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Which of the Wizards 4e H-E adventure have you played or run?
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<blockquote data-quote="wedgeski" data-source="post: 5285065" data-attributes="member: 16212"><p>I've run the following:</p><p></p><p>H1 Keep on the Shadowfell - This turned into an okay adventure once I'd tuned it to the preferences of my group. This amounted to adding in a couple of extra plot threads (for example, Eilian was Sir Keegan's only surviving descendent and he wanted him killed to free himself from limbo) and threading in the introduction of ongoing NPC's from the campaign as I had planned it.</p><p></p><p>The slog of the final few dungeon levels was alleviated simply by weaving in the completion of minor plot threads as a pre-requisite to getting any further.</p><p></p><p>It worked in the end, and we have some good memories of that place, but the adventure as written I can't give more than a 5.</p><p></p><p>H2 Thunderspire Labyrinth - I ran a heavily modified version of this so I can't really give it a fair score. But, I played several of the encounters as written, and the Seven-Pillared Hall threw up lots of interesting roleplaying. Many of the NPC's found themselves woven into the ongoing campaign as a result, and the SPH is now an unofficial home for the party, having become the heroes who freed the enclave from the yoke of the Samazar Splinter (my campaign name for the Mages of Saruun). I would give this 6.5/10</p><p></p><p>H3 Pyramid of Shadows - Running this now for my irregular second group. Again, I've layered on a heavily PC-specific storyline which involves the Pyramid actually being a reflection of the shattered mind of one of the character's parents, but otherwise I'm running the factions and encounters pretty much as-is.</p><p></p><p>This adventure must get kudos for presenting multiple factions, and ideas for how they might interact with the PC's other than just fighting to the death. The artifact allied with the PC's from the start is also a fun NPC, and as always the encounters taken individually are, for the most part, excellent.</p><p></p><p>But, as a whole, this adventure is simply too thick with combat, even though the combat itself is quite good. I would give it 7/10.</p></blockquote><p></p>
[QUOTE="wedgeski, post: 5285065, member: 16212"] I've run the following: H1 Keep on the Shadowfell - This turned into an okay adventure once I'd tuned it to the preferences of my group. This amounted to adding in a couple of extra plot threads (for example, Eilian was Sir Keegan's only surviving descendent and he wanted him killed to free himself from limbo) and threading in the introduction of ongoing NPC's from the campaign as I had planned it. The slog of the final few dungeon levels was alleviated simply by weaving in the completion of minor plot threads as a pre-requisite to getting any further. It worked in the end, and we have some good memories of that place, but the adventure as written I can't give more than a 5. H2 Thunderspire Labyrinth - I ran a heavily modified version of this so I can't really give it a fair score. But, I played several of the encounters as written, and the Seven-Pillared Hall threw up lots of interesting roleplaying. Many of the NPC's found themselves woven into the ongoing campaign as a result, and the SPH is now an unofficial home for the party, having become the heroes who freed the enclave from the yoke of the Samazar Splinter (my campaign name for the Mages of Saruun). I would give this 6.5/10 H3 Pyramid of Shadows - Running this now for my irregular second group. Again, I've layered on a heavily PC-specific storyline which involves the Pyramid actually being a reflection of the shattered mind of one of the character's parents, but otherwise I'm running the factions and encounters pretty much as-is. This adventure must get kudos for presenting multiple factions, and ideas for how they might interact with the PC's other than just fighting to the death. The artifact allied with the PC's from the start is also a fun NPC, and as always the encounters taken individually are, for the most part, excellent. But, as a whole, this adventure is simply too thick with combat, even though the combat itself is quite good. I would give it 7/10. [/QUOTE]
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Which of the Wizards 4e H-E adventure have you played or run?
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