This thread is a master list of links to resources, advise and options for running Keep on the Shadowfell. There is also some info on other adventures in the same series of adventures.
Before providing all the useful information, it's important to note that Keep on the Shadowfell is not a great adventure by itself. I discourage you from running it without any changes - it has led to many total party kills (TPKs) of groups, the adventure itself has too many fights, and the story is lackluster at best.
Understand the adventure was the first for 4e, so its primary purpose was teaching the 4e ruleset. New DMs and DMs new to 4e might find that useful but even once you learn the rules, the adventure is lacking without some work on your part. If you're a new DM, that can appear daunting, as you're just learning to run the game, but changing modules is often a rewarding element of using a module in the first place. Also, there are many suggestions on how to change the adventure to suit things.
There are better adventures for 4e, and better to start the game with. But if you're still reading, then you've likely set your sights on running the adventure. So let's get to giving you the useful materials.
Before providing all the useful information, it's important to note that Keep on the Shadowfell is not a great adventure by itself. I discourage you from running it without any changes - it has led to many total party kills (TPKs) of groups, the adventure itself has too many fights, and the story is lackluster at best.
Understand the adventure was the first for 4e, so its primary purpose was teaching the 4e ruleset. New DMs and DMs new to 4e might find that useful but even once you learn the rules, the adventure is lacking without some work on your part. If you're a new DM, that can appear daunting, as you're just learning to run the game, but changing modules is often a rewarding element of using a module in the first place. Also, there are many suggestions on how to change the adventure to suit things.
There are better adventures for 4e, and better to start the game with. But if you're still reading, then you've likely set your sights on running the adventure. So let's get to giving you the useful materials.