H1 Keep on the Shadowfell

Post/Author/DateTimePost
#1

Mr_Miscellany

May 20, 2008 1:33:29
It’s kinda like déjà vu....

At the dawn of 3E (how many years ago was it?), I ran the 1st level adventure The Sunless Citadel by WotC and placed it in southeastern Cormyr, then built a campaign in the Realms from that one adventure that’s lasted until now.

As of tonight we played through the opening encounter of H1 Keep on the Shadowfell and I’ve already decided to set it in southeastern Cormyr as well.

It’s interesting to me how the both of the first adventures published by WotC for Third and Fourth Editions fit so well in that area of the Realms.

H2 Thunderspire Labyrinth sounds like it will fit right in to (4E) Cormyr as well.

Consider:
Thunderspires = Thunder Peaks/Storm Horns;
Magus of Saruun = War Wizards of Cormyr;
...and so on.

Anyway, H1 plays quick and easy. We had our share of stoppages to reference rules and learn 4E’s unique idiosyncrasies, but once learned each rule and its effects were easy to remember and implement.

Note to DM’s running H1: Keep your Kobold Minions within movement range of your Kobold Dragonshields and swarm a player character with them! The plusses to hit the Dragonshields get for the minions being adjacent to enemies make it a lot easier to hit 4E PC fighters and paladins.

If anyone has questions on the adventure, I'd be happy to answer them from time to time.

#2

reneshat

May 20, 2008 5:33:26
Let us know how it goes when you run it. From the descriptions I've been able to get, it sounds like it will be a blast to run. I don't know when I'm getting my copy. I pre-ordered it, but apparently they only shipped it Saturday. Hopefully I'll get my copy today.
#3

JohnLynch

May 20, 2008 6:57:29
I'm glad you're enjoying running KotS in FR, however for those who might be a bit daunted there will be a D&D article put up next month with a converted version of KotS for Forgotten Realms. So you may want to wait for that (and no, it won't be able to stand on its own, you'll still need to buy Keep on the Shadowfell, it just converts it into an FR adventure).
#4

merrikcale

May 20, 2008 21:31:36
Isn't this a $30 book that has 64 pages?
#5

reneshat

May 21, 2008 0:34:07
Isn't this a $30 book that has 64 pages?

Hey, it cost 50 cents a page to make. Do you know just how much it costs to make pages out of the crushed dreams of the lovers of Forgotten Realms Lore? Everyone always thinks it's sooo easy to be a greedy, heartless, corporation, but it takes dedication and capital to destroy the world. Believe you me, it's not as easy as it sounds.
#6

merrikcale

May 21, 2008 14:41:32
Hey, it cost 50 cents a page to make. Do you know just how much it costs to make pages out of the crushed dreams of the lovers of Forgotten Realms Lore? Everyone always thinks it's sooo easy to be a greedy, heartless, corporation, but it takes dedication and capital to destroy the world. Believe you me, it's not as easy as it sounds.

I suppose you're right. But I wouldn't waste my money
#7

Mr_Miscellany

May 21, 2008 19:27:46
H1 Keep on the Shadowfell is more than 64 pages long.

The Quick-Start 4E rules that come with the adventure are 14 pages long and meant for players to use, as they contain five pre-generated PCs to use.

Note those pregens each take up two pages and include enough information to for advancement to 3rd level.

The Keep on the Shadowfell adventure book itself is 80 pages long, of which 11 are dedicated to introducing the new rules to DMs (the rules in this book explain concepts in more detail, cover action point usage, expand on the Core Mechanic -such as using skills- and lists the various conditions and their associated penalties).

The rest of that book is pure gravy. Note the poster maps (three double-sided maps) don’t even cover all of the encounter locations in the adventure. The adventure has two standard dungeon-like levels that are decently sized as well.

I count 46 different monsters (including NPC monsters) in the adventure.
#8

Mr_Miscellany

May 21, 2008 19:28:42
I'm glad you're enjoying running KotS in FR, however for those who might be a bit daunted there will be a D&D article put up next month with a converted version of KotS for Forgotten Realms.

