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Thunderspire Labyrinth (Dungeons & Dragons, Adventure H2)
 
 
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Thunderspire Labyrinth (Dungeons & Dragons, Adventure H2) (Paperback)

by Richard Baker (Author), Mike Mearls (Author)
3.8 out of 5 stars See all reviews (16 customer reviews)

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Editorial Reviews

Product Description
A 4th Edition D&D® adventure for characters of levels 4-6

Beneath Thunderspire Mountain lies a sprawling network of mazes, tombs, and caverns collectively known as the Labyrinth of Lost Souls. In recent years, this vast labyrinth has become a living dungeon where trade between the surface and subterranean worlds is possible. However, beyond the well-lit halls where prospectors, merchants, and traders convene lies a darker world where adventurers battle monsters and fiendish beings perform secret rituals for their dark masters. . .

H2 Thunderspire Labyrinth is a D&D adventure designed for heroic-tier characters of levels 4-6.

This product includes an adventure booklet for the Dungeon Master, a player's booklet containing new character options and campaign information, and a full-color poster map, all contained in a handy folder.

H2 Thunderspire Labyrinth is the second adventure in a three-part series that began with H1 Keep on the Shadowfell and concludes with H3 Pyramid of Shadows. It can also be played as a stand-alone adventure.

About the Author
RICHARD BAKER is a senior game designer at Wizards of the Coast as well as a New York Times best-selling author of the Forgotten Realms® novel Condemnation. His previous design credits include the Tome of Battle: The Book of Nine SwordsTM supplement, The Forge of Fury adventure, and the Red Hand of DoomTM adventure.

MIKE MEARLS is the lead developer for the Dungeons & Dragons® game at Wizards of the Coast, Inc. In addition to his design and development work on 4th Edition, Mike has developed numerous 3rd-Edition game products including the Tome of Battle: The Book of Nine SwordsTM supplement and The Shattered Gates of SlaughtergardeTM adventure.

Product Details

  • Paperback: 96 pages
  • Publisher: Wizards of the Coast; 4th edition (July 15, 2008)
  • Language: English
  • ISBN-10: 0786948728
  • ISBN-13: 978-0786948727
  • Product Dimensions: 10.9 x 9.2 x 0.3 inches
  • Shipping Weight: 14.1 ounces (View shipping rates and policies)
  • Average Customer Review: 3.8 out of 5 stars See all reviews (16 customer reviews)
  • Amazon.com Sales Rank: #35,788 in Books (See Bestsellers in Books)

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    #34 in  Books > Science Fiction & Fantasy > Gaming > Dungeons & Dragons
    #81 in  Books > Entertainment > Puzzles & Games > Role Playing & Fantasy

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Customer Reviews

16 Reviews
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 (6)
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Average Customer Review
3.8 out of 5 stars (16 customer reviews)
 
 
 
 
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Most Helpful Customer Reviews

 
30 of 31 people found the following review helpful:
4.0 out of 5 stars Very encouraging second showing., July 17, 2008
The Wizards adventure team had me worried with Keep on the Shadowfell. The poor quality material, recycled maps, multiple discrepencies between module rules and the core books, and overall poor production value had me concerned about the future of the adventure path. Thunderspire Labyrinth goes a long way to ease those fears.

First thing I noticed was the booklet material. MUCH nicer than the KotS booklets. The pages feel firm, and both the cover and interior pages are much more resistant to smudging and ink transfer. This was a huge problem for me with KotS, and I'm glad to see it corrected.

The map was both exciting and dissapointing. On one hand, it is a very nice map with multiple important areas from the adventure on it. On the other, it is only one double-sided map. KotS boasted 3 double sided full color poster maps, impressive even if they were mostly reprints of D&D miniature's maps with new markings.

The booklets are nicely organized. Book One contains the adventure hooks, first encounter, new monsters, important NPCs, a bird's-eye map of the area the adventure takes place, and a map with call-outs of the adventure's 'town'. It's nice to see these laid out all in their own section, as it makes the module much more useful for folks who just want the locations for inspiration. Book One also contains a random encounter table for overland travel, something sorely missed from the first adventure. Most eye-catching is the final 5 pages, which contain artwork of the area arrayed in an easy to cut out or photocopy section. This adds a great layer to the read-aloud text in the booklet, as you can hand your players a picture showing some of the most important locations in detail. There is also a section giving some direction in expanding the area around the Labyrinth, giving short descriptions of areas not directly covered by this adventure.

