Adventure Choices

Umbran

Mod Squad
Staff member
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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?
 

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KotS is a bit plot and interaction light, to be honest, so I wouldn't suggest that.

If they were happy with the idea of using some higher level characters, then Thunderspire Labyrinth does have a lot more chances to interact with NPC's, go off on side quests and generally develop characters - plus it has some kick-ass battles too.
 

I'm sure you must have a slush pile of adventures you wanted to run for 3e that you haven't gotten around to yet. Why not just adapt one of those to 4e? I realized tonight that our DM is pitting us against the Beast of Burden.
-blarg
 

Running KotS is straight forward enough and with a bit of editing can be fun.

Add in some of the extra detail, sans encounters, from the web enhancements. Build up a bit more story with the NPCs in Winterhaven. And maybe cut some of the unnessesary combat encounters.

KotS is like a well cooked meal, it just needs a good Chef (DM) to add a little spice.

On reading Thunderspire - I havent run it yet - it seems a better adventure; lots going on, great random encounters and lots of scope for extra adventures. It is a mini-setting really. But someone here who is running it - Henry, I think - is having a hard time with the encounters, the party is constantly using all their resources, it could be that the encounters are too tough. There is a thread for it somewhere.
 

Just to add to what the others have said. Kots isn't so bad, if you do some work on it. Thunderspire offers lots of possibilities, and if it was a 1st level adventure, I would definitely tell you to pick that one.

I am reading one of GG's level 1 adventures Isle of the Sea Drake, and it definitely shows some promise. At least framework wise.
 

Good info so far, thank you all.

Anyone have any experience with "Scepter Tower of Spellgard" or "Rescue at Rivenroar"?
 
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Good info so far, thank you all.

Anyone have any experience with "Scepter Tower of Spellgard" or "Rescue at Rivenroar"?

I have read and prepped it (spellgard) somewhat. The setting is quite interesting and there are plenty of opportunities to interact with NPCs at the start but the main adventure is very combat focused and quite linear. Seems to be a fight in every room
 

Good info so far, thank you all.

Anyone have any experience with "Scepter Tower of Spellgard" or "Rescue at Rivenroar"?

Haven't had the time to read Spellgard yet, but stay clear of Rescue. It's not good. There is an awesome encounter though, thats definitely a must to steal, it includes an ogre pulling a cart with goblins that are throwing "bombs".
 

I'm currently running Rescue at Rivenroar with a bunch of newbies. I don't think it's a bad adventure, but the editing is awful, and you have to do some work to make sense of it all.

*** MINOR RESCUE AT RIVENROAR SPOILERS ***

The introduction is good, with interesting battles and role-playing possibilities. It was the character's first time in the city, so I let them wander around a bit before springing the action during the evening. They got to visit the museum that gets attacked during the evening, and even talk with the curator that gets kidnapped. They liked the fellow, so had an incentive in trying to free him from the attackers.

The journey to the dungeon is ordinary. I had to modify the encounters and the skill challenge.

The dungeon is bland, and almost feels random in its design. Again, I moved some stuff around, transformed the glowing glyphs trap into a sort of puzzle that opens a door I added. The denizens haven't figured out the puzzle, so if the players do, they'll have a safe room in which to retreat and store the villagers they'll have rescued.

All in all, it requires work.

Edit: the encounter in question is an Ogre pulling the cart to whom he's attached, while 2 hobgoblins riding the carter give him bombs to throw.

AR
 

I am reading one of GG's level 1 adventures Isle of the Sea Drake, and it definitely shows some promise. At least framework wise.

Quoting yourself, FTL..

Anyway. I finished Isle of the Sea Drake and it is okay. After a promising start, it goes a bit too much into hack'n'slash-land and never looks back. Overall I would say it has decent possibilities, but needs some work.

Cheers
 

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