That is most excellent news! Looking forward to it.

:D
#9

To11

May 21, 2008 20:30:48
A few posts by Greg Bilsand address this article, a relevant quote:

"I'll say this for FR: When I was deciding where to set Keep on the Shadowfell, I tried to also think about where I could put H2's Thunderspire Labyrinth. Fortunately, there was a mountain range of a similar name to "Thunderspire" in a convenient location for beginning characters..."

He had the same thoughts for location as you, and I'm willing to bet he sets the adventures in south-eastern Cormyr. It has a history for rifts into the Shadowfell, after all. This could also tie in with the Cormyr DDI article that is supposed to be posted soon.
#10

18DELTA

May 21, 2008 23:23:21
-They posted a Skill Challenge, and a Tiefling Warlord on the main site for Keep on the Shadowfell!:D Still waiting the article for the Realms and Keep on the Shadowfell. Its in Greg Bilsands blog.
-H1 Character Sheet Extra
-Spoilers for this one DM'S EYES ONLY!!!
-H1 Keep on the Shadowfell Skill Challenge


18D:D
#11

Mr_Miscellany

May 22, 2008 0:10:49
I like rules like the ones presented in that skill challenge.

Kind of mirrors things I already do in my 3.5 game.

After talking with my players online it looks like they want to wait until the 4E books come out.

I will have to buy them all a set so we can play right away.

:D
#12

reneshat

May 22, 2008 2:41:25
My copy came in the mail today. I must say, I am very happy with what I have seen thus far. I feel like this is a great way to start a campaign. It gives a nice location, with options of the characters, a sweet dungeon, and plenty of side-stuff. Looks like I'm running it Saturday, we'll see how it goes.

P.S. While I'm happy with the product, I'm also very glad I didn't spend $30 on it.
#13

marcello

May 22, 2008 5:55:25
Hello!

I'm asking myself, why there are no rules to modify the adventure, if you want to play with a different number of chars (for instance playing with four or six players).

Will we get them online?

Bye, Marcello
#14

reneshat

May 22, 2008 6:57:06
I'm asking myself, why there are no rules to modify the adventure, if you want to play with a different number of chars (for instance playing with four or six players).

Will we get them online?

Actually that shouldn't be too difficult. Let's say an encounter gives 600 xp. To balance the encounter for 6 characters, find a creature (or creatures) that would work in that encounter worth 120 xp, and add them. Viola, you are done. You will have to do it with each encounter, but the concept isn't difficult.
#15

Mr_Miscellany

May 22, 2008 21:36:06
OK I admit: I got mine on a pretty good discount too: 20% off.
#16

reneshat

May 23, 2008 1:26:25
OK I admit: I got mine on a pretty good discount too: 20% off.

The final cost for mine, everything included (even shipping) was $22.77.
#17

highlander316_dup

May 23, 2008 7:48:07
I'll freely admit to paying full price for mine AND getting the last copy at the Borders near where I work only 2 hours after it opened. I couldn't believe so many rabid DND fans lived in Wynnewood PA.

As for the Realms, I've read the adventure cover to cover 3 times now and I'm chomping at the bit to get it going. Why can't Wizards just release the FR update already!!!!!?????
#18

Mr_Miscellany

May 23, 2008 23:15:29
I'm ready to see how close what I'm doing fits with what Wotc has to tell us.
#19

Therise

May 24, 2008 12:43:49
For those who are running this now, let us know how you and your players liked it. I'm most curious about how people with the cleric and mage like (or might not like) their classes in 4E, and what they thought was different or good/bad about playing under the new ruleset. Give us details, report back! :D

Also, please give your impressions on running this module in a Realms setting. Anything you feel that you'd need to change or modify, etc.?
#20

JohnLynch

May 25, 2008 4:15:21
I'm asking myself, why there are no rules to modify the adventure, if you want to play with a different number of chars (for instance playing with four or six players).

As Mr. Misellany mentioned its possible, but I'd recommend waiting until the DMG and MM come out.
#21

merrikcale

May 26, 2008 21:30:36
As Mr. Misellany mentioned its possible, but I'd recommend waiting until the DMG and MM come out.

