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Others say...
"Must Have" To start off, the module is extremely well written and I was very happy as I read it from cover to cover. The quickstart guide and pregenerated characters were a nice bonus as well. The maps itself are very detailed and well created. Overall I am very happy with this product and looking forward to the next module in this line
Now for the flipside. If you are new to D&D 4th edition, I do recommend buying this but you will not have a map for every encounter (mainly the dungeon level). Investing in dungeon tiles are a great asset to overcome this. Besides that, as mentioned by other people, the covers for these modules are paper magazine type which is kind of dissapointing. I was holding the manual and walking from point A to B and thats when I realized my hand had made a hand print on the cover which kind of shows that this module is not going to stand up to the test of time (or at least frequent use) before falling apart. Besides that, no other real things to be considered negative. The module itself is outstanding
"Nice starting point for D&D 4th edition" This adventure is a nice start for playing D&D 4th edition, although I would recommend other adventures to a more experienced Dungeon Master. The adventure is set in a nice slip-case, and comes with several poster-sized maps for use with miniatures. It also ships with quick-play rules for the D&D 4th edition.
The adventure itself is simple, but in a classic way. Some of the NPCs presented could definitely became icons in your campaign.
"Keep on the Shadowfell is an ok starter adventure" First off let me say that keep on the shadowfell is not without flaws. It has plenty of them but is still a good introductory adventure for those who want to play a premade 4th edition campaign. Let me seperate this review into two sections...the good and the bad. Ill start off with the bad.
SPOILERS BELOW
CONS: The paper material is low grade in quality. The quickstart rules are incomplete and hard to play a complete game with (no prices for loot and other small details that would have been easy to include) The premades are nothing special but should do the trick for the first time player. Mistakes abound throughout the adventure book. Starts out with an ambush...(the new inn starting spot...cliche) Campaign hooks are weak and have to be changed and are barely adequate for new players. Mage trying to open a portal. (Seems every campaign is about this now days) NPC's are bland and have to be livened up. Not for the season vet but too much work for the beginner Need dungeon tiles for the dungeon battles (but thats standard now days, most newbie players and dms dont own these)
Pros Fun encounters (even the kobold battles) Some tough encounters early on...some may see this as a con but ups the intensity early. Winterhaven is a good starter type town that can be fully fleshed out by an experienced dm to make it an interesting and fun place. The second half of the adventure is a standard dungeon crawl that new players can enjoy(but tough for a new dm.) cool maps for most outside encounters and big end battles(some are reprinted from other wotc products)
Spoilers end
In closing if you are an experienced dm with new players then Keep on the shadowfell is great but if your players are experienced rpgers they may find it a bit underwhelming. They will still probably have fun but a lot of work needs to be done in order to make Kots a great play experience for anyone other than new players. However, for all of its faults there is a lot here to build on. Lame campaign hooks and quality of paper aside I still feel that its worth the 20.00 price tag but 30.00 for it is just too much.
"More of the same, but worse" This fold out adventure with light magazine quality paper and maps is hardly robust either physically or story-wise. Simply not worth the RRP.
The paper module has no cover and after only one evening of flicking through it, mine was already threatening to become greasy abstract art separate from the rest of the stapled pages; a gloss cover on heavy grade paper would have been nice.
The large maps are incomplete: probably because a basic dungeon can be represented by the separate, but very worthwhile, Dungeon Tiles product. Unfortunately this product is unavailable at this time so one is stuck to having to mount photocopies onto cardstock using Clag glue.
The adventure itself is trope ridden: The spy, the evil cleric, the ancient temple; All very "Keep on the Borderlands" or "Village of Homlet", but without the scope or novelty of these adventures of a bygone era.
The mechanics are also dodgey as might be expected from a pre-release module: certain important elements from monster descriptions are omitted (which is fine if you refer to the core rules), or inconsistencies in things like the pre-generated characters (which arise when you have the core rules).
That being said, the module does have some nice features: It's nice to see some choice phrases by NPCs that help in character portrayal; the questioning of NPCs by a ghost also shows a very nice interaction between ROLE playing and ROLL playing; it's not Monty Haul although it does seem a little tight on the treasure; the monsters may not have complete descriptions, but do present an interesting sample of powers which communicate a change in the nature of the 4Ed. game play. These fail to redeem however.
I should have not bothered with an introductory module that was so significantly priced when compared to the core rules books. WOTC should have given a discount on this as well or packaged it with the core rules. You'd be better off forum whoring and converting an old D&D Basic Module or Dungeon Magazine. One-and-a-half stars.
"Keep of the Shadowfell (Dungeons & Dragons, Adventure H1)" Great product! Very easy to read through. It does a good job of explaining how the adventure should be run, but also allows for changes that you deem appropriate. If you're thinking of DMing an adventure for the first time, start with this. Even if you've been DMing for awhile and would like a campaign to run, try this one, you'll enjoy it.
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Keep on the Shadowfell (Dungeons & Dragons, Adventure H1)
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What our customer's say!
