D&D 4E What are the best 4e Modules?

Rechan

Adventurer
What published adventures do you think stand out/are the best? Which ones would you highly recommend others play? And why - what made them great?

Request - If you can, please reference where to find it. If it's a Dungeon adventure, mention the issue/month. A third party adventure, offer a link.

From the looks of things, barring Dungeon magazine, the only adventure coming out any time soon is Undermountain. So that leaves a lot left to discuss.
 

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My answer is clear: Good Little Children Never Grow Up by Matthew Hanson. Haunted House done right.

It produces the spooky atmosphere so important to this type of adventure. The characters are faced with some tough decisions.

You assign each character a 'role' according to how the player acts. Handouts are provided for each of the roles, so the experiences the characters make are different from each other's.

Oh, and there's a treasure to be won the players will remember for a long, long time. :devil:
 

Reavers of Harkenwold was very good. A level 2-4 adventure. The heroes help a group of small agricultural towns resist the invasion of an army. You can find it in the Dungeon Masters Kit.
 

My favorite is Thunderspire Labyrinth. It has a good mini setting with lots of different things to do beyond the main plot. (which isn't so good but enough for a GM to work with )
 

Well, I'm completely biased on this one, of course, but I've had far more fun running my own Staff of Suha trilogy (The Stolen Staff, Tallinn's Tower and Descent Into Darkness) than any other adventure so far. This is largely because I think the combats are varied and keep players on their toes and the puzzles are something that I don't often see in other 4e adventures.

Among adventures written by others, I found Reavers of Harkenwold to be a lot of fun. Good variety of foes, well-done structure that provides freedom to the players, interesting combats. My review is here.
 

I am liking Garmdmore abbey quite a bit thus far, though my group is only 25% of the way into it. It is a sandbox style game with quite a few interesting personalities and multiple ways of going about the adventure.
 



I was sorta hoping people would propose more than 1 adventure per person. Surely you think there is more than 1 good adventure.

New Dms often come in here either asking what's a good adventure, or picka bad one and need to be steered to better ones. Hence, this thread.
 

Good 4e adventures are thin on the ground. I found Sellswords of Punjar very enjoyable to play; the DM put in a bit of work to make the Beggar King's lair more dynamic, but compared to the work needed to make any WoTC module playable I think that was fairly easy. Even The Slaying Stone, which is often called out as the good 4e module, has huge problems in NPC motivations, in confusing presentation, in random encounter maps unrelated to the main map - totally dependent on DM fiat - etc. It *can* be cleaned up enough to make an enjoyable adventure though, unlike most WoTC 30-encounters-in-a-row grindfests.
 

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