Booklet two is somewhat less impressive. Right off the bat, I noticed that it suffers from the same problem as the KotS adventure booklet: there is no back cover. The rear of the booklet is dedicated to details of the final encounter. The adventure's conclusion and aftermath is handled on the same page, in a single 7-line paragraph. While this is sufficient for the module, some might wish for more.

The bulk of Booklet Two is given over to details on the encounters in the adventure. Each area is presented much as it was in KotS: an overview, with full map and description of general features, followed by individual encounters. The overall maps have clearly marked features detailing encounters, and you could easily copy them and chop it up to hand to the players as they explore. The maps in general feel as if they were designed with a maximum of utility in mind: 10 foot wide halls are the norm, and everything looks as if it would be easy to recreate with a drawn playmat or with Dungeon Tiles.

The encounter entries are fairly standard. If you enjoyed the layout in KotS, you'll like these. They have been polished, brought to a higher standard of conformity. Seperated into sections for Setup, Roleplaying, monster stat blocks, Tactics, Features of the Area (including treasure), and Conclusion for lingering details that need handling, the encounters seem made to run smoothly out of the box. I anticipate very little advance prep-work needed for these encounters.

Overall, the adventure seems well written. I'll know more after we've been through it, but I'm looking forward to running it at this time. There is still room for improvement. In my opinion, the lack of a back cover, inclusion of only a single map, and heavy focus on combat encounters drop this product to 4 stars.
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15 of 16 people found the following review helpful:
4.0 out of 5 stars H2 has its flaws but is far superior to H1, July 25, 2008
By B. Aikens (TN) - See all my reviews
  
Thunderspire Labyrinth is an epic adventure taking place in the deep mazes and caves below Thunderspire mountain. In other words this is an underdark type adventure and has many creatures such as duergar that you would find in the underdark. It is heavy on combat for the most part, but I feel this will be a major criticism of all 4e dnd modules. It seems like the way they are releasing their products is put just enough roleplaying material in there and give the players a series of encounters (some aren't combat) the dm uses to level them up or advance the story. If you look at most modules released by wizards of the coast they are also combat heavy with minor roleplaying stuff in there. This one does a better job of giving out the roleplaying info for the 7 pillared hall than H1 did for Winterhaven and there is more of it. In fact nearly the whole first booklet describes the hall and its citizens and gives a basic overview of the adventure. I can see tons of roleplaying possibilities with each of the citizens but they don't map all of these out. In other words a beginning dm may run the 7 pillared hall as a bland excursion in a bland city and bypass most of the roleplaying fluff. This is sad since the roleplaying info here is pretty good and each of the npcs motivations would make for good roleplaying encounters. This is a problem with wizards modules in general dating all the way back to 3rd edition. I don't see why this surprises everyone. However, that being said there are some really cool skill challenges as well. There is even a simple find the items to open the door puzzle as well.

The paper quality is much better than H1. Just compare the two. No ink smudging but as another reviewer said there is still no back to the 2nd adventure booklet. I have no clue what Wotc's reasoning is behind this. It doesn't make sense why they didn't add a back to the actual adventure, but I guess they have some kind of reasoning. There is only one map and I don't see the reason for the folder setup if you are only going to have only one map. Red Hand of Doom worked great as a book that the map could be removed from. There are some handouts but these have to be torn out of the adventure booklet or photocopied to be used. The Shattered Gates of Slaughtergarde had similar handouts but they weren't in the adventure books and were separate which makes much more sense.

SPOILERS Below

The overall adventure is actually quite good in my opinion. It far surpasses the bland storyline in H1. It deals with goblins,duergar, gnolls and even vecna (really cool skill challenge with this one). It gives numerous roleplaying opportunities if the dm uses them. The npcs are really fleshed out. I have always been a fan of mazes and underdark type campaigns and this one is actually pretty decent. Despite it's flaws I would recommend it to anyone who has played through H1 or just skipped H1 for that matter but wants to give a premade campaign in 4th a shot.

