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| #1Cyber-DaveFeb 04, 2015 10:39:50 | I posted this in the 4e forums as well, but I have a feeling I will get more responses here. Recently I have found myself adapting quests from other editions to 5th. Many of the 4e adventures were god-awful (Keep on the Shadowfellhas to be one of the worst adventures I have ever played, as was Marauders of the Dune Sea). A few, however, are gems in the rough. I LOVE Madness at Gardmore Abbey. Great adventure! So, rather than read through every adventure I own (but never had a chance to run myself--I have a fair number of these), I thought I would just ask the forums: what are the best 4e adventures? I am specifically looking for sandbox style Nerath/Natir Vale adventures (I didn't play a lot of Natir Vale during my 4e days, so those adventures tend have gone unused by me) that offer a healthy mix of combat and non-combat material; I am trying to avoid linear strings of combat encounters. I am also keeping my eye out for adventures of level 1-5 (in 4e) specifically, preferably that take place around Fallcrest or Winterhaven (so that I can create a campaign arc in which to connect my Madness adaptation). |
| #2iserithFeb 04, 2015 11:49:23 | "Glitterdust" is hands down the best D&D 4e adventure ever published. |
| #3Cyber-DaveFeb 04, 2015 12:12:34 | Huh. I never downloaded that one. What levels is it for? And, how well would it connect with madness? |
| #4YunruFeb 04, 2015 12:21:25 | I personally liked the Iron Keep adventure, as an adventure for people new to the franchise (be it DMing or as a party member). |
| #5iserithFeb 04, 2015 12:47:52 |
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| #6pukunuiFeb 04, 2015 13:11:42 | I'll second Madness at Gardmore Abbey. I bought the box set back during the playtest with the express purpose of converting it and using it as the foundation of a campaign based around the idea of the PCs gaining a home base. I also love the actual Deck of Many Things that comes with it and am dying to put it to use.
Regarding Keep on the Shadowfell, have you ever looked at Justin Alexander's remix of it? I think his changes make it much more playable, so much so that I'm thinking of trying it again with the 5e rules (when I ran it at the beginning of 4e, we only got as far as dragon skeleton excavation site, if I recall correctly).
I haven't played or run Reavers of Harkenwold, but I've heard that it's a pretty decent mini campaign in the style of Red Hand of Doom. I believe Reavers is for levels 2-4 or something. The Barony of Harkenwold itself is pretty well detailed in the adventure, and it could make for a fun place to base a low-level campaign at least. Chris Perkins' Prey for Smiley Bob is a goofy 1st level adventure set in Harkenwold.
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| #7MrHotterFeb 04, 2015 13:48:50 | I'm not a fan of dungeon crawls, so I got The Slaying Stone.
The players get a rough map of the town that is over run with goblins and kobolds and decide where they want to go and how to accomplish their goal (finding the Slaying Stone). It probably works better with 5E since much of the game can be played without battlemats.
Since the adventure is atempting to be less liniar the party could just run around trying to fight everything (probably a bad idea) or they could sneak around rooftops and back alleys. If they are realy crafty they could start a war between the goblins and the kobolds.
I ran it with 4E for my home game, so I've not converted it to 5E. I'm currently working to convert The Reavers of Harkenwald for my game. My daughter still likes minatures, so the maps and tokens come in handy since I have the DM boxed set.
