D&D 4E Which 4E adventures did you play?

Which of these 4E adventures have you played or DMed?

  • H1: Keep on the Shadowfell

    Votes: 79 63.7%
  • H2: Thunderspire Labrinth

    Votes: 58 46.8%
  • H3: Pyramid of Shadows

    Votes: 30 24.2%
  • P1: King of the Trollhaunt Warrens

    Votes: 25 20.2%
  • P2: Demon Queen's Enclave

    Votes: 23 18.5%
  • P3: Assault on Nightwyrm Fortress

    Votes: 15 12.1%
  • E1: Death's Reach

    Votes: 13 10.5%
  • E2: Kingdom of the Ghouls

    Votes: 11 8.9%
  • E3: Prince of Undeath

    Votes: 10 8.1%
  • FR1: Scepter Tower of Spellguard

    Votes: 18 14.5%
  • Seekers of the Ashen Crown

    Votes: 10 8.1%
  • HS1: The Slaying Stone

    Votes: 24 19.4%
  • HS2: Orcs of Stonefang Pass

    Votes: 17 13.7%
  • Marauders of the Dune Sea

    Votes: 9 7.3%
  • Madness at Gardmore Abbey

    Votes: 19 15.3%
  • Tomb of Horrors

    Votes: 18 14.5%
  • Revenge of the Giants

    Votes: 13 10.5%
  • Halls of Undermountain

    Votes: 8 6.5%
  • Reavers of Harkenwold (DM's Kit)

    Votes: 14 11.3%
  • Cairn of the Winter King (Monster Vault)

    Votes: 17 13.7%
  • Murder in Baldur's Gate

    Votes: 11 8.9%
  • Other

    Votes: 32 25.8%
  • None

    Votes: 23 18.5%

I DMed Old Fishery and All the World's Meat sections (Curse of the crimson throne 1). I ran them as dungeon delves as part of my ongoing campaign. I liked the maps. I picked/created 4e monsters and tried not to convert original stats.

I have also DMed Rise of the Runelords Chapter 1: "Burnt Offerings" Thistletop island section with 4e rules. Good times, liked maps. I picked/created 4e monsters and tried not to convert original stats. Just tried to create fun encounters.
Thunhus
 

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I DMed Old Fishery and All the World's Meat sections (Curse of the crimson throne 1). I ran them as dungeon delves as part of my ongoing campaign. I liked the maps. I picked/created 4e monsters and tried not to convert original stats.

I have also DMed Rise of the Runelords Chapter 1: "Burnt Offerings" Thistletop island section with 4e rules. Good times, liked maps. I picked/created 4e monsters and tried not to convert original stats. Just tried to create fun encounters.
Thunhus
I've also used the Old Fishery - it's a cool setting for an encounter, although like you I used brand new monsters/NPCs. I've also used the Hambly Farm (?) and its ghoul scarecrows from Rise of the Runelords.

Cheers


Rich
 

Yesterday I ran "Cross City Race" from Dungeon Magazine #176.
The Adventure is written for lvl 1-3. So I ran it for my level 8 group as written with some minor changes and tweaks. It was really fun and the player enjoyed it. Except when the "wrong player character" won (read not theirs).
Only thing I would change how to run it, would be having an easier table to see what route has what skill rolls as I had to scroll back and forth in the pdf.
So definitively an adventure that I would recommend to everyone that wants to have a change of pace in their game.


I put a write-up of the race from yesterday and the changes i did in a spoiler block.
[sblock]
The race took around 1 hour from start to finish with 4 players at level 8. (Cleric, Warlock, Barbarian|Cleric and Ranger). So I am happy with the changes that I made to speed the race up.

The Race Track:
There are 5 parallel Tracks that lead to the tower (rich roof route, rich street route, main street route, poor street route, poor roof route). Each route is split into 3 parts with different situations/skill challenges. You can always move to the next adjacent route on your turn. At the end all routes come together to the final part. climbing a tower.


Changes:
-there are some NPCs that should participate in the race, but I winged it completely. No rolling for them. this helps a lot with speeding up the race
-Reduced the amounts of success needed to clear each stage to 3 instead of 4.
-changed the "Dog Encounter" from aggressive Dogs to Puppies that want to play. Each with attacks that either Jump at the player (knocking them prone) or a playful bite attack against their shoes, grabbing them
-Natural 20 gives you 2 successes, a 1 will knock you off the roof, you fall into the water or sth like that

No changes made to the DCs. Even though it is written for lvl 1-3 characters, my players dice rolling luck made it clear, not to increase the difficulty for this ;)

Before the race, the group did some research on the available routes.
Cleric(Milli) -> rich street route
Warlock(Lars) -> poor street route
B|C(John) and Ranger(Marc) -> poor roof route

The only real threat for them seemed to be an Half-Orc Athlete that I named Unseen Bolt who wanted to power through main street, which was buzzing with people going along their average day shopping/work.

