Capsule reviews of the HPE series so far...

MerricB

Eternal Optimist
Supporter
I've been DMing the HPE series of 4E adventures since 4E came out, mostly on a fortnightly basis. At this point, the characters are around 24th level and we're playing through E2-Kingdom of the Ghouls.

I thought that a brief capsule summary of what I think of each adventure might prove interesting:

H1 Keep on the Shadowfell
Absolutely awesome start to the series, with good NPCs to interact with in town (with suggestions to how they develop), plus the rising threat from the kobolds which then lead into the Keep.

Unfortunately, it falls apart once the Keep is reached: the Keep is too linear and too long, and there isn't enough seeding of the Big Bad, so that you get to him and think "why is he performing a ritual?" It isn't "we must reach him in time", but rather "Who's that guy?" There are good encounters in the Keep, but the structure of the adventure falls apart at that points. First half of the adventure is 9/10, second half is 5/10, for a final score of 7/10.

H2 Thunderspire Labyrinth
Looks great, and solves a lot of pacing problems by splitting the adventure up into four or five mini-adventures: I appreciate that. Unfortunately, the main home base didn't get used enough in play by the PCs, causing them to be disassociated with the people they're trying to help, and the maths problems with the soldier duergar (which were also resistant to the wizard's main fire attack) made too many of the combats grindy. It'd play better now the wizard has more options.

The big bad isn't quite built up to enough, IMO. Final score of 6/10.

H3 Pyramid of Shadows
A really interesting setting and a lot of good backstory for Nerath is unfortunately devalued by the sheer boringness of the inhabitants. Every group is evil and every group attacks (or deceives you, then attacks). Eventually I rewrote the bandits to be more neutral and thus sympathetic allies of the PCs and had some respite from the constant combat. The upper levels looked interesting, but weren't. Really needs to be more dynamic than its mapped out to be, because it's hard to change as written. The other big problem is that you're no longer caring about the communities of the Nerath Vale at all, as you were in H1. This came back to hurt us in the next module. Score 3/10.

P1 King of the Trollhaunt Warrens
Our first taste of the Feywild, King of the Trollhaunt Warrens has a suitably involving and epic plot, with a lot of Celtic overtones. I had to sit down with my players and recast them as less mercenary-types, because the adventure wants heroes (as do later ones), and they'd lost that over H2 and H3. There wasn't quite enough in town to really invest the PCs with the import of their actions, and the warrens might be just a little long, but the final act is the right length and very, very evocative. 8/10.

P2 Demon Queen's Enclave
The highlight of the series, with great potential for roleplaying which became a lot of actual roleplaying. My group befriended the drow necromancer and the soldiers and wreaked havoc against the priestesses of Lolth, after first visiting them to see if they were worth befriending - they weren't, they liked the necromancer more. :) The adventure also brings Orcus's plans back into the mix, and thus sets up the epic series. My main problem with the module comes from an overly linear final act, which also is just a bit too long. 9/10

P3 Assault on Nightwyrm Fortress
A disaster. It starts off well enough, going through the Tomb of Sartine, but then going through the walls of the fortress to reach the tower (or, rather, to find the keys to get into the tower) is forced, linear and dreadfully boring. There are some good encounters in there, but they're buried under the tedious length of it all. This adventure, more than any other one in the series, seems to have been hit by policy decisions that it should be possible to go through all the adventures as pure combat romps, and although P2 allowed roleplaying alternatives, they didn't survive into P3. Score 2/10.

E1 Death's Reach
The basic premise of E1 (souls being diverted to evil ends) is just too similar to P3, but the execution makes this one of the best adventures in the series. It's suitably epic: the group fight major forces aligned with Orcus, get to meet the Raven Queen (which was great, because as opposed to their normal brash manner, the group was completely speechless in her presence), and then go to a ancient battleground of the Dawn War. This one is setting up the entire Epic series of adventures, and it's a great start. The final act - the Reliquary of Timesus - is once again a little too long, but only a little. 8/10.

