
ProsSteve |

What adventures have people come up with so far especially adventure storylines, npc etc?
I have done a dark adventure with a cultist character( follower of Orcus) in the guise of a reaper cult using the abandoned temple of Pelor in Fallcrest( I set the temple as being abandoned still at the campaign start). The upper temple was guarded by weak wraiths, zombies and the temple underchambers contained ghouls and dark human followers as well the high priest.
The second was a human trader arranging attacks on caravans using a local bandit group and covering his action by using a middle man.

Astute1 |

I'm running a 4e Eberron game at the moment, with the players as detectives in Sharn's Redcloak Battalion. The current plotline has focused around a gang war between the Halfling Mafia and a smuggling group made up of monsterous humanoids. Both of these groups are trying to monopolize the import and manufacture of dreamlily, a potent narcotic. Innocent civilians are getting caught in the violence between the groups, thus, the party has been called in.
There's also a subplot (which might become the main plot one day) involving several character's backstories and a group of black-skinned tieflings from the demon wastes working for the Lords of Dust. I've tried to work every character's backstory into the campaign somewhere, even if it's just a few minor NPCs or a minor story goal here or there.

P.H. Dungeon |

I've been running Second Darkness using 4E rules and making the conversions. Right now we're in between Children of the Void and Armageddon Echo, and I'm using the Last Breaths of Ashenport (from the online Dungeon Mag). We've been enjoying the game so far, and there has been just as much if not more rping in this campaign as there was in my 3E Savage Tide game. However, I think rping has more to do with the adventures and your group than the system that you use.

Scott Betts |

So far, played in a homebrew game (to try out some new stuff with the system) and an updated Return to the Tomb of Horrors.
Have run Keep on the Shadowfell, and am currently running my conversion of Rise of the Runelords.

P.H. Dungeon |

I only glanced at it, but your conversion blog looks great. If I were running the AP, I'd certainly be using it.
So far, played in a homebrew game (to try out some new stuff with the system) and an updated Return to the Tomb of Horrors.
Have run Keep on the Shadowfell, and am currently running my conversion of Rise of the Runelords.

Drawmij's_Heir |

So far my group has been taking turns DMing, but using the same characters throughout all of the adventures (ie - I DM an adventure, then pass the "campaign" onto one of the other players, while bringing my personal character back into the story). We have never done this before, but wanted to try 4th Edition, and thought we would each take a turn as both player and DM.
But to answer your question, I kicked the game off with a conversion of Raiders of the Black Ice, from Dungeon 115. It went pretty well, save for some clumsy skill challenges. My bad, I have since found a more subtle way to apply them...
Raiders was followed up by another guy converting Forge of Fury, which turned out very, very, good.
Recently, my brother began running Touch of the Abyss from Dungeon 117. I don't think he plans on doing the trilogy, which is a bit of a bummer, but what can you do?
On my next pass (assuming we keep this up), I plan on converting either the Saltmarsh adventures (Sinister Secret, Dunwater, and Final Enemy), or Ravager of Time, but I haven't yet decided which.

Arcesilaus |

I am running a conversion of Curse of the Crimson Throne, and everyone seems to be enjoying it very much. The hardest part is that I have to add lots of additional adventure elements to keep the PCs in the right level ranges, so I have added 'Mad God's Key,' 'Shut In,' and 'Funeral Procession,' all from various Dungeon mags as well as the 4E adventure 'Heathen.' There are also various side-quest encounters, including Arkona ambushes and fights with the diabolic members of the Academae.
O

Jeremy Mac Donald |

I am running a conversion of Curse of the Crimson Throne, and everyone seems to be enjoying it very much. The hardest part is that I have to add lots of additional adventure elements to keep the PCs in the right level ranges, so I have added 'Mad God's Key,' 'Shut In,' and 'Funeral Procession,' all from various Dungeon mags as well as the 4E adventure 'Heathen.' There are also various side-quest encounters, including Arkona ambushes and fights with the diabolic members of the Academae.
O
Hmm...the additions are definitly interesting. Why do you think the adventure is not keeping up in the XP department?