As do some who have reviewed it for other sites.
#22

DonnyDM

May 27, 2008 1:54:38
Thank you John. My only problem with 4E the fights take forever to run.
Other than that it has a nice bit of random hooks. But without info on weapons and rituals it could be a pain to run. I'm holding off till I can con one of my distibutors to send me copies of the book.
#23

Aaron_Highcolor

May 27, 2008 9:12:47
I agree, some of the fights have taken forever to get through, but that is more our (the players) fault than the DM. We were emphasizing teamwork (since we used the warlord instead of the paladin -- a mistake I won't make again!), and we were fighting a battle we weren't ready for that was forced upon us (again due to a character's actions).

Played correctly, the cleric is awesome. The wizard I'm still out about, a lack of close combat spells (as far as I remember) seemed to hamper him. The warlord is useful (especially for others), but his abilities are hampared by the fact that they are melee only. If they were usable at range (ala the rogue), he would have been much more effective.
#24

Aaron_Highcolor

May 27, 2008 9:28:43
I agree, some of the fights have taken forever to get through, but that is more our (the players) fault than the DM. We were emphasizing teamwork (since we used the warlord instead of the paladin -- a mistake I won't make again!), and we were fighting a battle we weren't ready for that was forced upon us (again due to a character's actions).

Played correctly, the cleric is awesome. The wizard I'm still out about, a lack of close combat spells (as far as I remember) seemed to hamper him. The warlord is useful (especially for others), but his abilities are hampared by the fact that they are melee only. If they were usable at range (ala the rogue), he would have been much more effective.
#25

18DELTA

May 27, 2008 20:40:09
-Greg B has posted on his blog the the realms article for this adventure will be out around june 6th. Just in time for the release of the core rulebooks.


18D;)
#26

18DELTA

Jun 06, 2008 16:53:34
-Sorry for the double post, folks. The article is up for Keep on the Shadowfell for the Realms! It's in PDF Form.


18D
#27

Mr_Miscellany

Jun 07, 2008 13:00:44
Heh....reading through the "Preparing for Adventure" section I felt like I was looking at a duplicate of my own prior conversion work on this adventure.

I love it when I'm just as ahead of the curve as the designers are. Helps my magnificent ego stay, well....magnificent. ;)

Thanks for posting the link, 18DELTA.

:::::

I like that the conversion work includes new artwork. That's a plus. I like the bloody altar to Shar.

After my first quick readthrough, I'd say the conversion is very straightforward with minimal extra work for the DM. Only a 17 page document, so not bad.

And now with 4E game books in hand, I go forth to wreak havoc on my players, but (as the 4E DMG says) in a fun way.
#28

merrikcale

Jun 08, 2008 21:32:01
-Sorry for the double post, folks. The article is up for Keep on the Shadowfell for the Realms! It's in PDF Form.


18D

Thanks
#29

valgard

Jun 10, 2008 2:07:50
Looked at the article? What's in page 10?
Keep on the Shadowfell: Forgotten Realms Conversion
Shar, Mistress of Night
DC 15: Shar is a greater goddess who, with her sister Selûne, created Abeir-Toril. She longs to see a desolate world filled only with evil and despair.
DC 20: Following the Spellplague, Shar found it within her power to reshape the Plane of Shadow, which she transformed into the Shadowfell. The Shadowfell is a dark reflection of Toril, where undead and shadowy humanoids stalk the land.
DC 25: Shar exercises a strong influence over Netheril and Sembia, whose denizens worship her openly. Although activity on her behalf outside those nations is limited, small cells do exist that represent her interests. The Monks of the Dark Moon is among the most devoted and formidable groups of followers.
#30

18DELTA

Jun 10, 2008 2:11:11
Please, discuss politely...

-Never gonna happen around here. :P Another WotC RETCON!


18DELTA ;)
#31

Diffan

Jun 10, 2008 9:03:50
-Never gonna happen around here. Another WotC RETCON!

