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Community
General Tabletop Discussion
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Thoughts on the published Wizards adventures
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<blockquote data-quote="mac1504" data-source="post: 4526069" data-attributes="member: 774"><p>I've been enjoying running the series, especially after spending over two years writing my own series of adventures for a long running campaign. It's nice to have most of the work done for you ahead of time.</p><p></p><p>I wish the series had more of a consistent thread, or overarching plot that went with it, but I guess that is up to the individual DM to assemble. </p><p></p><p>I agree that H1 lacked more diverse battles, and should have had a skill challenge in it (besides the supplemental after-thought of the ritual at the end) to really show off 4e's chops. But overall, I think it was a hit with my players. I ended up throwing in a few of the <em>Dragon</em> and <em>Dungeon</em> sidetreks and supplemental material to spice up plots and battles, and writing a few skill challenges on my own to bring elements together.</p><p></p><p>We just started with H2, and (most of) the players love the Seven Pillared Hall. As Merric stated, lots of good intrigue and plot devices to explore in that cavern. The first section, going against the Bloodreavers, seemed more of the same of H1- but I threw in some Bloodghosts from <em>Dragon</em> 366 to spice up those battles (plus I've had to adjust most encounters since my group numbers six in size).</p><p></p><p>I'm not sure how I'm going to incorporate H3, but I think my players would really enjoy it, as it seems from an overview, to be an old school <em>Tomb of Horrors</em> romp.</p><p></p><p>I'll second the vote for WOTC to continue publishing modules; I certainly think that was one of the mistakes they made later on with 3rd edition.</p></blockquote><p></p>
[QUOTE="mac1504, post: 4526069, member: 774"] I've been enjoying running the series, especially after spending over two years writing my own series of adventures for a long running campaign. It's nice to have most of the work done for you ahead of time. I wish the series had more of a consistent thread, or overarching plot that went with it, but I guess that is up to the individual DM to assemble. I agree that H1 lacked more diverse battles, and should have had a skill challenge in it (besides the supplemental after-thought of the ritual at the end) to really show off 4e's chops. But overall, I think it was a hit with my players. I ended up throwing in a few of the [I]Dragon[/I] and [I]Dungeon[/I] sidetreks and supplemental material to spice up plots and battles, and writing a few skill challenges on my own to bring elements together. We just started with H2, and (most of) the players love the Seven Pillared Hall. As Merric stated, lots of good intrigue and plot devices to explore in that cavern. The first section, going against the Bloodreavers, seemed more of the same of H1- but I threw in some Bloodghosts from [I]Dragon[/I] 366 to spice up those battles (plus I've had to adjust most encounters since my group numbers six in size). I'm not sure how I'm going to incorporate H3, but I think my players would really enjoy it, as it seems from an overview, to be an old school [I]Tomb of Horrors[/I] romp. I'll second the vote for WOTC to continue publishing modules; I certainly think that was one of the mistakes they made later on with 3rd edition. [/QUOTE]
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