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Keep on the Shadowfell - mini review ! <Very mild spoilers>
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<blockquote data-quote="bramadan" data-source="post: 4215952" data-attributes="member: 1064"><p>I will be demo-ing KotS in my local game store this coming weekend (Drexoll Games - Vancouver, BC) and just wanted to put in a few words about what I think about the adventure (having read it)</p><p></p><p>From the plot point of view it is simple but very charming in the nostalgic old-DnD kind of way </p><p></p><p>I am on the fence as to the physical presentation of the product - it is very clever (and the print and full color are gorgeous) but I have feeling it is not made to last. I guess that is not too bad for an adventure module. </p><p>I wish they put in 2-3 more poster maps so I don't have to carry around my dungeon tiles but it is not a biggie - and they did choose the best encounters to map out given constraints.</p><p></p><p>I *absolutely* love the monster stat blocks and the "just add up the XP" method of encounter design. I have strong feeling that fun/preparation ratio for 4ed will go through the roof. </p><p></p><p>Adventure encounters themselves seem interesting and challenging - some seem mad crazy hard but I can see how they can be manageable with good team work and decent strategy. This will not be an easy adventure.</p><p></p><p>There is only very few skill-challenge encounters but they seem like they make sense. I expect they did not want to overload it in what is essentially a preview module.</p><p></p><p>Traps and hazards are brilliant, better then in any DnD edition so far by a stretch, both in presentation and in what they do. Combining traps and combat was also done very well indeed. </p><p></p><p>There is a subtle but decent hook for the H2 giving the semblance of the real campaign for the folks who want to just follow the published adventures.</p><p></p><p>All in all - I very much envision this adventure becoming "iconic" in the tradition of Keep on Borderlands and Village of Hommlet. It seems a good introduction to new rules and challenging task in its own right.</p><p>I will certainly post the impressions after the game on Saturday.</p><p></p><p>If anyone has any burning questions about the module answering which does not involve me scanning or re-typing large chunks of text - feel free to ask, not sure how often I will be around to answer but I will do what I can <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>In the end - I may have one or two more spots if there is anyone in Vancouver who wants to play (and is free next Saturday between noon and 6PM). Either drop me a PM or just say so in the thread.</p></blockquote><p></p>
[QUOTE="bramadan, post: 4215952, member: 1064"] I will be demo-ing KotS in my local game store this coming weekend (Drexoll Games - Vancouver, BC) and just wanted to put in a few words about what I think about the adventure (having read it) From the plot point of view it is simple but very charming in the nostalgic old-DnD kind of way I am on the fence as to the physical presentation of the product - it is very clever (and the print and full color are gorgeous) but I have feeling it is not made to last. I guess that is not too bad for an adventure module. I wish they put in 2-3 more poster maps so I don't have to carry around my dungeon tiles but it is not a biggie - and they did choose the best encounters to map out given constraints. I *absolutely* love the monster stat blocks and the "just add up the XP" method of encounter design. I have strong feeling that fun/preparation ratio for 4ed will go through the roof. Adventure encounters themselves seem interesting and challenging - some seem mad crazy hard but I can see how they can be manageable with good team work and decent strategy. This will not be an easy adventure. There is only very few skill-challenge encounters but they seem like they make sense. I expect they did not want to overload it in what is essentially a preview module. Traps and hazards are brilliant, better then in any DnD edition so far by a stretch, both in presentation and in what they do. Combining traps and combat was also done very well indeed. There is a subtle but decent hook for the H2 giving the semblance of the real campaign for the folks who want to just follow the published adventures. All in all - I very much envision this adventure becoming "iconic" in the tradition of Keep on Borderlands and Village of Hommlet. It seems a good introduction to new rules and challenging task in its own right. I will certainly post the impressions after the game on Saturday. If anyone has any burning questions about the module answering which does not involve me scanning or re-typing large chunks of text - feel free to ask, not sure how often I will be around to answer but I will do what I can :) In the end - I may have one or two more spots if there is anyone in Vancouver who wants to play (and is free next Saturday between noon and 6PM). Either drop me a PM or just say so in the thread. [/QUOTE]
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Keep on the Shadowfell - mini review ! <Very mild spoilers>
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