D&D 4E Your favorite old set piece encounters for adapting into 4e

What the thread title says, basically. What are your favorite set pieces from earlier editions' adventures/modules that work well when adapted into 4e?

I am running a campaign in the standard Nentir Vale setting, largely with stuff I'm making up myself, but I am borrowing liberally from the best encounters I can find elsewhere. I'm hoping to adapt I6 (Ravenloft) for the end of heroic tier, and I'm going to use large chunks of The Lost Island of Castanamir for an abandoned wizard's tower coming up in a couple of levels.

I'm especially looking for encounters and settings with clever traps or puzzles or other "gimmicks", as I have somewhat of a hard time coming up with those on my own on a week to week basis.

What are your old favorites that adapt well to 4e?
 

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There's a kind of crappy late 2e adventure called Egg of the Phoenix (module I12). Kind of crappy, but with a couple of amazing set-piece battles.

There's one in particular where the PCs are
[sblock]transported to a miniature planet (it can be circumnavigated in, like, 10 minutes) that is orbited by a sentient, evil moon. (Seriously... I can't make up stuff this gonzo and awesome.) While being hunted by the moon, the PCs can take cover in the planet's vast graveyard, where they are also assaulted by hordes of devils and (I think?) undead.

To 4e-ize this, I'd use the minion rules for the hordes of enemies, and make the moon into some kind of solo creature. You could use lots of terrain and/or hazard rules to make the mini-planet memorable.[/sblock]
 

I know this probably won't help the OP much, but when I DM (I've been out for a bit) I DM a 4E version of Ptolus. Since there was very little direct rules-modification in Ptolus, using it in 4E has been pretty transparent. Monte Cook should be proud of what he accomplished.
 

Dunno if it counts as a set piece, but my players are nearing the end of the first chapter of Red Hand of Doom; I'm planning to run the entire thing mostly as-is, with some changes to fit into an existing world created by the previous DM (not quite Eberron but some strong influences.)
 

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