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Trying to Decide on Module Order for a 4e Campaign
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<blockquote data-quote="darkbard" data-source="post: 6813621" data-attributes="member: 1282"><p>AbdulAlharzred is correct in that conventional wisdom will direct you to steer clear of the H1-E3 line, but I'm going to offer a dissenting viewpoint. I've run KotS twice to good success: once upon first release and again, much later in the edition, with foes updated to MM3+ stats and more optimized characters. This latter run through utilized the free updated version of the adventure available through WotC's website, which includes an early appearance (of sorts) by the BBEG to tie things together a little more tightly and make the heroes really hate the villain (particularly if one makes use of the Missing Mentor adventure hook and has the mentor killed by the villains and his corpse discovered in that scene).</p><p></p><p>While certainly not an amazing adventure, it does a very good job of introducing the game and many of its elements. I would, however, suggest doing some reading at gaming forums on how to rework skill challenges, particularly as they are presented in the first couple of years of 4E. This is an excellent place to start: <a href="https://app.roll20.net/forum/post/511098/dm-tips-how-to-run-a-skill-challenge-d-and-d-4e#post-623481" target="_blank">https://app.roll20.net/forum/post/511098/dm-tips-how-to-run-a-skill-challenge-d-and-d-4e#post-623481</a></p><p></p><p>If you really enjoy KotS, Myrdraak has converted all the foes to MM3+ stats and written a revision that ties the story elements together much more closely throughout the entire adventure path, which is available here: <a href="http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf" target="_blank">http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf</a></p><p></p><p>That said, my experience of the Heroic tier's high points would steer you to Reavers of Harkenwold (adventure included in the Essentials DM kit, but one can find it elsewhere) and Madness at Gardmore Abbey as the clear standouts. Those adventures take one from 2-4 and 6-8 or 9, respectively. So what I would do is start with elements of KotS but leave the end game unresolved, segue to Reavers, return to KotS and then move the Gardmore Abbey (conveniently set around Winterhaven, as is KotS). This might require a little bit of scaling some encounters and cutting some material from KotS, but, as AbdulAlhazred says above, there are segments that can be cut to reduce some of the grind therein anyway.</p><p></p><p>Best of luck! Enjoy!</p></blockquote><p></p>
[QUOTE="darkbard, post: 6813621, member: 1282"] AbdulAlharzred is correct in that conventional wisdom will direct you to steer clear of the H1-E3 line, but I'm going to offer a dissenting viewpoint. I've run KotS twice to good success: once upon first release and again, much later in the edition, with foes updated to MM3+ stats and more optimized characters. This latter run through utilized the free updated version of the adventure available through WotC's website, which includes an early appearance (of sorts) by the BBEG to tie things together a little more tightly and make the heroes really hate the villain (particularly if one makes use of the Missing Mentor adventure hook and has the mentor killed by the villains and his corpse discovered in that scene). While certainly not an amazing adventure, it does a very good job of introducing the game and many of its elements. I would, however, suggest doing some reading at gaming forums on how to rework skill challenges, particularly as they are presented in the first couple of years of 4E. This is an excellent place to start: [url]https://app.roll20.net/forum/post/511098/dm-tips-how-to-run-a-skill-challenge-d-and-d-4e#post-623481[/url] If you really enjoy KotS, Myrdraak has converted all the foes to MM3+ stats and written a revision that ties the story elements together much more closely throughout the entire adventure path, which is available here: [url]http://web.comhem.se/mwester/Shadowfell/Documents/H1-H3_Orcus_Conversion.pdf[/url] That said, my experience of the Heroic tier's high points would steer you to Reavers of Harkenwold (adventure included in the Essentials DM kit, but one can find it elsewhere) and Madness at Gardmore Abbey as the clear standouts. Those adventures take one from 2-4 and 6-8 or 9, respectively. So what I would do is start with elements of KotS but leave the end game unresolved, segue to Reavers, return to KotS and then move the Gardmore Abbey (conveniently set around Winterhaven, as is KotS). This might require a little bit of scaling some encounters and cutting some material from KotS, but, as AbdulAlhazred says above, there are segments that can be cut to reduce some of the grind therein anyway. Best of luck! Enjoy! [/QUOTE]
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