Keep on the Shadowfell - mini review ! <Very mild spoilers>

phil500 said:
I have a question- does the adventure limit how often they can get full rests?

as in, they need to make it thru these 5 encounters etc. without a daily.

I have no idea about the module, but common sense says that since t's a 6-hour rest you can take it once per day. It would be ridiculous if PC's could spend 18 hours out of the day resting and 6 hours adventuring.

If they blow their daily on an encounter that didn't need it, they basically suck. I'm sure lots of players will suck until they learn the new system. But I expect the first time they waste a daily on a minion or some other worthless opponent, and can't get it back, they will have learned their lesson.
 

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Possible spoilers:

[sblock] There are a few locations in the keep specifically described as safe to rest in. A few others aren't patroled by the keep's inhabitants and would likely be safe. Also part of the adventure relies on the party leaving the keep to rest at some point.[/sblock]
 

Vaeron said:
I have no idea about the module, but common sense says that since t's a 6-hour rest you can take it once per day. It would be ridiculous if PC's could spend 18 hours out of the day resting and 6 hours adventuring.

If they blow their daily on an encounter that didn't need it, they basically suck. I'm sure lots of players will suck until they learn the new system. But I expect the first time they waste a daily on a minion or some other worthless opponent, and can't get it back, they will have learned their lesson.
I'm sure it's been said somewhere that you can only take one extended rest per 24-hour period.
 

Here's a few of the more interesting items:

Spoilers
[sblock] Safewing amulet: +1 to defenses and fall distance damage is reduced by 10 feet. You land on your feet instead of becoming prone.
Blackiron: +5 fire and necrotic resistance (armor property)
Bloodcut: minor, daily; when bloodied can use to gain 10 resist all until the end of your next turn (armor property) [/sblock]
 

Has anyone found the "secret room" that Mearls said could only be found through solving a puzzle or roleplaying or something? I've heard rumors that there's a hidden armory. Is that the secret room? If so, what's in it?
 

Spoilers on the secret room:

[sblock] The room requires some searching to find and is guarded. A few Perception and/or Thievery checks are needed to get inside. In order to get the treasure the players (not the characters) also need to solve a riddle. It's not particularly hard but I'd imagine younger or less imaginative players may have trouble. The reward is a suit of armor with the better of the two propeties I listed above. [/sblock]
 
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Here are the monsters for Klaus:

[sblock]Goblin Sharpshooters - Goblins with crossbow and short blade

Fat goblin - represents two goblins as it appears - one wields battle axe and other club and the crossbow. Only later is described as fat but both are boss-types

Guard Drakes - "These four legged reptiles appear strong and powerfully built :/"

Gnome - dark leather armor and crossbow

Hobgoblin Torturer - Hide armor, Iron Poker

Zombie Rotters - regular zombies in appearance

Decrepit Skeletons - longsword, shortbow

Skeleton Knight - plate armor, fancy sword

Kruthik - "six limbed reptiles with insectile traits, silver chitinous plates cover their bodies and short tails and each has four limbs that end in scythe like claws. Two smaller limbs with finer digits closer to the body. head is vaguely reptilian and the lower jaw is a toothed plate flanked by several mandibles.

Corruption Corpses - bloated zombie

Clay Scout - small gargoyle like creature made of clay

Orcus Underpriest Dark religious vestments, square jaw, hard face that glows with Zelotry, armed with Mace

Deathlock wight - gaunt with palid skin, attacks with claws

[/sblock]
 

It is mostly dungeon crawl with some outdoor encounters.
There is no built in timer but that is something that I intend to change (or at least make my players feel like it has changed :P)
 

This might have been posted somewhere, but what's the target party size? I couldn't find that simple piece of info. I found multiple references to "pre-gen" characters though, and that leads to my next question: would you envision a party being gimped at all if they use what we have as community pre-release rules and go through with custom characters rather than pregens?

The second question is really the biggie. I'd like to snap up this module for the preview rules it adds to my understanding of 4e, but I'd also like the thing to "count" for the adventurers my players have been designing. Even the warlord now has 2 official at-will powers, so the six classes they are hoping to run are all at least minimally covered.

Heh, I guess one followup question: if the target size is smaller than 5-6, are the encounter areas spacious enough as published that they won't be claustrophobic for a slightly larger party and slightly boosted monster count?
 

There is an interlude that they expect to occur "the first time the party returns to Winterhaven after exploring part of the Keep"

Which I found a little bit funny because the adventure had already established "safe" places to camp WITHIN the Keep, so I think it could be very likely that a party could easily avoid ever leaving the keep before completing the adventure. This would totally destroy the point of the interlude.

However, they (of course) acknowledge the fact that it's possible to skip any number of encounters.

Still, I found it interesting.

Fitz
 

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