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Comment: Edition: 4th; A used book in good condition. All pages are intact, and the spine and cover are also intact. May have some usage wear, missing or damaged dust jacket, stickers, cover creases, bumped corners, bent pages, remainder mark, previous owner label or name, inscription, notes, underlining and/or highlighting. Text only; no CDs, InfoTrac, Access Codes, Activation Keys, or other inclusions, unless otherwise noted.
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Keep on the Shadowfell (Dungeons & Dragons, Adventure H1) Paperback – May 20, 2008

3.6 out of 5 stars 85 customer reviews

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Editorial Reviews

About the Author

BRUCE R. CORDELL is an Origins Award-winning roleplaying game designer at Wizards of the Coast, Inc. whose previous design credits include the Complete Psionic(TM) supplement and the Expedition to Castle Ravenloft(TM) campaign adventure.

MIKE MEARLS worked as a freelance game designer before joining Wizards of the Coast, Inc. as a roleplaying game developer in 2006, developing rules mechanics for such products as the Tome of Battle: The Book of Nine Swords(TM) supplement and the Player's Handbook(R) II supplement.

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Product Details

  • Paperback: 96 pages
  • Publisher: Wizards of the Coast; 4th edition (May 20, 2008)
  • Language: English
  • ISBN-10: 0786948507
  • ISBN-13: 978-0786948505
  • Product Dimensions: 9.3 x 0.3 x 11.2 inches
  • Shipping Weight: 15.2 ounces
  • Average Customer Review: 3.6 out of 5 stars  See all reviews (85 customer reviews)
  • Amazon Best Sellers Rank: #361,313 in Books (See Top 100 in Books)

Customer Reviews

Top Customer Reviews

Format: Paperback
Yeah I hate that it comes in a folder, I like books with covers. The paper is crappy it curls and creases easily. The price is high. The cover ink comes off on wet hands.

What's important though is what's inside! It's an absolutely awesome module to showcase what's new in 4th edition. It's a combat intensive adventure to teach new 4th edition players what 4th edition is capable of. Each encounter takes into account different terrain features, and amazing new tactics by our old favorite monsters redefined. They really captured the feel of certain monsters by giving them powers that just seemed to fit. Like the lowly Kobold being able to shift at will. Giving these little short guys ways to mob up on you and get underfoot. Goblins are cowards and good at hiding and fighting on the run "Catch that damn goblin before he gets away!". Zombies can grab you giving you that horror movie feeling of the zombie horde threatening to overwhelm you "Get these things off me!". Even some of the rooms you fight in have their own special qualities which open up tons of new horrifying strategies like being knocked down into a pit and struggling to get out. Or you can knock a goblin into a pit and kick away his ladder. All in all the area features and the enemy combat styles make this adventure really fun to play. Each encounter is fun to run again and again for different players as they are set up great and can turn out completely different. The trap room sucks though.

There is a small town filled with characters. While their physical descriptions are a bit lacking and there's no pictures of NPC's; they did include a lot of NPC dialogs with written out answers to common PC questions. These really help to flesh out the townsfolk.
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Format: Paperback
As others have said, the physical construction of this module is generally poor and shoddy. The module consists of three booklets and a few maps encased in a cardboard folder. The booklets are made with very cheap magazine stock, the "covers" are printed on the same paper as the inside pages, and the ink is prone to smearing. The text is generally easy to read, but there is very little art to help "paint the picture" so to speak, for new DM's.

The adventure maps are, oddly, better than the booklets due to the high quality of the drawings and the heavier stock they are printed on. Unfortunately, they do have deep creases in them from being folded to fit in the folder, so flattening them can be a bit of a pain.

The adventure itself is very good at showcasing the changes in 4th Edition D&D at the low level. Adventurers get fun things to do every round, and magic users aren't automatically relegated to the back row after the first three rounds of an encounter at 1st level. The encounters now also feature specific roles for the monsters, to include a "minion" type that has 1HP and is meant to bring the scenes to life by adding easy distractions.

Overall, it's tough to recommend this package in the $20-$30 range. Although the module itself is engaging and well laid out, the actual materials WoTC used to print on is distressingly cheap.
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Format: Paperback
As with anything anyone else has added, What I can add is, that this is no longer worth purchasing. WOTC has it currently posted on thier website. A little lower quality if you print it yourself, however, the price is far better.
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Format: Paperback
I'm not particularly sure where to start with this review. I wanted to give this module a higher score but I'm afraid that, objectively, I can't do so. While I have very few complaints with the new rule set, the module is a disappointing first start. While I understand that it can't be the most in-depth module since it's a pre-release, my initial feelings are pretty much a let down.

The module is fairly straight-forward. The party gets ambushed and starts a chain of events that lead them to fighting a baddy at the end. The complaint with it is that the module is literally just twenty or so combat encounters. While this can be over-come with creative DM-ing or creative players, it's disappointing that the module does very little to show off the skill system (which is just as lackluster as the 3.x rules, if you were wondering) or do anything to rise above the fact that it can be more than a series of combats with a story behind them.

With that in mind though, some of the combats are interesting enough to keep the party going and the new combat rules work well enough. It's obvious that WotC drew its influence from the popularity of MMO's, which I can't completely bash because it opens the game up to new players (and more money. Let's not forget that WotC is a business) and makes balancing a bit easier, since everyone has something to contribute at all times and the first level wizard isn't useless within 5 minutes of game start.

My biggest complaint though is the packaging. As much as every other reviewer has bashed it, I'm gonna go ahead and do the same. It sucks. I understand the need for the folder, but the two packets that come with it are awful. They're flimsy, and can't stand up to the least bit of wear or tear. WotC let me down big time on that one.
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