The Race went extremely well. Lars took the lead early on, while John and Marc fought for balance running through a flock of pigeons.
Milli got the worst luck. In the rich street some alchemical experiment went wrong, so the street was filled with sparkly violet Fog. After inhaling some of that stuff, she decided to climb onto the roof, only to find out that this one is hot. Burning her feat, she decided to jump down and head for main street, only to land face first from the jump.
Meanwhile Lars arrived at the river and tried to get onto one of the present barges that were transporting goods up and down the river to get over.
John and Marc had a head to head race, only for John to take the lead when they arrived at the old city wall that was their way to get over the river. So John, in all his elegance, made the path behind him crumble causing Marc to fall of the wall and into the river.
Meanwhile Milli made it through the crowed main street, arriving at the bridge only to get an excellent idea. Using her boots of waterstride (or whatever they are called). She ran over the river and thereby avoiding the chaos on the bridge where two carts crashed into each other and were stuck.
In the meantime Lars made it over the river only to get lost in halfling town but being the closest to the tower.
At this point the order was Lars-Milli/John-Marc.
And the finish couldn't have gone better.
Lars still had trouble in halfling town and John tripped and thereby collapsing the wall, falling into the river.
And Marc went on a crit streak. In his next 4 rolls he rolled 3 20s allowing him to be the first at the tower, right before the others arrived.
This one turn of early arrival lead to Marc winning the thing. With Lars/Milli in 2nd place and John right behind them.
[/sblock]
 

When 4e first came out everyone was running H1. I played in it twice in one-shots as a player (neither time did we reach the keep).

Later when I started DMing I ran heavily modified H1 and H2, but in reverse order.

In a later campaign I used the first half of P1 as a lead-in to the Giants series in Dungeon magazine.

In my current campaign I started with HS1 and HS2 and they recently finished Gardmore Abby. As they are approaching Paragon tier the mage has acquired the Book of Vile Darkness (but he doesn't know that yet). I may use the E series if we decide to go to the Epic tier (haven't played Epic yet) since Orcus is the driving force behind the events in the campaign so far (but the players and PCs are unaware of this yet).

I have used a few short Dungeon magazine adventures (modified to fit the campaign). I have also used some 1e adventures modified for 4e.
 

Yesterday I ran "Cross City Race" from Dungeon Magazine #176.
The Adventure is written for lvl 1-3. So I ran it for my level 8 group as written with some minor changes and tweaks. It was really fun and the player enjoyed it. Except when the "wrong player character" won (read not theirs).
Only thing I would change how to run it, would be having an easier table to see what route has what skill rolls as I had to scroll back and forth in the pdf.
So definitively an adventure that I would recommend to everyone that wants to have a change of pace in their game.

Thanks for the report! I'll have a look at that adventure. :)

Cheers!
 

I've played through H2: Thunderspire Labyrinth, as well as parts of Tomb of Horrors and Cairn of the Winter King (which I've only just started recently). In addition, under 'Other', I've played some of the Chaos Scar adventures from Dungeon, played in the first series of Encounters as well as part of the Dark Sun Encounters, and probably one or two other things I'm forgetting about. Oh, the first few bits of Scales of War. That campaign floundered after a near-TPK (one surviving character) was followed two or three encounters later by a TPK.

I've DMed through H1, H2, and H3, as well as the start of P1, all with the same group. Oh, and we started with Kobold Hall, from the DMG. Last we played, there were only two characters left who'd been around since H1, and only one of those had been around since Kobold Hall.

As someone whose only previous attempts at running a game consisted of a short-lived run as the GM of a Star Wars Saga Edition group, having pre-printed adventures took a lot of the burden of running the game off of my shoulders, which was quite welcome. That said, a lot of what I learned from those adventures fell into the category of 'what not to do' rather than 'what to do'. H3 in particular is a rather poor fit for the way the books encourage you to treat the tiers: at the very point where the characters are supposed to be transitioning from local heroes to more well known ones, we lock them away for an indeterminate amount of time in a place where they have no contact with the outside world. Once inside, there's very little incentive given to avoid slaughtering all of the other residents (the ones who are willing to work with the players often require things of the players they're not likely to agree to, like getting seeds implanted in them …), meaning that there's nobody but the characters themselves to spread the tale of where they've been and what they've been doing. Well done, WotC, well done.
 

That said, a lot of what I learned from those adventures fell into the category of 'what not to do' rather than 'what to do'.

Alas!

H3 in particular is a rather poor fit

It's not just a poor fit, it's just a bad module. The premise has promise, but the selection of factions and its structure are just bad, and - as you say - locking away the heroes is a very bad idea.
 


On year 2 of our 4E campaign. We started with H1 Keep on the Shadowfell, which I modified a little in the story and alot in the maps for the keep. We're currently on H2 Thunderspire Labyrinth which I've heavily modified the story and completely scrapped the maps from the original.
 


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