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| #8MistwellFeb 04, 2015 15:09:18 |
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| #9pukunuiFeb 04, 2015 15:07:54 |
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| #10Cyber-DaveFeb 04, 2015 15:55:37 | I just thought I would share the work I have done on Madness so far:
Madness at Gardmore Abbey (for 3 to 6 characters of level 4 to 6)Note: The adventure is designed for between 3 level 6 characters and 6 level 4 characters. If the quest is approached by either 3 level 4 characters or 6 level 6 characters, the quest will become either far too hard or far too easy. Note: If these notes do not change a rule or scenario from the existing adventure, than the scenario or rule can be played from the existing adventure unchanged. Gardmore Village and the Keep Adaptations (Encounters 1-8)Orc Archer Stats· Use general orc stats (MM, pg 246), but replace Str 16/+3 with Str 12/+1 and Dex 12/+1 with Dex 16/+3. · Has an AC of 15 instead of an AC of 13. · Instead of a greataxe has a shortsword attack: +5 to hit, reach 5 ft., one target. Hit: 6 (1d6+3) slashing damage. · Instead of a javeline has a longbow attack: +5 to hit, range 150/600 ft., one target. Hit: 7 (1d8+3) piercing damage. Orc Campsite (Book 1, Page 11)· 6 orcs +1d4 orc archers (MM, pg 246) per camp (1750 to 2500 exp). · At the start of each subsequent round, there is a 40% chance that additional combatants will come and investigate the commotion. · Roll 1d4: 1 to 2—an orc archer comes investigating along the rooftops; 3—2 orcs come investigating; 4—an ogre (MM, pg 237) comes investigating. · Generate treasure randomly. Encounter 1: Main Gate (Book 3, Page 2)· 4 orcs (MM, pg 246), 2 orc archers, and 1 ogre (MM, pg 237) (2625 exp). · Every time the encounter is dealt with again, add +1 orc and +1 orc archer, up to a maximum of +8 orcs (including archers). · Tactics: Orcs try and lure an adventurer into the portcullis area, lower the gate, and in so doing split up the adventurers; archers deal with the targets outside the gate; orcs and ogre gang up on whoever is caught inside. · If the PCs slay the ogre in the first 3 rounds, anyone with a passive Insight of 15 or an active Wisdom (Insight) check of 15 (requires an action) realizes that the orcs are impressed with the show of strength. · If the orcs are impressed with a show of strength, a PC may use an action to try and intimidate the guards (Charisma [Intimidate] vs. the orcs Wisdom saving throw) and impose the fear condition. · If the PCs are impressed with a show of strength, the PCs may use role-playing to try and convince the guards to give up their post. The orcs exist somewhere between the realm of hostile and indifferent. Generate traits for them randomly (note that one orc will always be the dominant personality who must be swayed—if he breaks position, the rest follow his lead). · Generate individual treasure randomly. · Using the winch to raise or lower the portcullis requires the “manipulate an object” action. · Portcullis can be forced open with a Strength check (DC 18). · Can also try to hack through the wood bars of the portcullis to cut a hole through. Each bar has an AC of 15, 18 hit points, and a damage threshold of 11. · The walls of the gatehouse are 20 feet high and can be climbed with a Strength (Athletics) check (DC 13). · The crates and barrels contain the equipment listed in the existing adventure (Book 3, Page 3).
Encounter 2: Gardmore Village· Whenever traveling about 150 feet (the general distance between any two closest locations of note in Gardmore Village), the entire group must try and stay undetected by an intermediate orc camp. · The entire group must a Dexterity (Stealth) check (DC 10): if 1 character fails, the character makes enough noise to raise the attention of a nearby group of orcs—an orc makes an active Wisdom (Perception) check, and if it rolls higher than 10 that roll becomes the DC that subsequent PCs must defeat in order to stay hidden; if 2 characters fail, a camp is alerted to the PCs’ presence. · The group can attempt to travel through alleyways in order to maximize the chance that they will stay out of sight of the occasional archer posted on the rooftops and to avoid orc camps set up on main streets: when doing this, the group gains advantage on their Dexterity (Stealth) checks. The group, however, must choose a guide. That guide must make an Intelligence (Investigation or History) or Wisdom (Survival) check (DC 15 to 20, depending on the logic of the situation, and other party members can provide aid). If the guide fails, the group ends up taking twice as long to travel the distance they