Thoughts on the published Wizards adventures

I've been running H1 with two separate groups for the last couple of months. One group is still on the first level because they detoured off into the natural caverns section, while the other found the stairs to level two pretty quick- they're now just outside area 18, the one before the Kalarel encounter.

In both cases, I set H1 in the Forgotten Realms (NE Cormyr) and stirred in some of the supplemental encounters, including the tavern brawl, the cult of Shar underneath Bairwin's shop, etc. The Shadow of Kalarel batch of extras were pretty blah, although I did use the kobold one as a substitute for one of the original kobold encounters.

I also threw in the Eberron bit about Delphina being a doppleganger and added an original piece where Irontooth's body, brought back by the party to prove the destruction of the kobold lair, disappears and ends up reanimated as an undead creature (shades of Paizo's Kobold King modules, basically).

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The interesting thing about both situations is that each group apparently took Valthrun's story about Shadraxil quite seriously- to the point where once both groups located safe spots to rest (such as the hidden zombie room on the first level, etc., or the cleared hobgoblin section of level two), they basically refused to go back to Winterhaven. That's one thing I didn't expect beforehand, but it makes sense when you look at it- the module just sort of assumes the party goes back to heal when it really doesn't put anything in Winterhaven that's really necessary to come back for.

This, of course, means that I'm in the spot of springing the big Winterhaven undead invasion on them (they already found the plans in the hobgob area) after they have conceivably already beaten Kalarel and closed the portal. Fine with me- maybe it'll take them by surprise- but it's not how it was intended.

I've enjoyed running H1- I do think that it's a good introduction to 4E and helps newly converted players figure out what they like. I have noticed that the encounter design is set up in almost all cases so that PCs are really only in danger if they go charging headlong into an area- heck, my one group defeated the gelatinous cube on level two without so much as a scratch just by being cautious and tossing a sunrod in the cube's direction, then backing away down the corridor while sniping and using the warlock's dire radiance power (deals damage when the target moves closer to the caster). My players have managed to greatly reduce their risk just by moving carefully and using doorways as bottlenecks (the ghoul warren was a romp, for example.) The one group's cleared all the outdoor/preliminary encounters as well as a dozen of the dungeon encounter areas completely with maybe three extended rests.

I'm not really complaining as much as I'm just pointing out that players who are good tacticians aren't going to find H1 all that troublesome. I do find myself missing the edgier Paizo plots, for sure, and am quite sad that Paizo cast its lot as it did because I don't have the time to convert Pathfinder stuff to 4E.

After H1, I plan on running Escape from Sembia as a prequel/flashback to set up the ongoing villains (Netheril) and then some of the RPGA Living Forgotten Realms or Dungeon Magazine modules as I see fit. I don't know if we'll end up using H2 or H3- probably at least some of the former. Kinda depends on whether or not the group gets tired of combat-heavy dungeon crawls and goes for some more of the RP/skill challenge stuff that's more common in the RPGA modules.
 

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The interesting thing about both situations is that each group apparently took Valthrun's story about Shadraxil quite seriously- to the point where once both groups located safe spots to rest (such as the hidden zombie room on the first level, etc., or the cleared hobgoblin section of level two), they basically refused to go back to Winterhaven. That's one thing I didn't expect beforehand, but it makes sense when you look at it- the module just sort of assumes the party goes back to heal when it really doesn't put anything in Winterhaven that's really necessary to come back for.

This, of course, means that I'm in the spot of springing the big Winterhaven undead invasion on them (they already found the plans in the hobgob area) after they have conceivably already beaten Kalarel and closed the portal. Fine with me- maybe it'll take them by surprise- but it's not how it was intended.

Interesting is right. I find published adventures much more fun when the players do things the writers never intended.
 

This, of course, means that I'm in the spot of springing the big Winterhaven undead invasion on them (they already found the plans in the hobgob area) after they have conceivably already beaten Kalarel and closed the portal. Fine with me- maybe it'll take them by surprise- but it's not how it was intended.

I went this route the session before last. When the group emerged from the Keep, after having defeated Kalarel, I had them run into Delphina Moongem who told them that Winterhaven had been overrun by Hobgoblins; they also caught wind that the traitor they had heard of from the note on Irontooth, was performing a ritual in the cemetery. That allowed me to run the graveyard encounter. After that, the Hobgoblins made off with some of the villagers before the town was liberated. This provided some urgency in getting to Thunderspire.
 

Another complaint I had about H1 is that there wasn't a lot of explanation about the Mirror. Or why Karalel wanted it at all.

