Especially the "edgy" ones. They apparently don't know where to draw the "line" with release dates, so you don't have to cross from one territory to another to get H2. (ok, I'll stop now )
I finished reading this adventure this afternoon, and other than an anemic conclusion section (one paragraph WoTC, why bother?), I have to say that I really liked this adventure. Just a couple of comments:
Rechan, yes, there are a lot of cool traps in the adventure. Disabling some of the traps involve mini-skill challenges that utilize a skill other than Thievery, which I thought was a nice touch.
On the subject of skill challenges, the adventure uses a lot of them, in various levels and complexities, often with interesting results from success or failure. I particularly liked the two challenges that reward for partial success based on the number of successes accrued.
By the way, guess who shows up in the adventure to administer one of those skill challenges, SPOILER
Vecna, that's who! Well, its actually a manifestation of the god of secrets himself, but that's none too shabby for a heroic tier adventure!
END SPOILER
The later sections of the adventure gave me a nice nostalgic vibe with the fiendish traps and weird hazards with seemingly random magical effects. I wonder if other readers will get the same impression.
I will definitely be using this adventure in my upcoming 4e campaign. I hope that H3 is as good if not better.
Rechan, yes, there are a lot of cool traps in the adventure. Disabling some of the traps involve mini-skill challenges that utilize a skill other than Thievery, which I thought was a nice touch.
The adventure resembles Keep on the Shadowfell in format, consisting of two glossy, softcover booklets (book one is 31 pages and book two is 64 pages), a double-sided battlemap depicting key locations in the adventure, all bound by a cardstock folder.