| Post/Author/DateTime | Post |
|---|---|
| #1kzachSep 24, 2009 1:01:27 | I'm looking to weed out the chaff so to speak and find out what the best adventures are without having to run all of them to find out for myself. I'm lazy like that |
| #2morgrumSep 24, 2009 6:27:44 | What are you looking for in an adventure? Exciting combats? A compelling plot? Lots of room for roleplay that's only loosely connected to the adventure? I think we'd need to know your preferences before we can advise you on that. For example CORM 1-1 has a great skill challenge that has lots of role-play opportunities, but if you're looking for challenging combat encounters you'll be rather dissapointed. |
| #3kzachSep 24, 2009 10:44:30 | I'm asking what YOU think is a good adventure. LG for instance had some terrible adventures. A lot of them suffered from very poor design and numerous errors. So I'm asking what the good nuts are in the current crop. |
| #4dkay807Sep 24, 2009 11:37:06 | This has been discussed in numerous other threads, but I'll bite (again). This is purely opinion-based: H1:
H2:
H3:
P1:
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| #5XaviYagoSep 24, 2009 14:39:02 | ...but if you're looking for challenging combat encounters you'll be rather dissapointed. I would have to agree with this, although I have only played the Level 1-4 adventures to date (CORM1-1, WATE1-5, MOON1-1, CORE1-2). Four Level 1 PCs should not have an easy run in HIGH mode. I really think the authors had better encounters in mind but they were scaled down by the authorities. |
| #6Joshua_RandallSep 24, 2009 15:39:40 | Here are some of my favorites: Levels 1-4
Levels 4-7
Levels 7-10 -- I haven't played as many of these, so the fact that there are fewer is because of that, not because there aren't any good ones.
Dishonorable mentions -- adventures I didn't like
Hope this helps. As always, IMO, YMMV, void where prohibited by law, etc. |
| #7kenobi65Sep 24, 2009 16:09:56 | To the "dishonorable mention" list, I feel I need to add AKAN1-1, "The Rotting Ruins of Galain".
To a certain extent, I cut early modules some slack: everyone (authors included) was just learning 4E, they had a limited number of low-level monsters to work with, etc. Even so, this is the weakest of the bunch. |
| #8KeithricSep 24, 2009 16:21:44 | I've played most of the older Level 1-4 mods - not too many most recent ones (BALD1-4, CORM1-5, etc), and not TYMA1-1 (just never had the opportunity) or AKAN1-1 (heard it was horrible without heavy DME) I'd definitely recommend CORE1-13 as my top pick for a level 1-4 mod. After that I'd lean towards SPEC1-1 next. After that... there's a lot of shaky ground. CORM1-1 for example is fun RP, but the combats are totally awful. CORE1-2 has a cool ending, but is pretty bad up to that point (on the plus side, by ending on a high note it does end up more popular). CORE1-3 has some potentially shaky parts, but can be quite entertaining. I like AGLA1-1 a lot except for a single combat in the middle that's just repulsive. CORE1-1 is badly paced and can be quite frustrating as a player, but the mildest amount of DME in revising encounter order makes it a much stronger module. I actually greatly enjoyed BALD1-1 and have had multiple tables I've run it for very happy with it, but it certainly has some people vocal about hating it. Though at least one seemed to be from a DM running a particular combat... wrongly. Take a look at what quests interest you, also, since you're likely to want to continue and finish quests along the way. DALE1-1 was ludicrous in some ways (really, a few blocks from an adventurer's bar? Really?) and I think had some big flaws in two of its combats, but I've played it twice and enjoyed it a lot both times. EAST1-1 is good old fashioned dungeon fun, but I barely remember RPing while we did it. I really enjoyed the RP for WATE1-1, but I've heard other players who refused to play it again... and I think a lot of it is in how the skill challenge is handled. DRAG1-1 has some potentially very challenging combats in it, and some people complain about its temple subject matter, but I enjoyed it. |
| #9ferol_debtor_of_tormSep 24, 2009 17:19:30 | The whole Radiance against Thay series is great (I think that's what it's called). CORE1-2, CORE1-6, and CORE1-14
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| #10kzachSep 24, 2009 19:02:08 |
Should be stickied. Who would one talk to about getting such a thing done? Thanks for all the replies so far, this has all been very helpful. |
| #11kenobi65Sep 24, 2009 19:41:17 |
That'd be the VCLs...WolfStar76, Dragon9, or myself. In the past, I know that we were limited to a very small number of sticky threads per board (and, as you can see, this board already has several). I don't know if that's changed. Let me confer with WolfStar. |
| #12KeithricSep 24, 2009 19:57:20 | I'd suggest something like use the wiki for LFR adventures with people able to comment and rate them, and a link from the FAQ to that... |
| #13Mind_Flayer_MonkSep 25, 2009 0:50:03 | Not criticizing anyone here or their playstyles or opinions. However, I absolutely love AKAN 1-1 The Rotting Ruins. I love it for all of its faults and in my opinion they are strengths. Its a straighforward basic story that doesn't require loads of prep time. You can play around with it some and have fun. You never are pushed against the clock to finish on time with it. It showcases the same types of creatures but with different roles. Its the first appearence of the infamous hexer cloud (cloud of suck). Its reminds me very much of old 1e adventures. Its absolute genius for what it is. This mod always tends to get tacked on as the "third mod" if time allows at lots of our events. Everytime I play it, I can't help thinking how perfectly it fills its role. Well done, well done AKAN 1-1.