are trying to traverse, and they must make their Dexterity (Stealth) check twice (though they gain advantage on both tries). · Members of the group can attempt to climb up onto the tops of buildings and travel overhead. Doing so requires Strength (Athletics) or Dexterity (Acrobatics) checks (DC 13). Such checks replace a Dexterity (Stealth) check, as it is pathetically easy to stay hidden from orcs on the ground while traversing the rooftops (orcs assume that any noise overhead comes from an orc archer). If the group or a group member does this, however, they have a 25% of having a random encounter with an orc archer stationed on one of the rooftops along their way. · There is a chance that the group may try and bluff or disguise their way through the camp instead of sneaking through the camp. If they try, negotiate their efforts as logically required, and remember to reward creativity! Encounter 3: Double Talk (Book 3, Page 5)· Spikebruse is a modified legendary ettin (MM, pg 132). · Spikebruse has 130 hit points (maximum roll). · Spikebruse has an AC of 16 (from a tougher than normal natural hide). · At the end of a round, once every character has acted, as a legendary action Spikebruse may perform his multiattack again (attacking once with his battleaxe and once with his Morningstar). · Spikebruse has some trollblood in him; he regenerates 10 hit points at the start of its turn. If Spikebruse takes acid or fire damage, this trait doesn’t function at the start of Spikebruse’s next turn. Spikebruse dies as per the normal rules when he is reduced to 0 hit points. · Spikebruse smells! Any creature that starts its turn within 5 feet of Spikebruse must succeed a DC 12 Constitution saving throw or be poisoned until the start of the creatures next turn. On a successful saving throw, the creature is immune to the stench of Spikebruse for 1 hour. · Spikebruse is a Challenge 8 legendary ettin (3,900 exp) · Generate individual treasure randomly, but roll twice and add the sum due to his legendary status. Spike’s 5th Style Villain Traits· Scheme: Power—Seize control of the army. · Method: Defamation—Gossiping and slander. · Appearance: Ragged and dirty. · Talent: Great at solving puzzles · Mannerism: Uses flowery speech or long wording. · Interaction trait: Friendly. · Ideal: No limits. · Bond: Dedicated to gaining ownership of the sending stones. · Flaw: Prone to rage. Bruse 5th Style Villain Traits· Scheme: Comfort—Find a way to live comfortably while putting in as little effort as possible. · Method: Execution—Beheading. · Appearance: Bullring in the nose and tattoos on the arm (Spike teases Bruse about these). · Talent: Drinks everyone under the table. · Mannerism: Makes constant jokes or puns. · Interaction trait: Curios. · Ideal: Slaughter. · Bond: Loyal to patron. · Secret: Knows that Spike is afraid of spiders. Encounter 4: Ruined Garrison (Book 3, Page 6)· 1 barlgura (MM, pg 56), 3 shadows (MM, 269) (4200 exp). · Note: The wraiths have been replaced with shadows for the purposes of maintaining an exp budget. Roleplay the fallen paladins as if, as a result of their fall, they wish to stay out of sight and avoid judgement (in other words, they use stealth tactics and try to avoid sunlight, but they still attack the players as soon as the doors open or the trap is sprung). · One can jump onto the table with a DC 10 Strength (Athletics) check. · One can open each of the 4 locks on the chest with a DC 20 Dexterity check and a set of thieves’ tools. · Jumping onto the table only requires a Strength (Athletics) check (DC 10). · If the chest is opened, it contains the items listed in the existing adventure (Book 3, Page 7). · The stats for the holy symbol of Bahamut are represented by the Necklace of Prayer Beads (DMG, pg 182). · Note: The wraiths will not travel more than 20 feet away from the gates of the ruined garrison (as they are spiritually bound to their place of death); the barlgura, however, is under no such limitation. Glyph of Warding· Can be detected with an Intelligence (Investigation) check (DC 14). · When the gates are opened, the glyph erupts in a 20 foot radius centered on the gate. Each creature caught in the blast must make a Dex save (DC 14). A creature takes 22 (5d8) cold damage on a failed save, or half as much damage on a successful one. · Note: Use the 5 point standard deviation to take it easy on players if you need to. Encounter 5: Arcanian’s Lab (Book 3, Page 8)· 1 flesh golem (MM, pg 169), and 2 gargoyles (MM, pg 140) (5400 exp). · Wisdom (Perception) 15: Dark stains mar the clawed hands of the statues. · Wisdom (Perception) 20: The statues are alive—gargoyles! · A Dexterity (Sleight