So, I have a group that's trying 4e, finally. We've run the Kobold Hall from the DMG, to get a feel for the mechanics in action. That's what it seems designed for, and it worked well enough. But the mechanics alone did not grab my players enough for them to decide they want to go forward with 4e.
At the moment, it looks like they'll ask to see the thing put through its paces in the context of a more rounded adventure - something with backstory and/or plot, with interesting NPCs to interact with, and some thinking and decisions to be made that don't have to do with the battlemat. It doesn't need to be terribly long - a couple sessions worth of material would be good, though stretching to 4 or 5 sessions is fine.
I could write my own (and get a feel for the DMG's guidelines in the process), but it seems like too good an opportunity to pass up: What starting-level adventures have you seen around (by WotC, 3rd parties, or fans - conversions or original, for pay or free - I don't care) have you seen that you'd recommend?
At the moment, it looks like they'll ask to see the thing put through its paces in the context of a more rounded adventure - something with backstory and/or plot, with interesting NPCs to interact with, and some thinking and decisions to be made that don't have to do with the battlemat. It doesn't need to be terribly long - a couple sessions worth of material would be good, though stretching to 4 or 5 sessions is fine.
I could write my own (and get a feel for the DMG's guidelines in the process), but it seems like too good an opportunity to pass up: What starting-level adventures have you seen around (by WotC, 3rd parties, or fans - conversions or original, for pay or free - I don't care) have you seen that you'd recommend?