E2 Kingdom of the Ghouls
We've played one session of this one. Alas, it starts in Sigil! Argh! The link between E1 and E2 doesn't quite work, but I was able to salvage something. We'll see how this one goes. My PCs are very glad they have a cleric with them!

Cheers!
 

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Excellent reviews. I've played the H-series and would generally agree with everything you say about them.

"Keep on the Shadowfell" tends to be judged by the overly linear and uninteresting dungeon crawl at the end where the adventure as a whole is actually well done. I made only one change to the story, which was to have the last descendant of the tragedy at the Keep still living in Winterhaven, and be key to the big bad's plans. 6/10 seems about right.

"Thunderspire" we played in segments interleaved with my own material, so the adventure wasn't given a fair shake as a whole. But, what they did play, they enjoyed; they liberated the Seven-Pillared Hall from the Mages and it's now a remote base of operations for them. Not only that, but when the paladin was lowered into a well from which a couple of ghouls emerged to attack the party one time, the prospect of cleansing the vast cavern of teeming undead I described remains, to this day, the only character goal that player has ever come up with. :) I would give this 7/10.

"Pyramid" I've played reasonably straight and, like you Merric, I was compelled to make some of the denizens more sympathetic. There's only so many times you can have someone betray the party before you destroy any chance of them forming a bond with any of your NPC's, ever. We're due to play the final session of this in a couple of weeks, but for campaign reasons I'll be modding the finale quite heavily. I would score this 5/10. It's a thick-as-treacle dungeon crawl but has a few redeeming features.

As a whole the H-series is an overly-simplified take on D&D adventuring with a massive over-emphasis on dungeon crawling through page after page of lengthy combats. Quite disappointing from my point of view, but potentially the right mix of exploration and butt-kicking for newer DM's and groups.
 

cant XP, but I will just say: you are the great druid.

I liked H1 and all its classic shoutouts, and in hindsight the home base really did work. But, as I have done many times, I did shortcut it. Splug decided that being a kin-slayer was not his thing, and so some of the goblin fights turned into short chats, the kruthric were bypassed (though I actually like them..so they were a thunderspire encounter) and after the dead rose in town, it was all out to stop the ritual, bypassing most of the hobgoblins.

H2 had lots of good stuff, but felt less then the sum of its parts. And the..you don't get the slaves...you don't get the slaves...its not over...its not over...thing could be sort of amusing to inflict on the PCs...but very much hit diminishing returns.

MB: Did you alter E1 much to keep the opponents competitive? Boosted damage, made changes for daze/stun, etc?
 

I agree with much of what you said, Merric. I also made many adjustments to the different parts of the modules in order to have the various BBEGs show up earlier (so that the PCs had a reason to want to stop them), and to add in more roleplaying while removing extraneous combat. I can certainly understand the premise behind the design of the modules (of the H series in particular) as I agree with wedgeski that these seem much more meant for newer DMs with more easily-run combats and less RP scenarios requiring improvisation.

Now that the entire H-P-E series is complete, I would actually love to see someone like Chris Perkins do a remake of it all... tying the various big bads together, replotting and readjusting the numbers and types of encounters using current 4E design philosophies, and create a much more coherent "adventure path" out of the whole thing. The whole Orcus plot could/should run as a backdrop under the entire thing (even those modules not directly connected to it), and it's definitely something that one of WotC's writers could do wonders with.
 


Yup. And there's been two other remakes as well (the runic character remake, and the more Orcus-centric H-series edit). I'd just love to see one that tied all the modules together into a cohesive whole... where there's more foreshadowing in the earlier modules to what happens later, where important NPCs retain their status as important and appear in later ones, where some enemies escape and reappear later on etc. This kind of tighter, connective plotting can only really happen after the entire series has been laid out, since they were all written at different times by different authors.
 



MB: Did you alter E1 much to keep the opponents competitive? Boosted damage, made changes for daze/stun, etc?

I've been altering a few things. Damage is definitely up, and occasionally I'll throw a curveball with daze/stun/fly when it makes sense.

Cheers,
Merric
 

Thanks (again)!

There has been so much bad mouthing of epic in these parts, I am just curious about successfull use of official epic material.
 

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