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<blockquote data-quote="JeffB" data-source="post: 7489054" data-attributes="member: 518"><p>Phandelver is always a good choice. Fun little area to learn how to run/play the game.</p><p></p><p>Blacktooth Ridge is also an excellent suggestion- it's a starting town (with plenty of subplots and interesting folk) an overarching "campaign plot" (leading into the subsequent adventures) and has several adventure locations including a few small and medium fleshed out dungeons, and several wilderness encounter areas and adventure frameworks. Also the adventure that precedes it (A0- The Rising Knight) is a similar but slightly leaner product in a different part of the same region (South of the Blacktooth Ridge) and blends seamlessly with A1. (personally I think the Dungeon in A0 is a bit more interesting- a "living/sentient" temple of the now departed Big Bad Evil God who ruled the world for a 1000 years). </p><p></p><p>Picking up both A0/A1 is a heck of a lot of play value. I have run them as well as further adventures in the series in their original Castles & Crusades format. They do a great job of introducing an area without being overwhelmed by all the world details. The setting is expanded in each adventure as the DM needs it. And it's easy enough to drop into another setting if need be with minimal work.</p><p></p><p><a href="https://www.drivethrurpg.com/product/160855&affiliate_rem=121555" target="_blank">A0 THE RISING KNIGHT</a></p></blockquote><p></p>
[QUOTE="JeffB, post: 7489054, member: 518"] Phandelver is always a good choice. Fun little area to learn how to run/play the game. Blacktooth Ridge is also an excellent suggestion- it's a starting town (with plenty of subplots and interesting folk) an overarching "campaign plot" (leading into the subsequent adventures) and has several adventure locations including a few small and medium fleshed out dungeons, and several wilderness encounter areas and adventure frameworks. Also the adventure that precedes it (A0- The Rising Knight) is a similar but slightly leaner product in a different part of the same region (South of the Blacktooth Ridge) and blends seamlessly with A1. (personally I think the Dungeon in A0 is a bit more interesting- a "living/sentient" temple of the now departed Big Bad Evil God who ruled the world for a 1000 years). Picking up both A0/A1 is a heck of a lot of play value. I have run them as well as further adventures in the series in their original Castles & Crusades format. They do a great job of introducing an area without being overwhelmed by all the world details. The setting is expanded in each adventure as the DM needs it. And it's easy enough to drop into another setting if need be with minimal work. [URL="https://www.drivethrurpg.com/product/160855&affiliate_rem=121555"]A0 THE RISING KNIGHT[/URL] [/QUOTE]
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