END SPOILERS

The main issue I had with it was the fact it could have been a whole lot better had they just packaged it with the handouts separate and added more maps as well as mapped out a few more roleplaying encounters. The campaign is pretty long but one would expect it to be when taking pcs from levels 3-6 which roughly equates to about 30 encounters plus roleplaying fluff. It should keep a gaming group busy for a while. I was pretty satisfied with the overall package and actually feel that it was well worth the price. However, this good campaign could have been great if only Wotc had put a little more effort in it.
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17 of 20 people found the following review helpful:
2.0 out of 5 stars Average hack and slash adventure, , July 20, 2008
The other posters explained this in detail but I wanted to add a few items. H2 still comes in the folder form, probably printed before complaints about the first one arose. Compared to H1 this one has less maps, less role playing and less reason to participate (in my opinion).

The quality of the products is comparable. The paper is similar in quality as H1.

In the adventure book 1 there are some neat pictures of the rooms to help descriptions, some DM's will like this, I thought of it as filler. Book 1 also introduced some new monsters, which were valuable. 31 pages.

The second book is basically a series of combat encounters, maybe 2 skill challenges and a lot of trap-like challenges for the PC's. 64 pages vs 80 for H1: KotS. Your group may differ, but usually after the Pc's get caught in one trap the game slows to a crawl and becomes a tedious series of perception tests and thievery skill checks.

Pros: easy to run, many types of combat/trap encounters, new monsters
Cons: more work for the DM to include role playing opportunities, skill challenges, cost.

Even at the pre-order price, I feel I paid too much for so little material. The numerous H1 maps (while pre-released elsewhere) were helpful and useful outside of the module. The SINGLE double sided map in H2 is not really useful outside of the H2 adventure which is basically a dungeon crawl with lots of traps.

If you're looking for a great adventure for a good price, check out Red Hand of Doom. It would be worth the effort to take the time to modify the monsters in RHoD to 4th ed. and play it that way. The $25 list price for a module that is half of H1 is not worth it.
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Most Recent Customer Reviews

5.0 out of 5 stars A lot of fun
Taking a group through this module now and we are having a lot of fun. There are several NPCs and unique locations that allow the DM to create a very exciting and dynamic... Read more
Published 26 days ago by Running Man

3.0 out of 5 stars decent but could be better
the adventure is decent for a few encounters but since it has no linear continuity i was constantly check around for stats and monsters for encounters. Read more
Published 4 months ago by Ash Knight

4.0 out of 5 stars Strong hub for multiple adventures
Module is pretty excellent. But not for beginner GMs. Module is written with just enough personality so that the GM and players have a good feel for the mountain and its... Read more
Published 4 months ago by D. Nguyen

2.0 out of 5 stars Save you $25
I ran this adventure for my group of six regular players as I was swamped with work. To me, the $25 would have been a lot better spent elsewhere. Read more
Published 6 months ago by E. Homar

5.0 out of 5 stars Best of the 4e D&D adventures
This really is the kind of adventure you can wrap a whole campaign around. In fact, for the past month I have been! It's the best of 4th edition D&D. Read more
Published 8 months ago by Robert Blank

1.0 out of 5 stars Hack and slash with little roleplaying
This module was the polar opposite of Keep on the Shadowfell (H1). Keep on the Shadowfell's encounters hung together cohesively, and map tiles were numerous, reusable, and high... Read more
Published 9 months ago by Zachary

5.0 out of 5 stars Very Satisfied
It came in a very timely manner, well packaged and the booklets are of much better quality than the last published adventure, H1: Keep on the Shadowfell, of which the booklet for... Read more
Published 9 months ago by Jcat

5.0 out of 5 stars Keep it moving
I have been waiting for 4e D&D for a year. I was at the Con last year when they made the official announcement for 4e (and the demise of Living Greyhawk campaign). Read more
Published 10 months ago by Fred Hallmon

5.0 out of 5 stars The coolest!
I love 4e and this sequal to Keep on the Shadowfell is awesome! The illustrations and the story are fantastic!
Published 11 months ago by Timothy P. Adams

2.0 out of 5 stars H2 = Hack N' Slash 2
Too much fighting and not enough role-playing. This adventure is typical of the new 4E paradigm which is great if your under 13 but not so much for adults. Read more
Published 11 months ago by W. Whimpenny

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