Arcesilaus |

Arcesilaus wrote:Hmm...the additions are definitly interesting. Why do you think the adventure is not keeping up in the XP department?I am running a conversion of Curse of the Crimson Throne, and everyone seems to be enjoying it very much. The hardest part is that I have to add lots of additional adventure elements to keep the PCs in the right level ranges, so I have added 'Mad God's Key,' 'Shut In,' and 'Funeral Procession,' all from various Dungeon mags as well as the 4E adventure 'Heathen.' There are also various side-quest encounters, including Arkona ambushes and fights with the diabolic members of the Academae.
O
Since this is our maiden voyage with the 4E rules, my gaming group really wanted to run these characters all the way to 30th level. Therefore, I decided to extend each adventure to cover 5 levels, in an effort to have the 'main' plot extend all the way to the end of the epic tier. This means that every adventure in the path needs to include 40-50 encounters, when, in fact, they average about 20. Thus, the inclusion of many additional encounters to keep the PCs at the appropriate level. This is, of course, an issue that is specific to my group, so it clearly does apply to everyone trying to run CotCT in 4E.
As for the adventure choices, I have been really happy with them. I chose them because, except for 'Heathen,' they are all urban-themed and relatively short. They have all fit in rather well with the main plot, as well, or involve background stories that the players have enjoyed.
For example,
In 'Heathen,' I changed the Hand of the Light to an order of Sarenrae worshipers that was founded by one of my players when we ran Rise of the Runelords and established at Fort Rannick.
'Shut In' seemed a little off topic until the PCs tracked the serial murderer's body, in 'Funeral Procession' to a necromancer who is yet another student of Rolth, whom they can't wait to meet in 7DttG.
I am planning to run 'Speaker in Dreams,'another WotC product when the PCs hit 7th level (tied in to the party cleric's background).
O

rjjr |

I am currently in the process of running Destiny of Kings (an old 1e/2e adventure). Then I am going to run second adventure in the Scales of War "Bordrin's Watch" which will come into Red Hand of Doom and all of them are modified for my homebrewed world.
'Destiny of Kings' is a great adventure. I still have my 1e 'module'. I ran a 3.5 conversion, and it was going fine but the play-by-post group fell apart. Love the story, plenty juicy rp opportunities. I'd love to hear how it goes for you.

ProsSteve |

I am currently in the process of running Destiny of Kings (an old 1e/2e adventure). Then I am going to run second adventure in the Scales of War "Bordrin's Watch" which will come into Red Hand of Doom and all of them are modified for my homebrewed world.
I'd forgotten about 'Destiny of kings', awesome I'll incorperate it into my campaign as I've got it somewhere but just needs conversion.
Thanks

ProsSteve |

Weird, I am also thinking of converting Destiny of Kings...
I've been looking at Ruins of Adventure for conversion. It's a good adventure with some interesting undertones for the main body of the adventure.
Its a bit of a hack and slash as the group recovers an old city most of which is overrun with gangs of monsters. They slowly discover what happened to the old city which leads to the end of the adventure. Its a realms adventure but can easily be set most places with a bit of imagination.
Jeremy Mac Donald |

FabesMinis wrote:Weird, I am also thinking of converting Destiny of Kings...I've been looking at Ruins of Adventure for conversion. It's a good adventure with some interesting undertones for the main body of the adventure.
Its a bit of a hack and slash as the group recovers an old city most of which is overrun with gangs of monsters. They slowly discover what happened to the old city which leads to the end of the adventure. Its a realms adventure but can easily be set most places with a bit of imagination.
I'd do a LOT of extra work on this adventure. It really is a major hack and slash fest. Because its in a city it does have a lot going for it in terms of turning it into a great adventure with lots of plot and interesting NPCs but their not part of the original package.

ProsSteve |

ProsSteve wrote:I'd do a LOT of extra work on this adventure. It really is a major hack and slash fest. Because its in a city it does have a lot going for it in terms of turning it into a great adventure with lots of plot and interesting NPCs but their not part of the original package.FabesMinis wrote:Weird, I am also thinking of converting Destiny of Kings...I've been looking at Ruins of Adventure for conversion. It's a good adventure with some interesting undertones for the main body of the adventure.
Its a bit of a hack and slash as the group recovers an old city most of which is overrun with gangs of monsters. They slowly discover what happened to the old city which leads to the end of the adventure. Its a realms adventure but can easily be set most places with a bit of imagination.
It does appear to be a major Hack and Slash but I've run this adventure before (2nd edition) and turned it into a cloak and dagger game as the party became suspicious of the main antagonist and began conflicting with him(without knowing who he was initially), he hired assassins, thugs and the player eventually found evidence to link him. It does require a bit of work but the players can choose either to keep the hack and slash or follow their findings and uncover the 'real' bad guy in the story.