I'd rather have loads upon loads of retcons than world shattering events that leave around floating bits of Faerun and large time jumps.

As for the question, maybe people who wander (teleport or gate) into the Shadowfell become infused with the shadow-stuff after prolonged exposure, infusing them with negative energy? Also, undead (espically shadows and wraiths) can be found on the plane of shadow as per 3e.
#32

suin_bahhar_02

Jun 10, 2008 9:11:59
Indeed. As I envision it, Shar managed to cloak Fearuns prime with the shadowplane/fell, effectively forcing all souls of the deceased to travel through a layer of shadowplane to reach the fugue. This will explain how the new incorporeal undead are handled, as they are those souls who get lost or stuck in the shadowfell before reaching the fugue.

This makes Shar clearly a good candidate for getting an undead portfolio, perhaps delegating it to her demigod goon Velsheroon.
#33

merrikcale

Jun 11, 2008 21:31:06
I'd rather have loads upon loads of retcons than world shattering events that leave around floating bits of Faerun and large time jumps.

So would I. So would I
#34

Mr_Miscellany

Jun 11, 2008 23:08:10
How did Shar fill the Shadowfell with undead if there's nothing in his portfolio regarding undead?

Why would she need the portfolio to do that?

Maybe she consumed her followers plus whatever living/mortal creatures that were in the Plane of Shadow at the time she folded it into the Shadowfell. Heck, maybe that's where she got some of the power she needed (read: from living souls) to pull it off.

Or maybe there were lots of quasi-dead in the plane of shadow (reflections of the dead/corpses on the Prime) so she borrowed some energy from the Negative Energy Plane to animate them.

;)
#35

markustay63

Jun 11, 2008 23:30:53
How did Shar fill the Shadowfell with undead if there's nothing in his portfolio regarding undead?

HIS portfolio?

I note in your text quote you used the term 'Goddess', so I can assume her sex has not been changed in 4e.

Shadow = Negative Plane energy in 4e, so if Shar is in charge of 'Shadow stuff', then by default she gets all the negative energy crap as well (like undead).

It sounds like they went back and re-worked the myths for Realmspace as well. You know, I didn't think Shar had that much power to change a transitive plane that touches every prime into her own image, but then again, that Everis Cale novel did hint that Shar is indeed THE goddess of Shadow, and all others are merely shadows of her.
#36

valgard

Jun 12, 2008 2:44:14
HIS portfolio?

Buff! Do you really want to know?
:inlove: :OMG!

No, I'm joking. Of course, I made a mistake. Not being English my home language is still tricking me... She has always been she. :D
#37

valgard

Jun 12, 2008 2:46:05
It sounds like they went back and re-worked the myths for Realmspace as well. You know, I didn't think Shar had that much power to change a transitive plane that touches every prime into her own image, but then again, that Everis Cale novel did hint that Shar is indeed THE goddess of Shadow, and all others are merely shadows of her.

Every prime? We don't really know if the Shadowfell will be connecting to different natural worlds (yeah! that's how they are called now) as the Plane of Shadow did in previous editions.
#38

buzzard

Jun 12, 2008 7:22:59
How did Shar fill the Shadowfell with undead if there's nothing in his portfolio regarding undead?

Shadows (and lots of shadowy related creatures) were already in 3rd edition's Shadow Plane and they were undead too (and a lot of them are Shar's personal servants in the Palace of Loss).

Plus the Shadow Weave increases the power of necromancy spells so there you have another connection to undead...
#39

rinonalyrna_fathomlin

Jun 12, 2008 9:24:46
You know, I didn't think Shar had that much power to change a transitive plane that touches every prime into her own image, but then again, that Everis Cale novel did hint that Shar is indeed THE goddess of Shadow, and all others are merely shadows of her.

Not really, but I've discussed my opinion about that particular interpretation before.
#40

lord_karsus

Jun 12, 2008 11:37:33
-Wasn't the Negative Energy Plane "axed", and it was merged with the Plane of Shadows, effectively making the Plane of Shadows an evil place, rather than a neutral place with hints of evil, in spots?
#41

rinonalyrna_fathomlin

Jun 12, 2008 11:41:20
-Wasn't the Negative Energy Plane "axed", and it was merged with the Plane of Shadows, effectively making the Plane of Shadows an evil place, rather than a neutral place with hints of evil, in spots?

