D&D 4E Good 4e prepublished adventures

I really liked Sceptre Tower of Spellgard. The general layout is pretty good, and the first book is pretty damn cool - basically, it has a whole bunch of jumping-out points that you can play with as you deem fit.

The actual adventure, unfortunately, is just a series of connected encounters set up in a very railroady fashion. So I cut out a bunch, rearranged them, and played a bit more with the story elements. Good times were had by all because of it.
 

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H2, P1, and P2 are all great. I own most of them, the maps they come with are priceless. H1 having the best map ever made, a road, with rocks, and trees. Used that one far to many times. And whenever i need a random encounter I'll just grab an adventure book the pc's haven't fought through and use an encounter out of there.
 

I really liked Sceptre Tower of Spellgard. The general layout is pretty good, and the first book is pretty damn cool - basically, it has a whole bunch of jumping-out points that you can play with as you deem fit.

The actual adventure, unfortunately, is just a series of connected encounters set up in a very railroady fashion. So I cut out a bunch, rearranged them, and played a bit more with the story elements. Good times were had by all because of it.
I have played that module and it was pretty crappy. A railroady dungeon crawl. Not my cup of tea...

I would have gone for WotBS and yeah, it's one of the few modules that aren't dungeon crawls.
 

You really need to modify that one as there's just too many trolls (I know, I know read the title), but as brutes they have really high hp, low to hits so against a decently optimal group you'll fail to feel threatened by them but it still takes a while to kill them as they have tons of hp and if you don't have fire/acid a decent regen.


Thanks for the tips, I'll probably be making huge changes anyway. I normally setup a few "test" encounters to see how the PC's fair and then adjust the later encounters from that.

I dont like fights to drag on past the 40-60 min mark. But it will be our first time at paragon so it is all a learning experience. :D

H2, P1, and P2 are all great. I own most of them, the maps they come with are priceless. H1 having the best map ever made, a road, with rocks, and trees. Used that one far to many times. And whenever i need a random encounter I'll just grab an adventure book the pc's haven't fought through and use an encounter out of there.


I'd agree here, the WotC mods get a lot of grief but there is a lot of gaming in them. I wish they paid more attention to the story and it's presentation. But I cannot fault their tactical layout or the maps. With a little work they could be something truly wondrous.
 

The actual adventure, unfortunately, is just a series of connected encounters set up in a very railroady fashion. So I cut out a bunch, rearranged them, and played a bit more with the story elements. Good times were had by all because of it.

This has been my experience with all of the published 4E WOTC material I've tried running thusfar; Keep, Spelgard, and Thunderspire.

Oh how I long for a good Banewarrens-ey adventure.
 

Heathen - Not a dungeon crawl, and a pretty interesting story. A paladin leader leaves to destroy an evil cult. He never returns. You travel in search of him, hoping to save him, only to learn he is now the new cult leader. Plains, villages, forests, rivers, mountains, temples. The PC's have a paladin, so it tied well into the story. Before we started, I built up the Paladin leader and had the PC's tell me their relationship to him -- all were really glowing. It has made the mystery and rising doubts as the PC's hear vague rumors even more interesting.

http://www.dragonavenue.com/dnd/post/heathen_an_official_4e_dnd_adventure/

Generally, I dislike modules, but I'm DM'ing five (yes five) different games every week (as part of my job). This takes a huge mental toll trying to keep fully prepared and even more difficult remembering the intricacies of each campaign. Thus, I tried using a module.

I read through many, many to get one I liked. Most had something interesting, but nothing that made me feel pulled into the story. I was pretty surprised how difficult it was for me to find a decent module [this may have more to do with my lack of experience using modules and thus not being able to translate the reading of it into understanding how it might work with any of my groups.]

Another post here asking for best low-level modules had many people recommend Heathen, which is why I read it. I liked almost everything about Heathen and am halfway through the module and still like it.

Still, I've had to (or maybe I've just been unable not to?) change many things, and b/c of this, I'm wondering if it might be even easier just going with my own story b/c since it came from my own mind, it's easier to remember.
 

A paladin leader leaves to destroy an evil cult. He never returns. You travel in search of him, hoping to save him, only to learn he is now the new cult leader.

My favorite part in that story is when they're traveling up the river and run into the playboy bunnies doing that USO show.
 


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