Thoughts on the published Wizards adventures

Uh uh. Look at the 4 encounters with the kobolds. They consist of the same monsters: Minion, Dragonshield, Slinger, Skirmisher, Wyrmpriest.
Hell, the only difference between the first ambush and the second is that the second has skirmishers!

The only difference between inside and outside of the waterfall is the inclusion of Irontooth, and the number of minions vs. skirmishers.

I agree, but I solved the problem by swapping out recurring kobold types with ones from the kobold web supplement. I had run Kobold Hall as a prelude, so my group had kobold overload. It was fun to introduce some of the new types from the article.
 

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I know this thread has been "over" for a while, but I was wondering if anyone had gotten the FR adventure..."The Sceptre Tower of Spellgarde" ...I think that's the name. If so I would be interested in heariong how it stacks up as an adventure as well as how it compares to KotS. Also if anyone knows where it's been reviewed could you provide a link? Thanks.
 

I know this thread has been "over" for a while, but I was wondering if anyone had gotten the FR adventure..."The Sceptre Tower of Spellgarde" ...I think that's the name. If so I would be interested in heariong how it stacks up as an adventure as well as how it compares to KotS. Also if anyone knows where it's been reviewed could you provide a link? Thanks.

I have FR1; its a pretty good adventure and better than KotS IMO; it is still a combat heavy dungeon crawl, but it has more variety in its encounters and more interesting supplementary material. I don't have a link to a review, but if you have any specific questions, I'd be more than willing to answer them.
 

I know this thread has been "over" for a while, but I was wondering if anyone had gotten the FR adventure..."The Sceptre Tower of Spellgarde" ...I think that's the name. If so I would be interested in heariong how it stacks up as an adventure as well as how it compares to KotS. Also if anyone knows where it's been reviewed could you provide a link? Thanks.

Haven't seen it reviewed, but I've got it. It's similar to Thunderspire a bit in structure; I thought it pretty good, but I haven't read it in great detail yet.

Cheers!
 

Well, I guess I have a few questions.

1. What roelplaying opportunities are there in the module?

2. How easy would it be to snatch it out of the FR, as I have no desire to run an FR game...or buy the FR books.

3. Would you consider this or KotS better as a second try for some people who aren't really feeling 4e (I'm wondering if perhaps I don't have 4e adventure design down and figure I'll try running this or H1)?

4. About how long would it take to play through this module?

5. What is the general premise behind this module?

I'm trying to decide whether to grab this after work for this weekend so any answers would be greatly appreciated.
 

Well, I guess I have a few questions.

1. What roelplaying opportunities are there in the module?

Quite a few. The idea of the adventure (which is for 2nd level adventurers, btw, although there are notes for 1st level PCs) is that the PCs have come to the ruins of Spellgard looking for the spirit that dwells there - a prophetess. (Exactly what questions they want answered is up to you and your players; there are suggestions but it's really up to you).

They're not alone in looking for the spirit. There are also a bunch of rival adventurers and other seekers camped in the ruins in an impromptu town. So, that gives one avenue of roleplaying to begin with.

A sidebar on page 9 of Book 2 gives options for negotiating with the first group of enemies (the first encounter always begins with roleplaying). A sidebar on page 13 gives notes for interrogations in the same area.

The second section of the adventure is mostly against mindless undead, so few roleplaying opportunities there!

The third section has more human/demi-human enemies; notes for interacting with them are given in a sidebar on page 47. One encounter begins with roleplaying.

2. How easy would it be to snatch it out of the FR, as I have no desire to run an FR game...or buy the FR books.

Easy.

3. Would you consider this or KotS better as a second try for some people who aren't really feeling 4e (I'm wondering if perhaps I don't have 4e adventure design down and figure I'll try running this or H1)?

Hmm. Possibly this one, but I really don't know. So much depends on how it is run. A DM could have a *lot* of fun with the NPCs in the base camp; but that's true of Keep on the Shadowfell as well.

4. About how long would it take to play through this module?

There are 35 encounters described in the adventure. Assume 1 hour per encounter; even if each encounter doesn't take that long, roleplaying and other activities do eat up time. (Keep was shorter, IIRC)

5. What is the general premise behind this module?

See my answer to #1. The general structure of the adventure is linear: you deal with area #1, which leads you to the clues to reach area #2, which then has the access to area 3. Within each area, #3 is most linear and #2 is most varied.

Cheers!
 

See my answer to #1. The general structure of the adventure is linear: you deal with area #1, which leads you to the clues to reach area #2, which then has the access to area 3. Within each area, #3 is most linear and #2 is most varied.

Cheers!

Technically, the suggested course of the adventure and the layout are linear, but you could try getting in via the front way. Its not something that 2nd level characters should probably be trying to do, but it is an option.
 

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