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Keep on the Shadowfell preview

jeffhartsell said:
Looks like the half-elf cleric took Healing Lore instead of Ritual Casting. However, it does look like the half-elf is lacking in what we think are other racial abilities. If all the half-elf gets are the skills & stat bonuses and being able to take half-elf and human racial feats, that is lacking compared to the other races.

The DDXP Cleric has Healing Lore too, it just isn't listed seperately and already added in to the DDXP Cleric's only healing ability. The KotS Cleric has the ability listed seperately but doesn't have it added in to his healing abilities (look at his Healing Surge).

I don't know why he doesn't have Rituals listed. Maybe because Rituals aren't included in the adventure, I don't see it listed on the Wizard either.
 

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I've found an error on the character sheets.

The dragonborn paladin has the feat Healing Hands
Healing Hands: When you use the lay on hands power, the target heals extra damage equal to your Charisma modifier (already included).
But it's not included in the description of Lay on Hands ("the target regains hit points as if it had spent a healing surge."). No mention of the +3 from Charisma there.
 

The human wizard pregen does specify (under the entry for Class Feature: Spellbook) that he has two daily spells, but selects one after an extended rest, and can only cast one per day.
 

Yeah, the "already included" error is the first thing I noticed too.

As far as the module goes:

The story is a typical D&D one, mostly in a good way, in that you follow a fairly linear plot through smaking kobolds, then goblins, then humans, undead, yadda yadda (the threat escelates up the levels in the standard way.)

But keep in mind this about me: In 22 years of runniing D&D I've run modules TWICE because I've NEVER liked the story in ANY module, not even popular ones.

That said, this isn't too bad, if typical plot-wise, there's nothing inherently stupid in it.

What I REALLY like about it is the layout. The encounters are all two-page spreads, with descriptions of where the figures start on the included maps (which I also think are great), a nice simple set-up, good tactics, interesting stat-blocks, and some notes on where to go next. I would say that it is by far the most USEFUL adventure I've ever read. My biggest praise being that I expect you could run it with VERY little prep time, and a new DM would be well-served with it.

My biggest complaint is not very fair: It's too similar to the plot I've been running for the past 4 weeks, in that we only really had stats for kobolds, goblins, and hobgoblins, and so I've already been running them. I've run many 4e encounters very similar to the first few in the book, some with the same group I'll be running it for. I could skip 'em, but I'd like to run it in its entirety, so I hope the players won't find the first few fights repetitive.

If this will be your first foray into 4E, I think it's worth buying, even after the books come out. (Then you can make your own characters). Expecially if you're a DM with limited prep time.

Fitz
 


Hmm. The more I read about these pregens, the more I'm inclined to just wait until we've got the core books so my players can make their own characters.
 





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