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General Tabletop Discussion
D&D Older Editions
Best 4e Adventure to Adapt?
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<blockquote data-quote="D'karr" data-source="post: 6395767" data-attributes="member: 336"><p>I've gotten into the habit of doing thematic conversions of adventures rather than straight through mechanical conversions because I hardly ever use an adventure as written. With that in mind here are my recommendations.</p><p></p><p>Vor Rukoth, Gloomwrought, and Hammerfast are more adventure locations with some detailed hooks, locations/locales and NPC/monsters for the DM to run adventures. Most people would not call those adventures, in the typical sense. However, the despair deck is something really cool from Gloomwrought to emulate the environment of the Shadowfell. I would find a way to use that in almost any game.</p><p></p><p>Madness at Gardmore Abbey, and the Slaying Stone are pretty cool. The storyline behind Keep on the Shadowfell was rather good, though the execution of that adventure in 4e was horrendous. I also liked King of the Trollhaunt Warrens though I ended up reworking a lot of that adventure.</p><p></p><p>From Dungeon magazine I would recommend Last Breaths of Ashenport, and Heathen as they have rather cool premises.</p><p></p><p>For thematic conversions all adventures in 4e had rather good premises, though in many of them the execution left a lot to be desired.</p><p></p><p>For example Thunderspire Labyrinth has a great premise, but the adventure as written totally sucks, IMO.</p><p></p><p>I truly disliked the "Mario Brothers" syndrome in most of the early adventures. The princess was never in that castle, making the adventures feel forced and possibly "incomplete".</p><p></p><p>Reavers of Harkenwold is good and can serve as a great start to have adventures all along the entire Nentir Vale. I also thought that the adventure in the Red Box Starter Set was a good introduction with lots of roleplaying potential. Unfortunately I don't recall its name. Cairn of the Winter King also had lots of potential.</p></blockquote><p></p>
[QUOTE="D'karr, post: 6395767, member: 336"] I've gotten into the habit of doing thematic conversions of adventures rather than straight through mechanical conversions because I hardly ever use an adventure as written. With that in mind here are my recommendations. Vor Rukoth, Gloomwrought, and Hammerfast are more adventure locations with some detailed hooks, locations/locales and NPC/monsters for the DM to run adventures. Most people would not call those adventures, in the typical sense. However, the despair deck is something really cool from Gloomwrought to emulate the environment of the Shadowfell. I would find a way to use that in almost any game. Madness at Gardmore Abbey, and the Slaying Stone are pretty cool. The storyline behind Keep on the Shadowfell was rather good, though the execution of that adventure in 4e was horrendous. I also liked King of the Trollhaunt Warrens though I ended up reworking a lot of that adventure. From Dungeon magazine I would recommend Last Breaths of Ashenport, and Heathen as they have rather cool premises. For thematic conversions all adventures in 4e had rather good premises, though in many of them the execution left a lot to be desired. For example Thunderspire Labyrinth has a great premise, but the adventure as written totally sucks, IMO. I truly disliked the "Mario Brothers" syndrome in most of the early adventures. The princess was never in that castle, making the adventures feel forced and possibly "incomplete". Reavers of Harkenwold is good and can serve as a great start to have adventures all along the entire Nentir Vale. I also thought that the adventure in the Red Box Starter Set was a good introduction with lots of roleplaying potential. Unfortunately I don't recall its name. Cairn of the Winter King also had lots of potential. [/QUOTE]
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