"A little tough but straight forward adventure", To be very simple, this is a pretty good introduction to a 4th Edition adventure. The encounters are interesting (although maybe not quite unique enough) and the new format is a great improvement over the previous edition. Should be easy enough to fit into any campaign.
"Terrible", My group just got finished running through Keep on the Shadowfell. It's so badly written, our group is going to hold to vote to see if we want to revert to 3.5 D&D. Problems with the module include:
1) Horribly trite. It's like the authors read "How to make a 1st module for a new edition of D&D" and copied everything from it. First, you fight kobolds. Then more kobolds. Then some goblins. Then more goblins. Then some skeletons. Then hobgoblins! 2) No plot to speak of. What plot there was was trite and uninteresting. 3) The final boss was a generic mustache-twirling villain who was as uninteresting as hell, especially because the PCs don't even meet him or really know who he is until the final encounter. The rest of the monsters were also all generic as hell. (A goblin commander who was also a coward?! Brilliant writing!) 4) Combats were boring, with no real memorable set pieces or situations except possibly the Irontooth combat. This was not helped by the fact that monsters in 4ed have more interesting abilities than the PCs. 5) The color maps that came with the game were good (very pretty), except a lot of the maps had rooms and other features on it that had no monsters on it, and had no reason for the PCs to go into. It was like they couldn't figure out what to do with the extra space they had. 6) Worst trap encounter ever. The party gets trapped in a room with statues in it. However, the statues all have a limited range, and the room is larger than the range of the traps. So the party can safety stand there from 10 squares away and destroy all of the traps without taking a single point of damage.
Now that we're finished with the module, this overpriced thing is going straight up on Ebay. I'd rather ram pencils into my eye than run it again.
While I appreciate they might have been trying to make a generic, boring game to serve as an introduction to 4th Edition, they made it so bad we might not ever play 4th Edition again.
"It's a start", We started on this campaign a few weeks ago. It was promising, had a good amount of detail, NPCs had descriptions, motivations, interests, etc, maps were fairly detailed... In general, it gave me a good first impression.
Then I started reading the module itself... and quickly found that the ink on the covers comes off rather easily on your fingers. This wouldn't be too terrible if the text of the adventure were not written on the outside cover (rather than having a graphic on the outside cover instead to take the hit). As soon as I discovered this, I took preventative measures (don't touch the book, use a stick to turn the pages, let it lie on the table, etc), and the damage was not to the point to make it unreadable... but it was an unpleasant revelation.
The encounters seem a bit unbalanced to the player's favor, but a good GM could always make minor adjustments to balance things out.
The maps are a good touch, but they are not quite complete... you'll end up making your own to play on in the larger areas (either using the minis or by doing things the good old-fationed 3e way).
"A pretty good 4e adventure", We're partway through this adventure after six sessions and are really enjoying it. It's not perfect by any means, and the actual "Keep" portion of the adventure can degenerate into a dungeon crawl of repetitiveness if the DM isn't careful.
Personally, i've added my own flavor and flair to the adventure as written, fleshing out the dull NPCs and adding multiple new encounters, treasure, and monsters. The whole story is nothing new in the realm of epic of fantasy, but i find it to be a great vehicle to show off what 4e can do. a
And what it CAN'T do.
My biggest complaint is the lack of maps for the keep itself. It has taken me painstaking hours to scan and print these maps, but the end result is fantastic. And they're reusable to boot. I look forward to the next part, Thunderspire Labyrinth, and just hope there's an easier way to print the high quality maps shown in the books.
"Good intro but weak adventure", Keep on the Shadowfell was suppose to be a prelude to D&D 4th Edition even before the core books are released. Hence, in the adventure it contains a short rule guide, the adventure itself and maps for the game. It comes in a slipcase file.
I'll keep my review in point form to make it readable.
Good: ===== (1) Combat in the sense of 4th edition (i'm not going into discussion of the merits and demerits of 4th Ed D&D) is pretty well conceived (2) Maps is a bonus (3) Not much flaws in the flow (as it's kept really simple)
Bad: ==== (1) Poor quality paper and binding. The last page of the adventure booklet is part of the adventure. Can't even provide a proper cover to protect it. (2) Poor storyline (imagine the real story behind the Paladin Keegan is not much difference from the public story; was it any shocker?!?) You got to come up with something. On page 32, there was some advice but not enough for a newbie DM to try out this module (3) Several mistakes (STR 18 gives +5 damage bonus but the damage on Irontooth battleaxe is only 1D8+4, wrong label on the map as noted in the adventure; adventure shows goblin sharpshooters as represented by G but map shows S). This should have been playtested and spotted. I found it even by just reading through it. Can imagine how bad the QA is on WoTC. (4) Flat gameplay.
You might need this... Dungeons and Dragons Core Rulebook Gift Set, 4th Edition details..
|  Thunderspire Labyrinth (Dungeons & Dragons, Adventure H2) details..
|  Dungeons & Dragons Player's Handbook: Roleplaying Game Core Rules, 4th Edition details..