terraleon |

For those uncertain about _Wrath of the River King_, the 4E Open Design adventure, here's my review... Also, patronage closes Midnight, December 31, 2008. Don't dawdle unless you want to wait for the next project before you have access to _Wrath._
With that, here's my review:
***
Disclaimer note: I was a senior patron and as such, I got to contribute and playtest portions of Wrath of the River King. Take that for what it’s worth.
The first thing that hits you as you open it up is the front cover. It has a definite "Wild Things" vibe to it that's great. The fantastic Rackham art that had been shown as the preview cover is still there, on the inside title page.
The layout is nice, the header font is very legible. Some of the art has a very medieval, woodcut, or Brothers Grimm theme to it, but that is probably both intentional and doesn't detract from the more detailed pieces-- if anything, they accent it.
The introduction sets up the backstory, the conditions for the start of the adventure, and the points at which milestones are met. The whole thing is light on initial hooks to get things going, but we're looking at a sandbox style adventure. Wolfgang is known for preferring that format, and it's one that puts more responsibility on the GM.
Chapter one kicks off with a great full page picture of a battle scene, providing some cool foreshadowing of things to come. It gives an overview of the village and region where the adventure begins, then launches into the encounters-- each one laid out in the 4E delve format. While I'm personally not thrilled with the limitations of the delve format in any product, it works here. The progression between the five encounters could be a bit more detailed, but again, that's the sandbox design.
There are six chapters in total, with 27 encounters in 96 pages. Combat outnumbers skill challenges about 15 to 8, but there are four purely roleplaying encounters and easily 3 to 4 of the combat encounters could be resolved through roleplay rather than initiative. If you played absolutely every encounter in this great tale, starting at 4th, you'd be creeping up on 11th level. There's quite obviously a lot to work with here. Compare that with Keep on the Shadowfell, which clocked in at 80 pages (a chunk of which were fastplay notes) and 27 encounters—all combat.
The lack of a specific map of the Greater Feywild area allows you to place regions as you please, configuring the sandbox to your whims. It's another way the adventure puts a little responsibility on the GM, but I like that option, as it plays to the mutability and random nature of fae creatures.
Designer notes are scattered throughout, giving insights on particular encounters and possible twists to the encounters as written.
The Birch Queen's Fair is a sandbox that promises to entertain a group for *sessions*, providing characters, side games, interactions and sites that will keep them exploring and looking for more. Which gamer has ever hated going to the RenFest? Now put their characters at one... There's also a new ritual and some excellent roleplaying opportunities salted with a couple combats.
Like the Fair, the Court of the River King provides another interesting sandbox with lots of chances to interact, allowing players to make new allies or engage foes in courtly duels. The best part is that many of small choices sprinkled throughout the adventure can contribute to the encounters here.
It builds up to a fine cinematic conclusion that just about any group hungers for and doesn't disappoint. I'm quite thrilled by the quality and looking forward to getting a table seated to try it.
-Ben.

Raevhen |

I am running 2 story threads through the Heroic levels, one is a homebrew thread that will eventually lead the characters all the way to 30th level, but I started the campaign with the characters all being captive slaves who's caravan is attacked and they are freed. This thread is leading them through the Slavers(A1 through A4). They just finished my modified version of "Slave Pits of the Undercity" and have the information needed to continue on to the "Secret of the Slaver's Stockade" but they must first deal with the main story thread.
I am currently shopping around for some good ideas for the secondary storyline running through the paragon levels which will take place inside the hollow moon, who's setting is pulp-like (dinosaurs, primitive humans, intellectual ape-men, etc). If anyone know of some adventures that would fit in a pulp setting I would love to hear about them.

ProsSteve |

FabesMinis wrote:Have a look at adventures for Basic D&D's Hollow World - there should be plenty available in pdf form to download from Paizo or RPGNow.
Well I'm going through the PDF's for the ORIGIONAL DUNGEONS&DRAGON, the one where every Elf was a Fighter/Mage, every halfling a Thief, Every dwarf a fighter etc.
So far it looks to be a gold mine of the old classics, I can even remember running the Isle Of Dread for my brother and his mate once and I'm sure I converted it and ran it again using 2nd Edition D&D.
It looks like some awesome options, a few conversions required but not a great deal. Horror on the Hill uses most of the standard monsters and a few NPC's which should be easy enough.

