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Any good 4e adventures that arent dungeon crawls?

I'm going to be 4e-izing some old favourites. sinister secret of saltmarsh, thiondar's legacy(dungeon #30) and libris mortis(dungeon #29) are all getting the 4e treatment.

I don't know the copyright issues or I'd consider posting them here.

But I agree the current 4e offerings for more than hack n slash are few & far between.
 

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My current Scales of War adventure in dungeon (#9, Haven of the Bitter Glass) has a giant chunk of roleplay as its core. It's for level 12-14, though, and I'm not sure how well it would transfer for someone not playing through SoW.
 

My current Scales of War adventure in dungeon (#9, Haven of the Bitter Glass) has a giant chunk of roleplay as its core. It's for level 12-14, though, and I'm not sure how well it would transfer for someone not playing through SoW.

I was going to say something similar about "The Temple Between" (SoW #6). While the middle part of the three-part adventure is a crawl, parts one and three are not. But as PC said, it'll require a little work to remove from the SoW context.

Thanks to those who have mentioned "The Last Breaths of Ashenport." I'm still really proud of that one. :)
 

Wrath of the River King by Wolfgang Baur has plenty of role-playing elements and skill challenges o'plenty to offset the combat encounters. I definitely wouldn't consider that adventure to be a traditional "dungeon crawl" adventure.

thanks, I wish I could check it out but its limited availability.

I will have to look for the Ari adventure... sounds interesting.

Also, i can easily check out the goodman games stuff at a local store. Are those the only ones that provide a more open world experience?
 

I was going to say something similar about "The Temple Between" (SoW #6). While the middle part of the three-part adventure is a crawl, parts one and three are not. But as PC said, it'll require a little work to remove from the SoW context.

Thanks to those who have mentioned "The Last Breaths of Ashenport." I'm still really proud of that one. :)

No thanks necessary. It's even a solid "read". Occasionally, you skim an adventure to get the gist and then start planning. I read the whole thing and was quite impressed.
 

I was going to say something similar about "The Temple Between" (SoW #6). While the middle part of the three-part adventure is a crawl, parts one and three are not. But as PC said, it'll require a little work to remove from the SoW context.

Thanks to those who have mentioned "The Last Breaths of Ashenport." I'm still really proud of that one. :)

I guess I'll ask you 9ari) and pirate cat a balance question. What is your philosophy on balancing encounters that take place across days opposed to several strung back to back during the same day.

the players pretty much will always have their dailies, magic items and surges. thoughts?
 


I guess I'll ask you 9ari) and pirate cat a balance question. What is your philosophy on balancing encounters that take place across days opposed to several strung back to back during the same day.

the players pretty much will always have their dailies, magic items and surges. thoughts?

Well, I haven't come up with any strict mathematical formula or anything, but the way I normally handle it is simply to up the strength of the opposition by several levels. For instance, instead of the average encounter being equal to the level of the party + or -1, go party level +3 or even +4. (Even +5 isn't out of the question, if it's a major battle and the only fight of the day.)

Of course, it's going to depend on how deadly the campaign is, how well the players work together, and how quick they are to realize that it's okay for them to "spam" their dailies, so you'll have to eyeball it a bit. Don't be afraid to go with some trial-and-error, starting small and working your way up.
 

I guess I'll ask you 9ari) and pirate cat a balance question. What is your philosophy on balancing encounters that take place across days opposed to several strung back to back during the same day.
Ari's analysis is great. In addition, I'll add that it's tremendously important to make consecutive daily combats like that feel very different. Change the terrain, change the tactics, and if you can, change the foes. This will allow a couple of giant consecutive brawls without letting them get boring.
 

One of the D&D designers (forget who) has a houserule where you need two milestones before an extended rest. That's how he deals with encounters on the road.

Myself, I would just meta-rule that dailies expended on the road are unavailable untill the PCs have had a 'proper' extended rest (i.e. during an actual adventure, if you understand). The same way that I rule that "Now you can have a short rest (= recharge encounter powers and heal) even though it haven't been five minutes, but it fits the adventure (Mines of Moria, anyone).
 

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