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 Dungeons & Dragons Dungeon Master's Screen details..
|  Pyramid of Shadows (Dungeons & Dragons, Adventure H3) details..
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Read this reviews before You buy...
"Review for Keep on the Shadowfell", Keep on the Shadowfell is was a very good product and is useful even without the other core books. Definitely worth the money.
"Great fun and well worth the price!", I've dabbled in DnD since it first came out and couldn't wait until my kids were old enough to play. I had introduced them to the 3rd edition, and it was fun, but the rules seemed so daunting to them, they never felt like they could do more than scratch the surface. So we all were looking forward to the 4th edition rule set.
I have to say that I was a little taken aback when I first started reading the 4th edition rules. They seemed a bit too simplistic and were more streamlined than I anticipated. But once we started playing....
It actually took a few sessions to for the spirit of game to really sink in. This version is all about letting the players try anything they want. They are heros! And the rules are there to support that mindset. They made my job as the DM so easy. I could focus on the encounters and the players were spinning the story as they went!
As for the Keep on the Shadowfell module, I think it provides a wonderful example of how to design compelling story lines. The encounters were well balanced with a good mix of interesting creatures and great settings. The tactical options were countless. Our group wanted to run through some of the scenarios multiple times because new strategies and tactics were constantly being discovered. I've never had so much fun DM'ing! The encounters are well laid out. They will serve as a great model for me as I dabble in creating some of my own encounters. There are many threads in the story that will make compelling jump off points for an ongoing campaign.
Another great thing about the module are the concise 4th edition rules summaries that are included. They have made it really easy to get new players up and running in just a few minutes. It really is all a group needs to get started with DnD.
The long and short of it is this: My kids and I are having a blast! We only play once a week, but they now talk about DnD all the time. They have gotten so many of their friends excited, we don't enough room to let them all come over and play at once. This has convinced me that the new rules are the best yet at striking the right balance between having an approachable game for newbies, a compelling game for gamers, and a wonderful vehicle for DM's to participate in the unfolding of epic adventures! Keep on the Shadowfell serves as a good example of how various 4th edition elements can be mixed up to produce compelling encounters that will keep players retelling their stories for years to come!
"FANTASTIC", For a long I hadnt seen a D&D product so beautiful. Made me remember of the old campaign box, wich came along maps and other utilities. Not quite the same thing as the past but as much as nice. Better than the 3rd edition commom paperback adventures.
"Worst. Module. Ever.", I've run this module for two different groups now. They have both hated it. In 25 years of running D&D this is the first module I've had a group simply quit in the middle of it. It is a series of miniatures battles almost incoherently stuck together. There is almost no roleplaying, exploring etc.
Here is a sample of how the module basically works. The characters start out immediately in combat on a map. After winning this battle, they arrive in town. Then they can talk to various NPCs who have little depth or information. If you ask the right questions, the NPCs gve you directions of where to go next, like "The keep is northeast of here." Then, if the characters want to go to the keep, they are instantly there (well, they get ambushed first, using the first map again).
What if the characters don't ask the right questions? It doesn't matter. My players wished to find the hidden lair of the kobold brigands. How hard is it to find this hidden lair? Well, the module says if the characters decide to search for the hidden lair, pull out the lair map and start the lair encounter. I felt like I was in a bad 1980's computer game "click here to go to hidden lair."
So essentially the module is all about combat. Is it fun combat? My players haven't enjoyed it. The worst part of the module is it makes it hard to tell if 4th edition is flawed or if just this module is bad.
With work, a good DM can turn this into a good adventure. But if you try running this without adding a lot to it and rewriting parts of it, it is not good. And if you want to put that much work into fixing the module, save $30 and just write your own adventure.
In the end, saying "With work this is good" is a bit silly. I suppose almost anything is good if you spend enough timing fixing it.
"The Bad, the Ugly and the Horrible", Plainly stated, this is one of the most horrible module offerings I've seen in a while.
The folio books are cheap and prone to smudging and the maps are unusable for DDM, so those buying the module for the secondary use as DDM maps should steer clear.
The plot of the module is horribly cliche, and the whole of the adventure is put together with no thought towards ecology or continuity. It's three to four quasi-linked battle scenarios held together by very contrived circumstances that leads to an epic "save the world" fight at the end. The town of Winterhaven can't possibly support the 900+ citizens (and it does become pertinent in the adventure) and the dungeon has so many logic holes you could rampage the tarrasque through (for owners, contemplate this - how does the BBEG get to the lowest level without running afoul?)
Also, the climatic battle at the end of the adventure runs towards impossible. Surviving the final battle relies too much on luck and not so much on skill and strategy.
The fast play rules are a joke; there's too many holes to even run the game adequately, and even simple things, like a list of equipment prices for things you could buy in Winterhaven (including Rituals or even minor magic items like potions) aren't present. (So you get all this gold from the adventure, but have nothing to spend it on...).
I've seen far better
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