Any of WotC's 'Original Adventures' good?

Nyaricus

First Post
WotC has a small archive of adventures here and I was wondering if any are good? I want somehting that is easily played with archetypical pregens (Dwarven Fighter, Elven Wizard, Halfing Rogue, Human Cleric and maybe another character) for a one-shot I plan to run at my FGLS for some potential players I want to add to my group. (More info here about that)

So, what's one of the nicer low level modules? I am thinking levels 1-4. Had a good experience with it? Avoid it like the devil?

I'd like an easy one to play for both players and GM. Thanks EN World :)
 

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Sammael said:
The Burning Plague is a classic, although it can be quite deadly if the PCs forego options other than combat.


Agreed. I ran my 3 daughters and SO through this at Christmas 2004.My daughters (14,13,10) had never played D&D or had any desire to play D&D. My SO convinced them to do it for something to do one night. All three of them now have their own PH. When I took them home after our two weeks together, they were stumbling over each other trying to tell "Granny" & "Poppy" all about how much fun D&D is.

It makes a father proud to see his 13-year old daughter toting a PH to the bathroom with her.
*wipes away a single tear of joy*

Now whenever they visit, they want to know if they can get in on whatever current game we're playing. :D
 

Nyaricus said:
So, what's one of the nicer low level modules? I am thinking levels 1-4. Had a good experience with it? Avoid it like the devil?
I've gone through most of those between levels 1-7, and they're all pretty ghastly.

However, they are all also at least somewhat playable, so if you're desperate, they're there (and they're not "avoid like the devil" bad). But for the love of pete, don't play them on purpose!

They're pretty decent for a side-trek when the DM is otherwise too busy (which is how I managed to go through all those betwen levels 1-7...!).

As with the other posters, we had the most fun with The Burning Plague.
 


I've used quite a few of them over the past several years. Like any canned adventure they often take a certain amount of adaptation, but they've been a pretty useful resource for me. Started my current campaign with one of 'em ("Wreck Ashore"), in fact.
 

Dr_Rictus said:
Like any canned adventure they often take a certain amount of adaptation, but they've been a pretty useful resource for me.
I am just using it as-is for a one shot to try out some new players. That's all.

You cite 'Wrecked Ashore' but would you recommend it? What about the others?
 

We had fun with Burning Plague, Something's Cooking and a couple of the other free WotC adventures in our Company of the Random Encounter campaign, but (1) it was a very light-hearted campaign and (2) I made quite a few embellishments, extensions and alterations to the modules.

I generally find that the WotC free adventures are useful for providing a situation you can expand, but too short, linear and brutal to play as is. (By brutal, I mean "a group of 6 level-appropriate PCs had to rest after every encounter").
 

Capellan said:
I generally find that the WotC free adventures are useful for providing a situation you can expand, but too short, linear and brutal to play as is. (By brutal, I mean "a group of 6 level-appropriate PCs had to rest after every encounter").

Wow, really?
Short and linear I expected, but brutal?

I gotta hear more details.
 

I've been a player in both The Ministry of Winds and The Ghosts of Aniel. Both times the adventures where unchanged. In fact I suspect the DM just printed them out and barely read the outlines (at least he didn't use the combat tactics of the final ministry encounter).

We still had decend fun. Ghosts of Aniel is a relatively standart ghost mystery that takes level appropiate divination into account.

Ministry was more of one or two big combat encounters with a bit of interesting window dressing and some possible plot hooks.

Both made decend sidetrecks with some potential. They just filled one short session each. I found most others to be similar. The Temple of Redcliff seemed to have special potential and I still keep it on the side should I ever need a sidetreck in that vain.
 

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