of Hand) check (DC 15) is required to remove the scroll without waking the golem. · The room is only dimly, not brightly, lit. Warped Magic· The warped magic zones are automatically detected due to the shifting elements illuminating the room. · Anyone moving close to a warped magic zone (in other words, entering or moving through the room) must make a Dexterity (Acrobatics) check (DC 10) or activate the trap. · Any time the trap is activated, it explodes in a 10 foot radius centered on the character that set off the trap. · Everyone in the radius must make a Dexterity saving throw DC 11 or suffer 2d10 damage. The damage type is determined randomly (1-acid; 2-cold; 3-fire; 4-force; 5-lightning; 6-thunder). · Dispel magic cast into the room destroys the trap. Encounter 6: Arcanian’s Study (Book 3, Page 10)· Vandomar, 4 coldspawned zombies (5000 exp). · The torches of ice-blue flame only produce dim light. · Wisdom (Perception) check (DC 20): the door is warded. · Intelligence (Investigation) check (DC 15): the door is warded. · Intelligence (Arcana) check (DC 15): remove the ward. · Strength check (DC 15): open the door. · The scrolls and Winterbole Codex exist as per the normal rules. · No spellbook can be found in the area (Vandovar’s has long since rotted away). · Replace the +2 Staff of Winter with a Staff of Frost (DMG, pg 202). Vandomar· Vandomar is a modified Mage (MM, pg 347). · Vandomar is undead. · Vandomar has damage resistance to lighting, and necrotic. · Vandomar has damage immunity to poison and cold. · Vandomar is immune to the exhausted and poisoned conditions. · Vandomar is vulnerable to radiant and fire damage. · Vandomar has darkvision 60 ft. · Instead of the normal listed spells, Vandomar uses the following list: 1. Cantrip: chill touch, ray of frost, light, mage hand, prestidigitation. 2. 1st level (4 slots): detect magic, mage armor, magic missile, shield. 3. 2nd level (3 slots): misty step, suggestion. 4. 3rd level: counterspell, sleet storm, fly. 5. 4th level: greater invisibility, ice storm. 6. 5th level: cone of cold. Coldspawn Zombies· Coldspawn zombies are modified zombies (MM, pg 316). · Coldspawn zombies are immune to cold damage. · Coldspawn zombies deal 4 (1d6+1) bludgeoning damage on a hit and 3 (1d6) cold damage on a hit. · Any creature hit by a coldspawn zombie has its movement rate reduced by 10 feet until the end of its next turn. Encounter 7: The Chieftain’s Retinue (Book 3, Page 12)· 1 orc Eye of Gruumsh (MM, pg 246), 4 orcs (MM, pg 246), 2 death dogs (MM, pg 321) (3125 exp). · Jumping onto the long table only requires a Strength (Athletics) check (DC 10). · Note: Not counting Khavra, there are a total of 2 Eyes of Gruumsh and 4 death dogs in Gardmore village. · Note: In the spirit of the changes made to orcs and goblins between 4e and 5th, the dire wolves have been changed to death dogs; these are not mounts but guard dogs trained by Khavra. Encounter 8: The Orc Chieftain (Book 3, Page 14)· Bakrosh, Khavra, and 4 orcs (MM, pg 246) (4000 exp). · Bakrosh is an orc War Chief (MM, pg 246). · Khavra is the head Eye of Gruumsh in Gardmore Village; use the Eye of Gruums stats (MM, pg 246), but she has 65 hit points and uses a maul instead of a spear: +5 to hit, reach 5 ft., one target. Hit: 14 (2d6+3 plus 1d8) bludgeoning damage. · Falling through the 30 foot hole deals 3d6 bludgeoning damage. · Hopping onto the throne only requires a Strength (Athletics) check (DC 5). · Opening the clan’s hoard chest requires a DC 20 Dexterity check with thieves’ tools. · Instead of possessing the treasure listed in the adventure, the chest contains the following items: 1300 cp, 21000 sp, 3300 gp, 210 pp, large well made tapestry (250 gp), 7 garnets (100 gp each), large well made tapestry (250 gp), carved ivory statuette (250 gp), gold bird cage with electrium filigree (250 gp), bronze crown (250 gp), sending stones (DMG, pg 199), 2 potions of healing—common 2d4+2) (DMG, pg 188), spell scroll (animal friendship) (DMG, pg 200), spell scroll (poison spray) (DMG, pg 200), potion of climbing (DMG, pg 187), and dwarven plate (DMG, pg 167). · Note: Much of treasure, in theory, belongs to Spikebruse. Bakrosh was “keeping it safe” for the ettin along with Bakrosh’s own hoard. While Bakrosh was, in fact, using the ettin’s share of the treasure as well as his own, careful politicking kept the etting happy (though Spike does covet Bakrosh’s sending stones). If the players take the entire hoard without first killing Spikebruse, and the ettin finds out, he will come looking for the PCs. This could possibly result in as many as 2 or 3 camps of orcs being mustered into a direct assault on Winterhaven.
