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enlarge | Authors: Bruce Cordell, Mike Mearls Brand: Wizards of the Coast Category: Book
List Price: $29.95 Buy New: $17.45 You Save: $12.50 (42%)
New (26) from $17.45
Avg. Customer Rating: 54 reviews Sales Rank: 5565
Media: Paperback Edition: 4th Number Of Items: 1 Pages: 96 Shipping Weight (lbs): 1 Dimensions (in): 11.2 x 9.3 x 0.5
ISBN: 0786948507 Dewey Decimal Number: 793 EAN: 9780786948505 ASIN: 0786948507
Publication Date: May 20, 2008 Availability: Usually ships in 1-2 business days Shipping: Expedited shipping available Shipping: International shipping available Condition: Brand New! Save 30 - 50% off of retail prices on our wide selection of comic book graphic novels, manga and anime, role playing games, DVDS, Osprey military history books, and more!
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| Customer Reviews:
More of the same, but worse July 27, 2008 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) July 19, 2008 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.
Review for Keep on the Shadowfell July 16, 2008 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! July 15, 2008 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 July 13, 2008 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.
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