The Negative Energy plane was axed, yes. However, from what I've read the Shadowfell is supposed to be more of a neutral (if dangerous) place, rather than a blatantly evil place. I could be mistaken about that, though.
#42

lord_karsus

Jun 12, 2008 11:52:51
The Negative Energy plane was axed, yes. However, from what I've read the Shadowfell is supposed to be more of a neutral (if dangerous) place, rather than a blatantly evil place. I could be mistaken about that, though.

-Alright...I was under the assumption that the 'Shadowfell' was a combination of what used to be the Plane of Shadows, and the Negative Energy Plane (hence the name change from PoS to SF). Any word on where Negative Energy comes from, now? Same thing with Positive Energy, I guess.
#43

rinonalyrna_fathomlin

Jun 12, 2008 12:00:39
-Alright...I was under the assumption that the 'Shadowfell' was a combination of what used to be the Plane of Shadows, and the Negative Energy Plane (hence the name change from PoS to SF). Any word on where Negative Energy comes from, now? Same thing with Positive Energy, I guess.

When I get my books, I'll be able to tell you more.;) I'm fairly certain they are using different terms now (radiant/necrotic energy).
#44

lord_karsus

Jun 12, 2008 12:02:23
-Ah, okay. Let me know.

-They should be in the mail today!
#45

rinonalyrna_fathomlin

Jun 12, 2008 12:11:45
-Ah, okay. Let me know.

-They should be in the mail today!

Yes, I SHOULD get them today.
#46

merrikcale

Jun 12, 2008 12:13:08
Yes, I SHOULD get them today.

no fair
#47

Mr_Miscellany

Jun 29, 2008 1:08:43
no fair

So, anyone else playing this one in the Realms yet?

I can't be the only one.
#48

Diffan

Jun 29, 2008 1:14:15
I think i'll run H1 with the Realms flavor but I really want to wait for the FRCG before I do. Also, $30 bucks for an adventure is a bit steep for me so we'll see what happens. Suffice to say, if I do run H1, it'll be in the Realms.

-One question I do have about H1 is do you have to use the pre-gen characters or can you use ones you've already made? I ask only because of balance issues. Thanks!
#49

Mr_Miscellany

Jun 29, 2008 1:28:20
Hello, Diffan

One question I do have about H1 is do you have to use the pre-gen characters or can you use ones you've already made? I ask only because of balance issues. Thanks!

Of the three encounters I have run using H1, one was with the pregen characters (just so we could take the 4E rules for a spin) and two were with characters created using the PHB1.

Though I'm no 4E rules-wizard, much less an encounter-building expert using those new rules, I can say with confidence that the encounters seem balanced. If you don’t run five characters at the table, then I recommend scaling the encounters back to suit 4 or fewer players.

Twice I’ve had a player character get dropped in the opening rounds of combat. In the first instance the players did not have a 5th PC and the character that went unconscious stated that way until the end of combat.

In the other instance, the character that dropped was healed right away (there was a 5th PC with the group –a cleric) and the players rallied to win the encounter.

There are some rules errata issues with the H1 conversion for the Realms, but they are minor. I've only seen one play-balance complaint about the H1 Conversion, but no complaints about H1 encounters in the original adventure.

Sorry this was such a long-winded answer. I just like to share.

;)
#50

Diffan

Jun 29, 2008 1:48:24
Hello, Diffan

Of the three encounters I have run using H1, one was with the pregen characters (just so we could take the 4E rules for a spin) and two were with characters created using the PHB1.

Though I'm no 4E rules-wizard, much less an encounter-building expert using those new rules, I can say with confidence that the encounters seem balanced. If you don’t run five characters at the table, then I recommend scaling the encounters back to suit 4 or fewer players.

