Best RPGA Adventures (Part II)

Which of the following RPGA LFR adventures would you recommend to other players?

  • AGLA 1-5 Silver Lining

    Votes: 3 15.8%
  • AKAN 1-7 Faint Hope (Expected December 2009)

    Votes: 0 0.0%
  • BALD 1-4 Silent Streets and Vanished Souls

    Votes: 0 0.0%
  • CORE 1-13 The FAte of Camp Fifteen

    Votes: 3 15.8%
  • CORM 1-5 The Black Midwinter

    Votes: 2 10.5%
  • CORM 1-7 Patronage and Pestilence

    Votes: 2 10.5%
  • DALE 1-7 Arts

    Votes: 4 21.1%
  • DRAG 1-7 Crafts

    Votes: 4 21.1%
  • EAST 1-4 Darkness in Delzimmer

    Votes: 1 5.3%
  • MINI 1-1 Stirring the Embers

    Votes: 6 31.6%
  • MINI 1-2 The Burning Scent of Perfumed Swords

    Votes: 6 31.6%
  • MINI 1-3 Building the Pyre

    Votes: 1 5.3%
  • MINI 1-4 Coaxing the Flame

    Votes: 1 5.3%
  • MINI 1-5 Pyrophobia

    Votes: 1 5.3%
  • MINI 1-6 Quench the Fire of the Raging God

    Votes: 1 5.3%
  • MOON 1-5 Lost Love (Is this 1-4? )

    Votes: 0 0.0%
  • SPEC 1-3 Gost of the Past: Hive of Corruption

    Votes: 2 10.5%
  • TYMA1-5 From One Dwarf to Another

    Votes: 4 21.1%
  • WATE1-5 Lost in the Fog

    Votes: 6 31.6%
  • Other (Please respond and explain)

    Votes: 3 15.8%


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Yeah, there is a link at the top to the poll of the other modules if you want to see those results. My anecdotal evidence is that not many people have played the newer adventures. Maybe the population of 1st-4th level adventurers has decreased?

I think that's quite likely, actually. Even if you assume the number of new LFR players remains fairly constant, you're still going to see the ratio swinging towards the higher level tiers.

I think the new 1-4s are getting really good, though.
 

To be honest, I hadn't even realized that there _are_ new adventure modules for levels 1-4. I thought the higher numbers indicated higher levels...

I've only been looking at the modules ending with '1-1' so far.
 

To be honest, I hadn't even realized that there _are_ new adventure modules for levels 1-4. I thought the higher numbers indicated higher levels...

I've only been looking at the modules ending with '1-1' so far.

I had thought the same thing myself. You can't look at the number and tell the level of the adventure, unfortunately. Here is the list of 2009 4th quarter adventures for RPGA:

http://community.wizards.com/lfr/blog/2009/09/16/q4_2009_adventure_schedule

As you can see, the majority are not 1st-4th level and of those that are 1st-4th, most are the mini-campaign.
 
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I've only played a handful of RPGA adventures, but I liked the Fate of Camp 15 a lot. It had some good chances for roleplaying and a couple amusing characters. I felt DALE 1-7 Arts was awful, but it may have been the DM. It seemed like it had good RP encounters, but the DM I played with just ignored all of them and went straight to the combat. At one point, out of nowhere, he said, "Okay, you're in a dungeon now." Don't ask me how we got to that dungeon, because it was a surprise to me. None of the adventure made any sense, but it may have just been his fault.

Just for comparison, my experience of DALE1-7 Arts was excellent, but this too may have been down to our DM, who is a professional teacher. He drew on his experiences to add life and dimension to all the NPCs, expanding upon the roleplay elements of the scenario. It helped that we weren't playing a convention slot, and could happily spin the scenario out to six hours.

In terms of story flow, it moves pretty smoothly and everything connects up sensibly, so I think any major break in the flow of your game would have had to be down to the DM.
 

a quick bump for this. It didn't get many votes before, maybe some more people played some since then.
I'm just starting to run games locally so could use the input.
 

Just for comparison, my experience of DALE1-7 Arts was excellent, but this too may have been down to our DM, who is a professional teacher. He drew on his experiences to add life and dimension to all the NPCs, expanding upon the roleplay elements of the scenario. It helped that we weren't playing a convention slot, and could happily spin the scenario out to six hours.

In terms of story flow, it moves pretty smoothly and everything connects up sensibly, so I think any major break in the flow of your game would have had to be down to the DM.

Arts is awful in the mechanics department, the story could be pretty decent if the DM knows to throw out all the monster tactics and set-ups so it isnt a TPK in the 1st 2 rounds of every combat.
If you survived the last fight, you had a perfectly set up party or the DM went soft on you.
Likely the latter, the monsters Init bonuses are appropriate for paragon level encounters, the party starts in fireball formation, the enemy artillery/leader has TWO Area Burst 2 powers that do paragon level damage with Daze and/or Prone effects, that wouldnt be bad but they are both :4::5::6: recharge. Combine the first three together and you get an automatically bloodied party with most members suffering from action loss before they get to act. Unless the party has area burst healing(very rare at that level) by round two you have 1/2 the party unc/dead and the rest running away.
 




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