H1 Keep on the Shadowfell & Quick-Start Rules (4e) – An Introductory 4th Edition D&D Adventure for Characters of Levels 1st-3rd. The town of. 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. Over in Help! I am going to teach D&D4E to 7+ people, I made a throw-away comment that I thought that H1 blows chunks.

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So overall, H1 is a huge railroad, right? H1 was the introduction to 4E for many people. Once you finish Keep on the Shadowfell, what next? However, once you start introducing heavy plot you’re telling some groups that the adventure isn’t for them.

By using this site, you agree to the Terms of Use and Privacy Policy. Then again, I haven’t yet read a better 4th edition adventure – I haven’t read that many, but for the most part they seem pretty simplistic on the strategic level between encounters, that is. The Oberoni Fallacy doesn’t necessarily apply here: I don’t disagree with many of the comments above as shadpwfell to the H1 text, but I can’t imagine running any adventure without customizing it and reacting to player choices in the game, and I don’t think that’s unreasonable.

The most important one, albeit unofficial, is the one at the Alexandrian website. When the player characters arrive at Winterhaven, they are asked to clean out the kobold nest.

A reviewer from the gaming-oriented Pyramid commented that, as the first scenario for the yet-unreleased new edition, Keep on kn Shadowfell was “quite a significant item,” particularly because Wizards’ had included rules from the new edition. Consider this encounter with an archenemy, a tragedy-prevention objective, and a ticking clock: They were launching an entirely new edition fercrissakes.


Or how about a burning building? Shattered Lands Dark Sun: Views Read Edit View history. It refocuses combats, removes encounters or shifts them in time, to make a more believable and enjoyable experience. The characters were driven off to regroup the first time, and when they came back, the antagonists were ready for them with real defensive fortifications.

[4E] Why I think H1 Keep on the Shadowfell sucked

Here is a thread talking about changes and edits. What if Kalarel’s justifications are somewhat sympathetic? When I was running it, I could not find anything. We played this in so maybe the errata that had come out by then made things easier, but that’s just speculation. H1 sucks in this regard; there’s too many 10×10 corridors and goblins lounging around card tables. Suddenly all those powers that did less damage but pushed or slid foes didn’t seem quite so sucky. What if he had vulnerabilities that the party could research and exploit?

If you want modules but don’t want the above route, Dungeon magazine on Wizard’s site have various adventures set. Dragonlance deities Forgotten Realms deities Shadowfekl deities.

Layering additional objectives into the encounter creates more elaborate tactical ob and changes tue player question from “how do I most efficiently defeat this bunch of monsters? Posting Quick Reply – Please Wait. It can bleed into encounters, making them more real, engaging, and memorable. Pages using deprecated image syntax. It looks like a player-killer but an interesting one that would give the party pause and make them scratch their heads over the who’s-going-first decision, which is good.


October edited October in Story Games. The town adventure left x&d cold. I recall this included some great ideas about weaving all the NPC’s and their lives and threads and motives from town through the Kalarel together much better and reworking the stuff going on in town.

[4E] Why I think H1 Keep on the Shadowfell sucked – Story Games

Simple shadoefell is a start; you could make the players defenders in a scenario, for instance. The whole thing felt superfluous. I even ranted about the faults of the adventure around when 4th edition was published, it’s that bad.

Beholder Drow dark elf Hte Illithid mind flayer Lich. Irontooth is just a cardboard terrorist. If you want to get involved, click one of these buttons! Kalarel has a lair at a nearby ruined keep that contains the Shadow Rift, once a gateway to the Shadowfell and is no longer in use.

On a side note: I had fun DMing it, but I made two minor changes that had some big impacts. I put a secret door in the 4d leading down into the middle of the hobgoblin barracks. Originally Posted by Rechan. The folk at WotC also did a republication, and the fixed adventure is now downloadable for free at their TryDND website.

Keep on the Shadowfell