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Best 4th Edition D&D module?

Started by jadrax, May 29, 2012, 02:46:19 AM

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jadrax

So, based on my rant about how appalling the 4th edition version of Keep on the Boarderlands was, most people just turned around and said that all the 4th edition material was just as bad. But one plucky lurker contacted me to ask if I had looked at 'Thunderspire Labyrinth'.

And you know what, it's o.k. I probably would not use the actual plot(s), and the obviously I don't care for the encounter design because its 4th edition. But aside from that I could easily see me adopting it and running quite a cool dungeon crawl there. The large map is pretty non liner, although at first read through it seems there is only a couple of ways down to the lower level, which might need changing.

The Seven Pillared Hall, which is the trading settlement within the dungeon, seems usable as is, and has a couple of plot hooks that seem o.k. (if a bit basic). The roll 1d10 random encounter table seems fine, most of the other locations seem usable if your willing to improvise around them.

Overall, I wouldn't advise people rush out and buy this, but I think it holds its own against a lot of older stuff.


So the question is (again), has anyone seen any 4th ed stuff that's better?

Skywalker

#1
4e's Keep of the Borderland was designed for Encounters. This requires that it be a literal railroad, as you have to run one Encounter per session and it has to be the same Encounter over every one playing in that program worldwide.  People who claim that it is representative of 4e modules show a lack of understanding of the module's design

If you have a copy of KotB I assume you knew this. If you bought it, there you now know the reason why Encounters modules were not released for sale. FWIW I actually thought that within that parameter, Keep of the Borderlands was pretty good.

Thunderspire Labyrinth is OK. It's an average 4e module IMO, but probably shined out of the very early ones.

Reavers of the Harkenwold is probably the most widely accepted stand out 4e module. It's one of my favourite D&D modules period.

Slaying Stone, Demons Queen's Enclave and Madness at Gardmore Abbey are all good modules too. If you like sandbox scenarios, Madness at Gardmore Abbey is particularly good in the way it incorporates PC actions and decision direct into the developing story.

I also liked Revenge of the Giants for its epic plot, but I know I am alone on this :)

I think my favourite 4e module might be Open Design's Court of the Shadow Fey.

Outside of that, there are a lot of examples in Dungeon. Last Breath of Ashenport stands out in my mind, as does Siege of Bodein's Watch. I didn't really follow the later Dungeon magazines.

Kuroth

Quote from: Skywalker;543409Slaying Stone, Demons Queen's Enclave and Madness at Gardmore Abbey are all good modules too. If you like sandbox scenarios, Madness at Gardmore Abbey is particularly good in the way it incorporates PC actions and decision direct into the developing story.

I also liked Revenge of the Giants for its epic plot, but I know I am alone on this :)

I think my favourite 4e module might be Open Design's Court of the Shadow Fey.

Outside of that, there are a lot of examples in Dungeon. Last Breath of Ashenport stands out in my mind, as does Siege of Bodein's Watch. I didn't really follow the later Dungeon magazines.


Great choices here.  I liked Slaying Stone quite a bit as did the players.  Very cool to bring up Court of the Shadow Fey.  It is excellent.  The past year of Dungeon has been outstanding for 4e.

Skywalker

Quote from: Kuroth;543440Great choices here.  I liked Slaying Stone quite a bit as did the players.  Very cool to bring up Court of the Shadow Fey.  It is excellent.  The past year of Dungeon has been outstanding for 4e.

If you like Court of the Shadow Fey, then Wrath of the River King is also a good introductory module for 4e by Open Design. It is very hard to find though as it was only sold to patrons.

Kuroth

#4
Quote from: Skywalker;543594If you like Court of the Shadow Fey, then Wrath of the River King is also a good introductory module for 4e by Open Design. It is very hard to find though as it was only sold to patrons.

Another great suggestion Skywalker.  Wolfgang is a good author in general.  It's not surprising the Wraith of the River God is excellent too.


These are some other adventures that are great options.

Death Dealer: Shadows of Mirahan by Harley Stroh.  Read the Appendix 1: Adventuring in the Lands of Iparsia prior to the rest.  It helps to explain how the players' interact with the setting, rather than a completely set location/encounter organization for the adventure.  It has a few small extra bits of rules to help bring a unique rule perspective on the setting too.  There is the Frazetta art everywhere, of course.

Dragora's Dungeon and Curse of the Kingspire are also by Harley, with Aeryn Rudel on Dragora's Dungeon, and it is easy to see why he was given the Frazetta adventure.  They are also quite good.


Vor Rukoth by Greg Bilsland is a big city that is mostly in ruins with a set-up that is very open for players.  It has all kinds of interesting adventures set-up for the dungeon master to put into play, as the players' interact with their surroundings.  It is a very open style adventure, rather than a city setting supplement.

War of the Burning Sky by Ryan Nock is a campaign guide rather than one adventure.  It is a little different from the type of module that has everything laid out, but I have always had to adjust modules that attempt to have every encounter laid out, since there is such a variance in the number, type, and interests of players.  I also find if I build at least some of a published adventure myself I can remember the whole much better in game.

So, these are a few more suggestions.  In the past, I rarely used published adventures, but today with smaller groups the norm, I find it is nice to have another person at the table by way of the author of an adventure.  So, a little advice about the option of using them, if you have rarely used published adventures.