22 of 22 people found the following review helpful:
5.0 out of 5 stars
Great Module, May 6, 2007
This review is from: The Shattered Gates of Slaughtergarde (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Adventure) (Paperback)
This adventure sets a campaign background, and sets an excellent adventure pace for 3 dungeons, as well as dropping great hints for the DM to set up side adventures during and after the dungeons.
I ran this adventure for a group of 5 players, and it was excellent.
The encounter format is typically 2 pages, with room and encounter description going together, along with monster tactics, in some cases, broken down round by round, explaining when monsters flee, etc.
I'm very satisfied with this product.
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32 of 34 people found the following review helpful:
5.0 out of 5 stars
Well thought out product, January 27, 2007
This review is from: The Shattered Gates of Slaughtergarde (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Adventure) (Paperback)
This says 'An adventure for characters 1-6' but it's really much more. You're getting a mini-campaign setting. This has to be one of the better adventure products I've seen from WOTC in a while. Lots of source material inside and outside the dungeons themselves, lots of places a DM can insert his/her own campaign elements. The maps are well laid out. There are lot of things here that could be easily adapted and used outside of this mini-campaign.
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20 of 20 people found the following review helpful:
5.0 out of 5 stars
Quite possibly one of the greatest starter adventures ever written, April 5, 2007
This review is from: The Shattered Gates of Slaughtergarde (Dungeons & Dragons d20 3.5 Fantasy Roleplaying Adventure) (Paperback)
I've been running The Shattered Gates of Slaughterguard for three weeks now and I'm very pleased. My players are having a blast too.
I've been DMing games for a long time, both published and self-made campaigns. I've played/run several of the "official" Wizards of the Coast modules as well as a lot of generic adventures intended for D20 use. Hands down, this is the best I've encountered. The good points are as follows:
-Easy to run.
-The information is presented in a concise, lean format that makes finding information a breeze (for example, the overall maps of the dungeon are in one book, while the individual room descriptions are in another. So you can have both open at once for the first 2 dungeons)
-The story is more of a framework as opposed to a specific set of events, allowing you a lot of creativity.
-It's very adaptable. There's a small section that deals with making it fit with just about any game. Including Forgotten Realms and Eberron.
-Comes with lots of handouts for the players as well as a short "players guide" that the players are free to flip through.
The list goes on and on. If you are new to D&D, this is a great place to start. If you are a veteran, this will provide a wonderful starting point for just about any campaign you might have in mind.
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