This, of course, means that I'm in the spot of springing the big Winterhaven undead invasion on them (they already found the plans in the hobgob area) after they have conceivably already beaten Kalarel and closed the portal. Fine with me- maybe it'll take them by surprise- but it's not how it was intended.
One way to have circumvented that (it's likely too late) is to discourage the PCs from sleeping in the Keep. By giving them nightmares (or even a skill challenge) that prevent them from getting the benefits of an extended rest.

They could find the scholar from the dragon excavation site in one of the cells, who needs to be returned to town.

However, if the PCs have defeated Karalel before addressing the graveyard, I'd actually let the situation in the graveyard escalate until it's a veritable undead siege on Winterhaven.
 

My group just met Splug - he's an ingratiating, toadying, whining servant to the Warlock now, as the Warlock is the only one that speaks Goblin.

I took an idea from these boards and made him much more eloquent in Goblin than he is in Common, eg:

Common: "No hurt Splug! Me will be servant! Me help!"
Goblin translation: "Oh, thank you so much! I would be more than happy to work as your indentured servant until such time as we mutually felt that my debt to you had been discharged."

The Warlock seems mildly distressed by this, which is good.

The point I'm making is that with a bit of work (and I mean, really, a little bit of work) you can draw a lot of good stuff out of these modules if you listen to your players (as you are advised to do in the module itself) and pick up on what they're enjoying.
 

KotS

Hmm.
Since I've only run KotS so far, I can only comment on it.

I guess I'm in the minority, as I felt it was quite a horrible adventure for $24.95. The storyline was mediocre at best. The encounters were nothing special. (Except for the 2 that were special, only because they were way too overpowered for a normal party of appropriate levels.) Splug was annoying and reminded me too much of Jar Jar. I cut him when I ran it. The best part of the entire adventure was the "password". All in all, it was just a plain old, run of the mill adventure with nothing really going for it. And that would be just fine if it was one that I had downloaded for free off the internet somewhere, or whipped up a few hours before game time. But for $25, I feel ripped off.
Gruns
 

I actually had quite a background on Splug and how he used to be the smart one in a pack of goblins before Kalarel came. I had a few skill challenges involving Splug and, now that Kalarel is gone, he's working to rebuild some sort of reasonable goblin pack that won't get wiped out in their weakened state.

Splug isn't too much like Jarjar until you turn him that way.
 

I must have been in the minority re: Splug, because my one group that found him did enough digging to uncover much of the story in advance. So they let him out and he provided some basic info about the part of the dungeon he knew, then stole money and ran off when they took an extended rest.

The NPC I did have a lot of fun with was Eilian the Old, who spewed ridiculous conspiracy theories and talked like Saturday Night Live's "Grumpy Old Man". Also Valthrun, who pretended like he had servants in his tower but was actually just talking through a tube to sound like someone else. "Come back tomorrow!"

I don't run deadly serious games, I guess.
 

Hmm.
Since I've only run KotS so far, I can only comment on it.

I guess I'm in the minority, as I felt it was quite a horrible adventure for $24.95. The storyline was mediocre at best. The encounters were nothing special. (Except for the 2 that were special, only because they were way too overpowered for a normal party of appropriate levels.) Splug was annoying and reminded me too much of Jar Jar. I cut him when I ran it. The best part of the entire adventure was the "password". All in all, it was just a plain old, run of the mill adventure with nothing really going for it. And that would be just fine if it was one that I had downloaded for free off the internet somewhere, or whipped up a few hours before game time. But for $25, I feel ripped off.
Gruns

Not to argue with you outright because I can see why someone wouldn't like KOTS, but:

1) It was intended to be a preview of and introduction to 4E for both veterans and newbies, so not having the layers of complexity in storyline and encounter design/semantics was excusable to me.

2) It was and still is available through online sources for as little as $16.47. Given that you got the quick-rules and battlemats along with the 64-page adventure, it's objectively a fair value, adventure quality notwithstanding.

I will say, however, that the flimsy magazine-ish paper used on the KOTS booklets was a problem. I think Wizards learned their lesson there, since it doesn't seem to have reappeared.
 

For me, the published adventures have been a victim of the success of 4E, along with my circumstances. I'd be reasonably happy running them, except:

1. I have about 7-8 players at a given session, which means that I would have to modify the existing adventures, not even taking into account my players' preferences. That isn't much of a problelm, but ...

2. It's so darn easy and fun to do your own adventures in 4E, that I can whip up something exactly like I want for my group, in just a bit more time than it would take to modify an existing adventure.

So $25.00 is a lot to pay for some tiles that I probably want use as well, because I need a bigger area for a large party.
 

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