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| #14kal_agrimSep 25, 2009 2:21:49 | I have to agree with Mind_Flayer_Monk on this one. Although there isn't very much in the way of plot, role-playing or skill-use in AKAN1-1 Rotting Ruins of Galain I have grown to love this adventure. I use either AKAN1-1 or TYMA1-1 (Elder Wisdom) whenever I schedule an event when I expect new players, both modules are easy for new players to jump into with lots of combat. AKAN1-1 uses one type of monster covering various roles, showing how similar 4e monsters can do a wide variety of things. They also have more than enough combat so that by the end of the adventure even new players should be familiar with the combat system. TYMA1-1 is slightly better than AKAN1-1 because it has skill checks interspersed throughout it which aid new players in learning how skill checks are done (though its an easy system anyway). It has several combat encounters against varying foes covering differing roles. The story in TYMA1-1 is slightly easier to play through, as in initial hook/explanation is stronger than in AKAN1-1, however if you take 10-15 mins at the beginning and end of AKAN1-1 the story can be made far more central to events. |
| #15BigfluffylemonSep 25, 2009 3:30:41 | I think very similarly to most, it seems. Low and mid heroic have been well covered, so I'll add a few high heroic picks: Core1-8: Aka infiltrate the Death Star. Very open ended, cool RP. Fights are a bit on the weak side, though. Core1-6: Part 2 of the radiance against Thay quest, this features some tough combats, and an interesting resolution. Luru1-4: Pray for the Night. Has a slightly different challenge from most mods. Very atmospheric. Some players will hate the main gimmick though, so be warned. Dale1-3: Great RP opportunities, an interesting plot, and a fun combat ala Star Wars part II. Impi1-3: Only the masochistic need apply. Probably the hardest non-spec 7-10 mod out there. Also in mid heroic, a shout out to Core1-10. Also very atmospheric, an imaginative combat, and a dragon. Very cool.
And the dishonourable mentions: Core1-9: I can't remember a damn thing about it. That's not good. Wate1-4: Nice ideas, but too overblown, and an absolutely excruciating combat to run. Spec 1-2: A shame, because the plot's great, but the problems with the combats in this one are well documented: they are too many and far, far, far too long.
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| #16cdukeSep 25, 2009 5:28:34 | list of favor as a player:
list of favor as a DM:
list of disfavor
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| #17Madfox11Sep 25, 2009 8:22:19 | list of favor as a player: That would be IMPI1-2. That run of the adventure was a great example of how important the players and the DM are in regards to making a skill challenge work ;) |
| #18Joshua_RandallSep 25, 2009 15:17:50 | I wonder how important the DM and fellow players were in making an adventure great... Critical. But we're still all working from the same recipes, and it's fun to talk about them. |
| #19AlphastreamSep 30, 2009 22:51:45 | I played BALD1-3 recently and really enjoyed it. ** Vague discussion, mostly avoiding any real spoilers ***
I liked the skill challenge/puzzle, as well as the story and setting. Our DM ran the two last encounters without a short rest, which actually worked really well (our judge new us and would have pulled punches as needed, but didn't have to do so). The extra feature within the final combat made it a real pleasure. Also, I finally played BALD1-5 and thought it was awesome. And, yeah, I'm totally kidding about this last line. :-) |
| #20KeithricSep 30, 2009 23:37:36 | I just ran CORE1-12 and really enjoyed that as a DM, and I think the players were into it - I know one of them is already talking about running it himself. Solid challenge to the combats, lots of RP potential, a different premise and situation than usual, and all within a reasonable amount of time. Running SPEC1-3 H3 next week and that looks extremely promising to be fun. |
