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Scepter Tower of Spellgard: (D&D 4.0 RPG, Forgotten Realms Adventure FR1) Paperback – September 16, 2008
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Top customer reviews
One downside to this (as well as every other D&D pre-made adventure) it is difficult to navigate as a DM, and frustrating when you accidentally show the player the map revealing all the secret tunnels and cave entrances (oops on my part). That hopefully won't be a problem for you, because chances are you've done lots of these.
Back to the point, it's a lot of fun that you shouldn't miss out on!
I like 4e and I like the new 4e Forgotten Realms. But this adventure is not worthy of the rich history and intrigues of Forgotten Realms. It is a simple dungeon crawl, and not even a very good one at that.
I'm running this module and am sorely disappointed.
If there is one part you take out of this module, it should be the Catacombs. My players really enjoyed that part of the module. However, I think some of that had to do with the story elements that I added.
My biggest gripe is that this module doesn't really use any of the storyline of the Forgotten Realms. I get the feeling that WOTC realized they needed a module for this campaign setting and asked an intern to adapt this one to FR.
The next gripe is the lack of coherence. OK, so a tower that remains standing for centuries for no reason has been invaded by evil forces. So, this leads to a bunch of "dungeons" that are totally unrelated to each other. There is no reason for Wererats to be in the first "dungeon." And their lair has no relation to the tower or the catacombs.
My next gripe is that the the elements that are supposed to allow the characters to figure out who is in the tower & why are inconsistent. I find myself needing to creatively dispense information to the players, just so they know they are on the right track.
I had to devise my own way to get the party interested in going to Spellgard. Then, I had to devise my own way to get the party to the first "dungeon." At least after they cleared the first "dungeon", they were lead to the next one (the Catacombs).
The monastery in the ruins is not fleshed out at all. So, as soon as the party got there, they were immediately skeptical of everyone there...for good reason. Who builds a monastery in ruins with out pledging allegiance to a god (something that every inhabitant of FR does).
About the only good thing I got from this module were the monster encounter groups. Most of them were a good challenge level for the party. However, the big bad guy at the end of the catacombs is WAY TOO POWERFUL. If I had not been on my toes and devised some creative thinking in fudging his powers & HP, I would have easily had a Total Party Kill on my hands.
The most disappointing thing is this looks to be the only FR module WOTC will be publishing anytime soon...then again, maybe that's a good thing? *sigh*
The adventure gives the player's a rumor to run with. So you have to create your own hook for players to catch, they hear about the place in a bar - or perhaps they hear about it from your campaign's BBEG. The fact is, this adventure will fit flush in with whatever our campaign is doing. Unlike the H series, your free to run the rest of your campaign as you wish, and can even weave it into the module.
The first book lists off everything about Spellguard (not a giant dungeon). It has a monastery, and man camps of other fortune hunters. There are a few potential ways into the keep (though one is the preferred path). And enough information is given to make the world come to life.
The adventure ending is open ended, making it easy to continue your campaign int he direction you want to take it, as opposed to leading you on to the next number module.