Bakrosh (Book 2, Page 25)Appearance· Rippling with muscle. · Grey hide that is as much scar as skin. · Has a shimmering black pelt of a displacer beast as a cloak with two long tentacles hanging down his chest. · Mane of thick black hair is knotted and braided with teeth and slivers of bone. · Has an overbite composed of two huge tusks—left tusk is broken in half. · Wears piecemeal armor composed of blood red leather, chainmail, and scale armor. Values· First: property and authority. · Second: success and prosperity of his clan. · Would rather live as chief than die for the good of his clan. · Cares nothing for honor. · Loves rich food, drink, and fierce combat. Behavior· Is a bully. · Will give in to a stronger force if he can do so without losing face. · Never acknowledges anyone as an equal, but sometimes flatters people with the notion that they are “close to Bakrosh.” Useful Knowledge· Knows everything about Gardmore Village. · Knows that there are displacer beasts in the Feygrove, but suspects that the intelligent fay have moved into the wood in recent years. 5th Style Villain Traits· Scheme: Revenge—wants to retrieve “stolen” land punish those who “stole” it. · Method: Warfare—invasion. · Appearance: Braided locks decorated with bone. · Talent: Drinks everyone under the table. · Mannerism: Chews his own locks of hair. · Interaction trait: Ponderous. · Ideal: Change. · Bond: Protective of compatriots. · Flaw: Foolhardy bravery. Orc Agent of Bakrosh[Stat block still in production.] Khavra5th Style Villain Traits· Scheme: Passion—Destroy rivals for Bakrosh’s affection. · Method: Religion—Cult of Gruumsh. · Appearance: Piercings. · Talent: Great with animals (responsible for training the death dogs). · Mannerism: Speaks loudly. · Interaction trait: Suspicious. · Ideal: change · Bond: Dedicated to marrying Bakrosh. · Flaw: Overpowering greed. |
| #11XaspianFeb 04, 2015 17:00:41 | I ran Gardmore Abbey using the D&D Next playtest for my first campaign as DM. For the most part I simply chose the closest thing to the adventure from the playtest bestiary to throw at the party. It mostly went okay, although the beholder was pretty brutal! It wasn't the most elegant approach, but it saved me a lot of work and allowed me to focus on making the sessions run smoothly.
If anyone's interested, I wrote up my adaptation of the powers of the Deck, although some of them will probably not work with the final 5th edition rules now. I probably tried too hard to closely copy the 4e version's effects. If I were re-writing them now I'd also probably make quite a few use bonus actions
I've been looking through some of the 4e Dungeon magazines for material. I'm hoping to get a chance to use Blood Money from Dungeon #200. It's a heist mission, allowing PCs to be proactive in planning the adventure, and is likely to be fairly combat-light so shouldn't be too hard to adapt for 5th edition. I'd be interested to hear from anyone else who's run it, in any edition. |
| #12BRJNFeb 04, 2015 17:52:36 | 4th Edition D&D For Dummies had an adventure set just outside Fallcrest. The PCs get to "clean house" for somebody, and maybe they can make the unobtrusive place their home base. I've only read it, neither played nor DM'ed it, but the concept just calls to me. |
| #13iserithFeb 04, 2015 18:10:39 |
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| #14Cyber-DaveFeb 04, 2015 18:27:39 |
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| #15iserithFeb 04, 2015 18:33:08 | AWK-WARD! |
| #16pukunuiFeb 04, 2015 18:35:46 |
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| (Reply to #15)Cyber-Dave |
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| #18iserithFeb 04, 2015 18:41:44 | This was the splash page for the game I set up (the page where I had players land when they log in).
This is a 40% zoom so you can't really see the pre-gen pixies - Absinthe, Clarion, Gelid, Pierce, and Solstice - that are floating around King Sunfire there. |
| #19iserithFeb 04, 2015 18:54:08 | Anyway, not to sound like a total flumphing aasimar, but I'm generally pretty stingy with my praise, so when I recommend something, take that to mean I'm serious about it.
Also, Pixies are awesome. Carry on. |
| #20MistwellFeb 04, 2015 20:11:20 |
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| #21NevvurFeb 05, 2015 0:47:07 | I did an improvised conversion of King of the Trollhaunt Warrens when my party hit level 6-7. It was the first and only module I've used in 5e -- I have a strong preference for creating my own stuff -- but it was pretty well received. |
| #22iserithFeb 05, 2015 5:28:13 |
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