D&D 4E What are the best 4e Modules?


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Hi Simon! :)

S'mon said:
It *can* be cleaned up enough to make an enjoyable adventure though, unlike most WoTC 30-encounters-in-a-row grindfests.

I think thats the major problem with WotC, too many encounters revolving around the same theme.

I mean if you compare any of the WotC encounters to the entire Lord of the Rings trilogy, how many (combat) encounters did the Fellowship have over the course of their travails...about 8-10?

WotC should concentrate on smaller adventures (8-12 fixed encounters) with maybe random encounter tables filling in the gaps if the DM needs it.
 



I'll mention now that I'm really enjoying Madness at Gardmore Abbey now that I've started it. We're two sessions in, and it's cool.

Session one
Session two

As for ZEITGEIST, we're two sessions into it so far as well, and it's definitely awesome for a group that wants more story. I think my group (and, to be honest, I) want a little more fighting, but that's easy to fix - I can always throw in more fights!
 

I've got good value out of the maps and some of the basic scenario ideas in H2 Thunderspire Labyrinth, but have had to tweak some of the actual encoutners (especially to introduce a bit more dynamism) and add in a more interesting backstory.

I like the backstory and themes of the Heathen adventure from Dungeon 155 (the first free 4e one). The actual encounters I mostly haven't used so far (my players still haven't reached the temple yet), inserting more interesting/campaign appropriate stuff into the basic structure sketched by the adventure author.
 



The adventure in the Monster Kit or whatever it's called, Cairn of the Winter King, is a nice change of pace. It's a straight forward dungeon crawl, but with plenty of interesting encounters. It has some hooks in the beginning for how to connect it to Harkenwold.
 

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