H1 Keep on the Shadowfell & Quick-Start Rules (4e) – An Introductory 4th Edition D&D Adventure for Characters of Levels 1st-3rd. The town of. The town of Winterhaven stands watch over a ruined keep that was once a bastion of good in the realm. This keep overlooks the Shadow Rift. Over in Help! I am going to teach D&D4E to 7+ people, I made a throw-away comment that I thought that H1 blows chunks.

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A lot of filler.

[4E] Why I think H1 Keep on the Shadowfell sucked

There are a few known fixes. The Kalarel thing is so vague it hurts. I don’t have link but on the WOTC boards there was more than one fairly extensive thread about reworking H1.

This item is incompatible with Tabletop Simulator. Aiding or rolling the skill check to fire the superlaser that will destroy planet Zeist and prevent the existence of Highlander II grants combat advantage to Michael Ironside.

Sorcerer Blob 2, 2 24 The H1 opponents are somewhat interesting tactically esp. On whatever hand I’m up to, there are certainly encounters in there that are just meh. Whatever path you take, you may want Orcus to remain relevant in your campaign, a source of inspiration may be the Ashen Covenanta PDF that describes factions within the largest, broadest Cult of Orcus. Dark Sun Dark Sun: This item has been added to your Subscriptions.


[4E] Why I think H1 Keep on the Shadowfell sucked – Story Games

Our campaign was co-DM’d. By using our site, you acknowledge that you have read and understand our Cookie PolicyPrivacy Policyand our Terms of Service. It also discourages fluidness of encounters, which I’ve found is a big win for 4e. Has anyone scanned or rebuilt them? I wonder if that’s a good new thread.

And this comment suggests that the treasure drop rates are just way too low. I don’t disagree with many of the comments above as applied to the H1 text, but I keeo imagine running any adventure without customizing it and reacting to player choices in the game, and I don’t think that’s unreasonable.

There is quiet a lot of advice out there on how to improve the adventure, in terms of story and encounter design. The party invades an underground stoneworks and fights an attrition war against the inhabitants. First, consider the efforts to tie all the adventures together very strongly.

Retrieved ths ” https: Here’s how other DMs changed the adventure. Just in case you want more encounters, skill challenges, or an optional variety of monsters: The aftermath of a multi-objective encounter is far richer as well. There is also some info on other adventures in the same series of adventures. I think there are two basic things going on with H1.

So let’s get to giving you the useful materials. Or how about a burning building? That said, I think the terrain for the final encounter looks intriguing, with the chain down into Kalarel’s lair being the only entrance point. That’s not even my main problem with it.


Sign In Create an Account Cancel. Cordell and Mike Mearls and was first published in May Into hazardous squares, off ledges, etc. Description Discussions 0 Comments 0 Change Notes. I discourage you from running it without any changes – it has led to many total party kills TPKs of groups, the adventure itself has too many fights, and the story is lackluster at best. Most of all, Varied outcomes help make memorable encounters. All monsters on a printable PDF. The adventure, written by Mike Mearls and Bruce R.

Steam Workshop :: D&D 4e H1 Keep on the Shadowfell ENG/RUS

Sign In or Register to comment. Why bother with a town and a town plot if you’re just gonna railroad the PCs out of it as soon as possible? I can think of 10×10 corridors, and so can Wizards’ entire audience.

You may instead want to branch out into making up your own games.