3 to finish. Sessions are in the 3-5 hour mark in general, although there have been a couple of shorter ones recently due to other events and natural break points. Say we've taken 20 hours of play to reach this far, with another 8-10 to finish the adventure. That's been typical of all the adventures in the series. I originally balked a bit at the price of the new adventures, but they've repaid me with a lot of fun adventuring.
Most disappointing was H3, which offered a lot but didn't quite come together. H1 and H2 were good and I think that we could have done a lot more with them; both have home bases that offer much in the way of expansion, which really helps an adventure IMO. (H3 doesn't have a home base, which hurt it terribly. P1 has the dungeon too far away from the home base for the home to be too important).
Meanwhile, my homebrew Greyhawk game has the characters just approaching Paragon levels, and I'm now introducing nobles and the like as important NPCs the PCs will interact with as they become People of Power.
Good fun!