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Keep on the Shadowfell (Dungeons & Dragons, Adventure H1)

Keep on the Shadowfell (Dungeons & Dragons, Adventure H1)
MSRP: $29.95
Your Price: $19.77
Savings: $ 10.18 ( 34% )
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Manufacturer: Wizards of the Coast
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Additional Keep on the Shadowfell (Dungeons & Dragons, Adventure H1) Information

A D&D adventure for characters of levels 1-3.

The town of Winterhaven stands watch over a ruined keep that was once a bastion of good in the realm. This keep overlooks the Shadow Rift, a dark scar in the world that was once a gateway to the Shadowfell but has been dormant for many years. Now, an evil cleric of Orcus, Demon Lord of the Undead, seeks to re-open the gate, and the only thing standing in his way is a small yet determined band of heroes from Winterhaven.

Keep on the Shadowfell is an exciting Dungeons & Dragons adventure designed for characters of levels 1-3. It includes three double-sided poster maps suitable for use with D&D miniatures, as well as information on the town of Winterhaven and environs.

 

What Customers Say About Keep on the Shadowfell (Dungeons & Dragons, Adventure H1):

A good GM can do a fair bit to expand on the adventure and flesh out what is there, but as written it's not the most creative or exciting adventure I've ever seen. Veteran players will probably want more choices, more roleplaying opportunities, and more chance to do something besides combat.

With pregenerated characters and quick start rules, even people unfamiliar with D&D can probably get to the gaming fairly quickly. This is not a review of D&D4e, so I won't get into the relative merits and detriments of those rules.

As an introduction to 4th Edition D&D, you could do a lot worse than Keep on the Shadowfell. For more experienced players, the very straight forward and uncomplicated nature of Keep on the Shadowfell works against it.

I will say that even people who have never roleplayed before will find things easy to pick up with this set. It's relatively straight forward and does not contain a great deal of complexity, either in the adventure or the rules provided.

Without the D&D4e core rulebooks, the character options are quite limited as well. Even so, a good group and GM can use this adventure as a jumping off point for better and more interesting things.

You should also pick up some miniatures, which can be obtained in gaming stores or here on Amazon.Since April 2009, this module can be downloaded for free from Wizards.com, but that does not include the mini-Dungeon Master's Guide, the pregenerated characters, or (more importantly) the play-on maps for the outdoor encounters. As a newbie Dungeon Master, I purchased this module to teach some players who had never picked up a D20. Good, classic fun for low-level players.The module includes almost everything you'll need to run the game. I also recommend downloading the automated character sheet spreadsheet from dnd4.com and making power cards for your characters--these can be made from index cards, but there are a number of good generators linked from ENWorld and other places. If you plan to move on from this to further adventures after you're done, buy yourself a Chessex battlemat and marker instead and draw the outdoor encounters yourself. You won't need the Dungeon Master's Guide or the Monster Manual, although the former could be useful (I mainly use the tables that show me how to adjust encounters to a specified difficulty).

(I say "booklet" because a proper book would have binding, whereas the module is stapled together).Since the module has been released for free, the only real reason to fork over money for it at this point is for the maps, or if you want an all-in-one game pack and do not plan to spend any more money on D&D ever. It's got a good learning curve on it--it starts out with a simple Kobold ambush by the road and slowly grades up to a confrontation with the Big Bad at the bottom of the cursed temple with the fate of the land at stake. The downloadable version has, however, been clarified and revised in some places; if you purchase this module, I recommend downloading the free copy and taping the handful of pages which have been revised into the module booklet. The official DM screen is useful and high-quality. Unless you want to stick with the pre-generated characters which are included, you'll still want at least one Player's Handbook. (Even then, you're still going to want some miniatures).

Go download Keep on the Shadowfell from Wizards.com and enjoy your introduction to D&D.

A 3-star adventure becomes 4 stars when it's free. Wizards of the Coast is allowing you to download this adventure and the quickstart rules at http://www.wizards.com/default.asp.x=dnd/4dnd/dndtestdriveThe only thing that's missing are the large maps that come with this purchase, but there are maps in the pdfs that you can use (although a black-and-white printing may make some maps hard to read, either keep the PDF handy on your PC or print in color).

I don't know if it was this module or the game in general, but by the end of it we were ready to sell back all of our 4e stuff and go back to 3.5e. It is hard to put a finger on it, but it seems that there was just no effort put into helping the players suspend disbelief and become a part of the world.

As is the case with most new games, we kick the tires by running some combats. Although it may be more indicative of my loss of love of 4e in general, this module started exciting and ended boring, without really doing anything different.

Monsters were just kind of there, in their squares, for killing. Then we start trying to do a little storytelling and roleplaying.

The module provided no real hooks on which to hang the story. While that might be fine for a game like chess, we expect more from a roleplaying game.

Fortunately, we didn't throw away the characters from our last campaign.

The problem was that it required a good deal of DM judgment and perusal of enworld to make it 'work' like it should out of the box. I played through this adventure with my group of lapsed old timers. We enjoyed it and I thought the adventure was a decent if simple intro to 4E. Some of the encounters were quite harsh and needed to be toned down a bit and some sections needed a bit of spicing up to keep things fun. An inexperienced DM running their first module would not be very well served in my opinion.It was still (much) easier to run than a mod from back in the day and worth the purchase price but keep in mind: Some assembly required.

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