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Best Two Hour Adventures?

Firebeetle

Explorer
Im starting as an Adventurers League judge at Pawn & Pint in Kansas City. I need to know a few of the best 2 hour adventures available so I can prepare them well.
Any suggestions?
 

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Kansas City is a good place- Haven't been to Pawn and Pint but I have an old friend who games there regularly.
I've found that [MENTION=97077]iserith[/MENTION] has some fantastic adventures he's written up. Too bad he hasn't posted any new ones lately. Here's the link to his adventure scenarios. http://www.enworld.org/forum/showthread.php?470673-is3rith-s-Adventure-Scenarios Seahorse Run is pretty fun, I used yogurt covered raisins to represent the eggs. My group also really enjoyed Joust and the King Kong vs T-Rex one was brutal on them.
 


There are only two AL seasons that are mostly 2 hour modules, Storm Kings Thunder and Curse of Strahd. I ran all the first tier SKT modules. They vary in quality, but are all decently runable. They do interconnect, so they should be run in order. (If you run more than tier one, the chronology is a bit complicated, and goes by order released, NOT all tier one followed by all tier two, etc)

I can’t speak to Curse of Strahd, really. I played one mod, haven’t DMd any as I strongly dislike horror themed stuff.
 

Oh, be sure to read the comments and reviews on DMs Guild for the modules you buy. They will identify strengths and weaknesses and sometimes suggest fixes.
 


I ran several of the adventures in the module In Volos Wake, which takes place around Phandalin and all tie together. They are fine and a bit lighthearted, but do not seem to tie in with other books. I also ran the 2 adventures centered around the Marsh of Chelmibar which are part of the Giant year, but I ran separately. These I found to be ok if very linear. Maybe if I ran the others in the series they would have been better.
 


Maybe not the first one to start on, but I enjoyed running DDAL5-04 - In Dire Need, as did my players, especially getting one player to run a two-hour timer, so everyone could keep an eye on time ticking by; I wasn't overly specific on what would happen if the PC's didn't succeed within two hours, but they all knew they had a two hour cut-off to "win" - it worked well, lots of creativity came out. To be honest, I actually gave it a good three hours, with a good half hour preamble before the timer was officially started, then some time at the end to get back to town etc; I think most AL adventures are particularly difficult to fit into 2 hours, but I only run home games, where the pace and timing is more flexible.
 

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