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<blockquote data-quote="Jhaelen" data-source="post: 6074229" data-attributes="member: 46713"><p>I second most of what's been suggested so far. In our Eberron group we played and enjoyed both Ashen Crown and the Forge adventure from Dungeon magazine. If we'd continued we'd probably have played Nick Logue's trilogy that started in Dungeon #133 with 'Chimes at Midnight', continued in Dungeon #150 with 'Quoth the Raven' and finished with Dungeon #154 'City of Blood'.</p><p></p><p>Both 'Reavers of Harkenwold' and 'Thunderspire Labyrinth' made me want to run them. The former was included in the Essentials DM Kit and is a lot like a 4e version of 'Red Hand of Doom' (which was imho the best 3e adventure module), the latter has already been described and stands out from the rest of the HPE series because it spends a significant amount of space describing the region surrounding the actual encounter areas which invite further development by the DM.</p><p></p><p>And not an adventure per se but still probably the best product in the vein of a campaign kickstarter was 'Hammerfast'. It's meagre 32 pages are chock full with adventure seeds, ideas, npcs and background material. In a way it contains everything that's been sorely missing from the 'true' adventure modules.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 6074229, member: 46713"] I second most of what's been suggested so far. In our Eberron group we played and enjoyed both Ashen Crown and the Forge adventure from Dungeon magazine. If we'd continued we'd probably have played Nick Logue's trilogy that started in Dungeon #133 with 'Chimes at Midnight', continued in Dungeon #150 with 'Quoth the Raven' and finished with Dungeon #154 'City of Blood'. Both 'Reavers of Harkenwold' and 'Thunderspire Labyrinth' made me want to run them. The former was included in the Essentials DM Kit and is a lot like a 4e version of 'Red Hand of Doom' (which was imho the best 3e adventure module), the latter has already been described and stands out from the rest of the HPE series because it spends a significant amount of space describing the region surrounding the actual encounter areas which invite further development by the DM. And not an adventure per se but still probably the best product in the vein of a campaign kickstarter was 'Hammerfast'. It's meagre 32 pages are chock full with adventure seeds, ideas, npcs and background material. In a way it contains everything that's been sorely missing from the 'true' adventure modules. [/QUOTE]
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