Any of WotC's 'Original Adventures' good?

VirgilCaine said:
Wow, really?
Short and linear I expected, but brutal?

I gotta hear more details.
Yeah, personally I'd like to ehar more as well.

Gold Roger, both of those are too high level for what I'm planning - I said in the first post levels 1-4, so 6 and 10 are not making the cut. Thanks anyways though :)
 

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I souped up Dry Spell a little and it worked out fine. It is just out of the box pretty tough and I think I made it just a smidge harder so there were some tense moments, but nothing totally unmanagable. They aren't the greatest, I'd give them about a 6 out of a 10. With some tweaking they could be a 7 or 8. And you're also not paying 2 to 3 dollars a download, they are free, after all.
 

I really liked the alchemist’s eyre.
I ran it for my group a number of years ago in our first 3e campaign.
I’m a fan of interesting and believable locations and the eyre worked well (both as an adventure and as a temporary base of operations for the group – with the caveat that the eyre was placed in a dangerous part of the world).

Having said that some of the bits are a touch weird; the alchemist has to be –extremely- paranoid to have trapped the place to that degree (or you could alter some of the traps to be keyed to the alchemist so they don’t come after him) ; and if the players rest mid-way through (as mine did, it was a tough fight) it can lead to some interesting/almost guaranteed TPK like situations.

Still it was creative and lead to some interesting fights; I would use it again in a heartbeat.
 

I started my current campaign with Base of Operations (which is, I think, for 6th-level characters..anyway, that's what my group was). It was good, and I just whipped up a couple of significant NPCs in town and it worked great to launch the campaign.
 

VirgilCaine said:
Wow, really?
Short and linear I expected, but brutal?

I gotta hear more details.

Click on the Company of the Random Encounter link in my sig and check out any posts that have subject lines which name WotC free adventures. More details than you could possibly want! :)
 

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

I found it a good, basic adventure suited to my group of mostly beginners. It had a straightforward and compelling premise. I like the structure used for the wilderness segment, which is to provide a list of moderately well-detailed encounters for the DM to use as needed (as opposed to a random encounter table or some such). It provides opportunities for combat, role-playing (the lizardfolk scout), and investigation (the lighthouse).

The Sea Passage section seems to me to be a weakness - it simply bypasses a section of the adventure rather than being a distinct alternative path. The lighthouse section is probably too low on action for most groups - certainly for mine. [I added an undead encounter, haunting the lighthouse due to the horror of the crime there. I chose the Raiment from Libris Mortis, in the form of a great big raincoat and sou'wester hat, which was very effective.]

I've used some of the other adventures as well, but that's getting a while ago now. I remember "Test of the Demonweb" being pretty bland, as well as having rules problems (though I used it anyway in a pinch) and "The Ettin's Riddle" being excellent.
 

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