Twice I’ve had a player character get dropped in the opening rounds of combat. In the first instance the players did not have a 5th PC and the character that went unconscious stated that way until the end of combat.

In the other instance, the character that dropped was healed right away (there was a 5th PC with the group –a cleric) and the players rallied to win the encounter.

There are some rules errata issues with the H1 conversion for the Realms, but they are minor. I've only seen one play-balance complaint about the H1 Conversion, but no complaints about H1 encounters in the original adventure.

Sorry this was such a long-winded answer. I just like to share.

;)

Hmmm, good advice to have. Thanks for sharing. I received some money for my B-day a while back and I am thinking about buying H1 and maybe the next adventure coming out in July (i'm guessing there's no relation between the two?) on Amazon for a discout price. When I run the adventure, i'll let people know how things progress. :D
#51

Mr_Miscellany

Jun 29, 2008 2:18:12
I received some money for my B-day a while back and I am thinking about buying H1 and maybe the next adventure coming out in July (i'm guessing there's no relation between the two?) on Amazon for a discout price.

You’re quite welcome.

The adventure coming out in July is the H2 adventure, if I recall correctly.

H2 and H1 are related.

When I run the adventure, i'll let people know how things progress. :D

I look forward to reading about your experiences and how you adapt it to the Realms!
#52

merrikcale

Jun 30, 2008 20:54:18
You’re quite welcome.

The adventure coming out in July is the H2 adventure, if I recall correctly.

H2 and H1 are related.

I look forward to reading about your experiences and how you adapt it to the Realms!

i believe there is a related FR2

we like this adventure right? I still call them modules
#53

Mr_Miscellany

Jul 01, 2008 1:53:35
i believe there is a related FR2

I don't know myself if there is or not. I haven't seen word yet online.

Though I suppose they will have an FR conversion for H2 at some point like they did for H1.

we like this adventure right? I still call them modules

The terms are still pretty interchangeable I imagine.

As for me, I like the adventure.

I should say that tonight's session involved no combat and consisted solely of roleplaying, perception and gather information checks in the town of Winterhaven.

It was fun to drop hints at what's changed in the Realms. When the module talks about an NPC named Bairwin that's "traveled everywhere (or so he says)" I knew I had an NPC that could drop hooks into the players with his stories of "Tymanther, the Land of Dragons" and "The great soaring skymounts of Thay".

When one of the players visited the Temple of Chauntea, I mentioned there were little plinths dedicated to other gods near the temple. This was because the adventure states that many faiths are worshipped in Winterhaven.

Before I realized what I'd done, the player (the Female Eladrin Wizard) went right up to the plinths and demanded to know what gods were represented.

Filling in that bit of info was fun. I got to tempt them with the murky fates of Helm and Tyr, but also mention that Torm, Aumanator and Tymora were present.

I also decided to make the Warriors Guild Leader a Boldshield in service to the crown. This helped me to explain why there were no Purple Dragon garrisons in the town.

Yup.....I like this adventure a lot! It's fun to be able to control the flow of information about what has changed in the Realms. It's a blessing to have dedicated, interested players.

I can do this until August and have a blast!

#54

merrikcale

Jul 01, 2008 10:21:19
I meant H2. And I think there is an H3.
#55

rinonalyrna_fathomlin

Jul 01, 2008 12:07:01
I meant H2. And I think there is an H3.

Are you going to DM these adventures?
#56

merrikcale

Jul 01, 2008 12:18:32
Are you going to DM these adventures?

I don't even have the first one.
#57

rinonalyrna_fathomlin

Jul 01, 2008 12:49:37
I don't even have the first one.

Are you going to get it?

BTW, the DMG has a short adventure in it that can lead into these modules.
#58

merrikcale

Jul 03, 2008 19:53:03
Are you going to get it?

BTW, the DMG has a short adventure in it that can lead into these modules.

I now have it:D

By the way, is there much info on the core setting in this adventure?
#59

rinonalyrna_fathomlin

Jul 03, 2008 22:40:45
I now have it:D

I'm so glad.

