Klaus
First Post
I haven't had a chance to run KotS yet, but I wanted to ramble a bit on what I thought of it in the first place.
The booklets have a nice, clean layout. The graphics for the page numbers could use some toning down a bit. The encounters use a structure similar to the encounters found in later 3E adventures like Expedition to Castle Ravenloft. The interior headers, in gold and red, actually detract a bit from the mood suggested for the adventure. A darker hue, like gray, indigo or purple, would match the tone of the adventure better (specially with the whole "Shadowfell" thing going).
The maps are very well made, even if at least 3 of them are recycled pieces from Fantastic Locations. I actually liked Mike Schley's maps for the interiors of the Keep more than Jason Engle's indoor pieces, and the use of both styles of maps was a bit clashing.
The encounters themselves could use some reorganization. Some monsters wear bit of treasure, but it isn't listed in their "Equipment" entry (
). Also, "Treasure" should be its own header, not listed under "Features of the Area", as it gets a bit lost in there. Specially since it has the same header as the magical items that should be listed under a "Treasure" header.
The art was, sadly, subpar. The depictions of the two main villains is sketchy, and Balgron looks specially goofy with his curly black hair and what looks like a lollipop in his mouth (either that or a thermometer). The cover is a well-made piece by William O'Connor. I'd have preferred a piece depicting the outside of the Keep itself, instead of a villain portrait. The sketches used for the Pregens didn't match the stats given to them, which is a bit disappointing, since adjusting either to fit the other doesn't take much. Also, half-a-page is spent on a waterfall picture (which does not exactly match the corresponging location later on the adventure), but no pictures are given for two creature types that are quite frequent in the adventure,
.
Speaking of the Pregens, it should have been spelled out clearly what weapons and armor the characters *can* use, since there are treasures during the adventurer that the characters might want to wield/wear. In fact, the stats for those items aren't clearly spelled out for those who pick them up. If your dwarf fighter (who wields a maul) wants to use the magical sword, what is its damage, and how does it affect his powers? Can he even do it? Can the chainmail-wearing cleric wear hide armor? What would his AC be?
The module is very good in helping a new DM, but assumes the DM already knows several things. A creature has a power that uses the recharge mechanic, but recharging isn't explained anywhere in the module (it's available in the FAQ at WotC's site). Some information that might be useful earlier in the adventure, like Grabbing, or how to determine Line of Sight/Effect, or even who Bahamut is (a deity worshipped by two of the Pregen characters).
Editing can also be improved, English-wise. For instance, page 4 opens with:
"As the adventure begins, the player characters find themselves traveling down a road that hasn't been maintained in nearly a hundred years ago."
That "ago" slipped through the cracks, I'm sure, but it's not the best first impression, as you open the adventure.
In spite of its flaws, Keep on the Shadowfell reads like a really fun adventure, not unlike Keep on the Borderlands and Village of Hommlett. While I wait for the opportunity to run it (for a 3-PC crowd), I'll throw an 8 out of 10 for it.
The booklets have a nice, clean layout. The graphics for the page numbers could use some toning down a bit. The encounters use a structure similar to the encounters found in later 3E adventures like Expedition to Castle Ravenloft. The interior headers, in gold and red, actually detract a bit from the mood suggested for the adventure. A darker hue, like gray, indigo or purple, would match the tone of the adventure better (specially with the whole "Shadowfell" thing going).
The maps are very well made, even if at least 3 of them are recycled pieces from Fantastic Locations. I actually liked Mike Schley's maps for the interiors of the Keep more than Jason Engle's indoor pieces, and the use of both styles of maps was a bit clashing.
The encounters themselves could use some reorganization. Some monsters wear bit of treasure, but it isn't listed in their "Equipment" entry (
You can find an example of that in the hobgoblin torturer in Area 2, who wears a magic armor, and has that armor's power in his stat block, but the Equipment lists a regular hide armor
The art was, sadly, subpar. The depictions of the two main villains is sketchy, and Balgron looks specially goofy with his curly black hair and what looks like a lollipop in his mouth (either that or a thermometer). The cover is a well-made piece by William O'Connor. I'd have preferred a piece depicting the outside of the Keep itself, instead of a villain portrait. The sketches used for the Pregens didn't match the stats given to them, which is a bit disappointing, since adjusting either to fit the other doesn't take much. Also, half-a-page is spent on a waterfall picture (which does not exactly match the corresponging location later on the adventure), but no pictures are given for two creature types that are quite frequent in the adventure,
kobolds and hobgoblins
Speaking of the Pregens, it should have been spelled out clearly what weapons and armor the characters *can* use, since there are treasures during the adventurer that the characters might want to wield/wear. In fact, the stats for those items aren't clearly spelled out for those who pick them up. If your dwarf fighter (who wields a maul) wants to use the magical sword, what is its damage, and how does it affect his powers? Can he even do it? Can the chainmail-wearing cleric wear hide armor? What would his AC be?
The module is very good in helping a new DM, but assumes the DM already knows several things. A creature has a power that uses the recharge mechanic, but recharging isn't explained anywhere in the module (it's available in the FAQ at WotC's site). Some information that might be useful earlier in the adventure, like Grabbing, or how to determine Line of Sight/Effect, or even who Bahamut is (a deity worshipped by two of the Pregen characters).
Editing can also be improved, English-wise. For instance, page 4 opens with:
"As the adventure begins, the player characters find themselves traveling down a road that hasn't been maintained in nearly a hundred years ago."
That "ago" slipped through the cracks, I'm sure, but it's not the best first impression, as you open the adventure.
In spite of its flaws, Keep on the Shadowfell reads like a really fun adventure, not unlike Keep on the Borderlands and Village of Hommlett. While I wait for the opportunity to run it (for a 3-PC crowd), I'll throw an 8 out of 10 for it.