| #21CailteOct 01, 2009 4:40:51 | Hmm I don't have a long list. AGLA1-5 Silver Lining - if you get a DM who works with the NPC well this mod is a lot of fun. SPEC1-1 was a good mod overall, but you will need 8 hours most likely, but shouldn't need more. QUEST1-1 makes it worth using the Zhent Quest card and playing 3 mods that will let you qualify for it, even more awesome if you don't have a time restriction. Modules I Dislike, but that can be good: LURU1-1 - it just doesn't seem to work right, and the idea that you are a 10 day away from the dungeon in it grates on me every time. BALD1-1 - one of the fights in this module is simply rediculous. If you are not sure the players are good I always avoid it. Yet if the players are good, this is a solid mod, but the party and players will make or break it. SPEC1-2 & SPEC1-3 (all versions) - if you are using a time restriction just avoid them, otherwise these are solid modules. Dishonorable Mentions by others that I like: AKAN1-1 - I find the fights interesting, despite their use of only 1 race of opponent, the premise is really no worse than many of the other modules, and there is opportunity to RP in there if the players and DM engage with the information that is in the module. AGLA1-1 - now admitedly my swordmage onwed the hated encounter (turns out swapping spots with the Barbarian to get away from the offending monster, after marking it, then using transposing lunge on it, then thunder waving it away from the party, changes the encounter a lot), but this module had a solid story and some nice RP opportunities at multiple points. Working on that 1 encounter with some DME would be worthwhile. |
| #22Madfox11Oct 01, 2009 9:06:23 | SPEC1-1 was a good mod overall, but you will need more than 4 hours most likely, but not much more. Odd... I never been able to run that below 6-7 hours (and only when they avoid one particular fight), which is not weird considering it is a 2-rounder. Or are you quick pacing through the extensive skill challenge at the start? Or are you calling 2 to 3 hours not much more then 4 ;) |
| #23CailteOct 01, 2009 10:26:32 | No just not remembering its a 2 slot module... *doh* I claim being tired and... and.. oh look shiney... I knew it took more than 4 hours to play, and have fixed the prior post to reflect the real state of affairs better. |
| #24math_geek1Dec 14, 2009 14:21:37 | This is a great idea. I haven't played a ton yet, but I'll give my votes on some of my favorites. Disclaimer, I'm a tactical gamer and prefer strong tactical combat. Skill challenges in 4e often annoy me, but if they're designed well they can be a lot of fun. Favorites - Bald 1-1 : This is a fun mod. I've seen some people complain here about it being too hard, unfair, but we didn't have that much trouble with it. The cave encounter was probably what they were referring to, but if you have some good ranged characters and a good defender you should be fine. My Swordmage was heaving an excellent fun time wrestling with the monsters in there. Core 1-3 : This was one of my first mods, and although it was frustrating (especially because I had a level 1 character at a 3-4 table), I can really appreciate the flavor and excitement of the adventure looking back). The Solo was absolutely terrifying, and the combat at the end is pretty intense, but fair. Really cool locale too. Corm 1-5 : This is a role-play heavy mod, but it was actually tons of fun. We got to do all sorts of ridiculous things, and it was one of the few skill challenge intensive mods that had every player at the table feel useful. We only did one combat in our group (there are more available), and that encounter was absurdly easy, so it's really not a tactical mod. Tyma 1-1 : Ran this one. Really cool mod with cool combats if a bland story. Least Favorite - Tyma 1-5 : Possibly the least fun encounter I've ever seen. Excellent chance for a TPK, and you're pretty likely to run into a player going ... Oh, I still can't do anything for multiple turns. Aggravating for 1-4. From the school of let's put all the XP for the adventure in 1 combat encounter writing. Luru 1-1 : I should like this one, but I just don't. The monsters aren't interesting, the role-playing is kind of fun... but the actual combat environments are brutal. Another easy TPK if your party isn't build a certain way. We only had one character die when we played it, but 2 others were pretty freaking close. Core 1-1 : 3 Aggravating skill challenges in a row... Not fun. Combats weren't much fun either. |
| #25math_geek1Dec 14, 2009 14:52:15 | Oh, and I almost forgot. Akan 1-2 has the world's most annoying combats I've ever seen. The first one would be kind of cool, but all the environmental effects really just slow things down a lot. The second combat took an hour and a half. Most of it was... Players: We attack, we don't hit DM : I attack, I don't hit. SMaxing out defenses at the expense of threatening attack powers makes for super slow encounters. |
| #26grizzlygamerMar 07, 2010 19:14:57 |
Aw, shucks. That made me feel all warm and fuzzy inside. Glad you enjoy it. |
| #27mvincentMar 08, 2010 14:58:39 | Some of my players stated their overall favorite was: CORE1-10 Dancing Shadows I think I agree with them... the Mab encounter was priceless. |