BTW, there's a whole section of the DMG devoted to the town of Fallcrest (in the Core Setting).
#60

merrikcale

Jul 03, 2008 23:20:13
I'm so glad.

BTW, there's a whole section of the DMG devoted to the town of Fallcrest (in the Core Setting).

I saw that
#61

Mr_Miscellany

Jul 09, 2008 21:28:50
SPOILERS!!!!




Best not to read if you know your DM is using this adventure!






This adventure is growing on me.

I’ve decided to make the leader of the Winterhaven Regulars a Boldshield in service to the King of Cormyr. Also, I’ve changed the name of Winterhaven’s Lord into a better filling Cormyrean name: Lord Allamber Rallyhorn*.

Lord Rallyhorn is of course not a King’s Lord. He is a noble and so cannot hold such a position.

Note that in the original adventure the town of Winterhaven has a very minimal militia that serves a defensive role only. Having Rond Kelfem as a Boldshield works well because it explains why Winterhaven contains no proper Purple Dragon garrison and supports the concept that no King’s Lord heads the town. Plus, it fits the standard rule in the Realms that a representative of the King is always on watch in places run by the nobility of Cormyr.

Note Boldshields are officers stationed in frontier regions of Cormyr where no Purple Dragon garrisons exist. They act as temporary lawswords (think police) and are tasked with taking note of all that occurs in their area of responsibility.

I’ve decided to tie the Rallyhorn family history into the region, with older, retired members of the family sometimes being assigned the job of keeping the ‘family secret’ (that is, the [mis]deeds of Keegan Rallyhorn) as well as preserving the secrets of the Dragon Burial Site.

This all fits very nicely with the idea of Shar and her servants working from within Shadowfell Keep to reveal those secrets and use them against the Rallyhorns and Imperial Cormyr.

-M

*HINT: A quick way to come up with a cool first and last name for any Cormyrean noble NPC is to pick an extinct or little-known noble family name for the first name, then pick a cool sounding last name from the more popular or well known noble families.

Check out the excellent NOBILITY OF CORMYR, Version 1.0 compilation by Jerry Davis for a detailed list of Royal Houses, Major and Minor Noble Houses, Exctinct Noble Houses and current Merchant Houses of Cormyr, with annotations on sources used.
#62

merrikcale

Jul 10, 2008 9:59:28
sounds interesting
#63

lord_karsus

Jul 11, 2008 21:24:48
-Like I said somewhere else, I like the "folder" format of the adventure.
#64

merrikcale

Jul 12, 2008 22:51:26
-Like I said somewhere else, I like the "folder" format of the adventure.

yeah, I do too
#65

Mr_Miscellany

Jul 17, 2008 2:20:42
Some damn good advice for Dungeon Masters can be found in this adventure.

From the Running Shadowfell Keep introduction, page 35:

You can choose to run the encounter areas beneath Shadowfell Keep as a string of battles in a dungeon crawl. However, if you take the time to bring the dungeon to life and carry the tragic story behind the dungeon’s origin to the forefront, the adventure becomes even more compelling. Being a Dungeon Master requires more than running monsters and keeping track of what’s going on. It’s also about setting the mood, advancing the story, and giving the players a glimpse into the world their characters inhabit.

And just a bit later....

No amount of rules or dice rolling can replace a DM’s ingenuity intuition, and ability to describe a disturbing or menacing scene. As the adventurers explore the dungeon, you want them (and by extension the players) to feel nervous, tense, and even a bit afraid.

This is why I like 4E and what WotC is doing with it. They are paying more attention to Dungeon Masters and encouraging them to make what’s going on in the game world come alive in their player's minds.

I wish Monday would roll around. I’m ready to return to this adventure and find out just how deadly Irontooth really is.
#66

rinonalyrna_fathomlin

Jul 17, 2008 16:57:14
And now, I own this adventure.:D
#67

merrikcale

Jul 17, 2008 20:44:04
And now, I own this adventure.:D

how is it?
#68

lord_karsus

Jul 17, 2008 20:46:42
-Yeah. I was dying to look in it, but it was sealed and all...;)

-I hope you like it.