erian_7 |

FabesMinis wrote:Have a look at adventures for Basic D&D's Hollow World - there should be plenty available in pdf form to download from Paizo or RPGNow.Do they have a pulp feel to them?
Even across the vast distances of Editions, I hear the siren call of Mystara...
;^)
Mystara has always been my favorite setting and I have all the Hollow World material (Hollow World was the inside of the planet of Mystara). You will indeed find dinosaurs and primitive humans. Intellectual apes don't play a big part, but it does have pint-sized humanoids, shadow elves (not to be confused with drow--shadow elves are subterranean, but pale-skinned and no specific links to spiders) corrupted by an Aztec demon, pirates, Greco-Roman style gladiators, pharaohs, and a host of other interesting environs.
The Immortals of Mystara use the Hollow World as a "zoo" of sorts for races and species that will otherwise go extinct. They place these specimens in specific areas and magically induce the inhabitants to stay where they are and not accept counter-cultural ideas. There are also certain spells that do not function. Oh, and of course as the surface is concave you can see "up" the horizon as islands float overhead and the red sun (a pin-prick into the elemental plane of fire) hangs permanently in the center.
It is indeed a gold-mine of ideas easily converted to any edition. Of course, I recommend the entire line of Gazetteer products produced for Mystara as they too contain a wealth of ideas and settings for conversion.

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I've been DMing a weekly game of Scales of War set in Middle-earth for a group since last July, which has been a lot of fun. Scales of War has improved each adventure and I've since learned how to use it and other adventures for 4th Edition. I've also DMed and occasionally played Living Forgotten Realms two or three times a month. I've played a couple of other Dungeon adventures, too.
I am very interested to see Wizards of the Coast's 4th Edition Eberron campaign next year (2009).
Happy New Year,
Don (Greyson)

Riley |

So far, played in a homebrew game (to try out some new stuff with the system) and an updated Return to the Tomb of Horrors.
Hey Scott,
Was your Return To The Tomb of Horrors 4e conversion something you wrote up semi-formally, or something more improvised?
If you statted anything up for the Tomb, I'd really love to see it.

Scott Betts |

Scott Betts wrote:So far, played in a homebrew game (to try out some new stuff with the system) and an updated Return to the Tomb of Horrors.Hey Scott,
Was your Return To The Tomb of Horrors 4e conversion something you wrote up semi-formally, or something more improvised?
If you statted anything up for the Tomb, I'd really love to see it.
It was written up by the DM, someone other than me. I'm not sure what format he's keeping it in, but it's definitely not improvised on the fly. I'll see what I can do about getting him to share what he's got once the campaign is finished (which should be in a couple weeks).

Riley |

It was written up by the DM, someone other than me. I'm not sure what format he's keeping it in, but it's definitely not improvised on the fly. I'll see what I can do about getting him to share what he's got once the campaign is finished (which should be in a couple weeks).
If he's willing to share it, that'd be great. I love that adventure, but I've only run it as far as the early encounters with giants - and that was ten years ago, at least.
So where have you gotten to on your adventure there? The tomb? Beyond the tomb?

Scott Betts |

Scott Betts wrote:It was written up by the DM, someone other than me. I'm not sure what format he's keeping it in, but it's definitely not improvised on the fly. I'll see what I can do about getting him to share what he's got once the campaign is finished (which should be in a couple weeks).If he's willing to share it, that'd be great. I love that adventure, but I've only run it as far as the early encounters with giants - and that was ten years ago, at least.
So where have you gotten to on your adventure there? The tomb? Beyond the tomb?
We've grasped our fate with consummate care (actually, we didn't), bearded a brine dragon, defeated a vestige guarding the sands of time, and solved one ripe-as-hell puzzle box.
And yeah, we did have to look up what it meant to "beard" something.

Riley |

We've grasped our fate with consummate care (actually, we didn't), bearded a brine dragon, defeated a vestige guarding the sands of time, and solved one ripe-as-hell puzzle box.
And yeah, we did have to look up what it meant to "beard" something.
That far already? Well, I won't spoil anything for you, but it's pretty much a cakewalk from here on out.
By the way, what kind of a body count have you seen? Is the Tomb still deadly in 4e?

Scott Betts |

Scott Betts wrote:We've grasped our fate with consummate care (actually, we didn't), bearded a brine dragon, defeated a vestige guarding the sands of time, and solved one ripe-as-hell puzzle box.
And yeah, we did have to look up what it meant to "beard" something.
That far already? Well, I won't spoil anything for you, but it's pretty much a cakewalk from here on out.
By the way, what kind of a body count have you seen? Is the Tomb still deadly in 4e?
Two deaths, both due to some noteworthy blockheadedness on our part. But a HUGE amount of the "lol ur ded" that characterized the original Tomb is gone, replaced instead with fun encounters designed to challenge rather than kill outright. As I've explained, though, on at least one occasion we were very much not up to the challenge. ;P