Any pre-advice on running Keep on the Shadowfell?

Post/Author/DateTimePost
#1

Ilaro

Sep 10, 2009 13:28:50

I'm going to be running this adventure and the others that follow, is there any advice or knowledge I should know (aside from whats in the books) to keep the adventures consistency afoot.

#2

mykesfree

Sep 10, 2009 19:03:48

I have ran the adventure, and it is a great intro to D&D 4E.  Just have a pretty good knowledge of the rules and start playing.  Everything in this adventure is designed for first time players as well as DMS. Enjoy!

#3

Ilaro

Sep 11, 2009 8:22:49

Yeah, I have a pretty well rounded knowledge of 4th edition so far. But everything changes when you get behind the screen. Its going to be a chore weening my some of my group out of the 3.5 rules, since a few of them have memories and thought patterns like a hyper puppy.

#4

ff6shadow

Sep 11, 2009 10:02:56

My biggest advice is watch the Irontooth fight, and the final battle, as both are TPK machines for an unrested and/or unprepared party. 


Also, Use the updated version found here: www.wizards.com/default.asp?x=dnd/4dnd/d...


It cleans up some of the problems in the module, andnmakes Irontooth a slightly easier foe (reduces his defenses by 2, if I recall corectly.)

#5

the_antra

Sep 11, 2009 12:14:55

If you want to boost your campaign or if you´re planning on running all H series adventures, just check this thread here, by Myrhdraak: community.wizards.com/go/thread/view/758...


 


It´s one heck of a job he did stringing the adventures together. If your don´t believe me, just download the PDFs and see it for yourself.


 


Cheers!

#6

Ilaro

Sep 11, 2009 14:22:23

Thanx

#7

Neutronium_Dragon

Sep 11, 2009 14:57:51
One thing to be aware of is that the adventure (and the other H-series adventures) awards much less treasure than the DMG standard. This becomes a problem over time, since the group will wind up underequipped.

The good news is that this gives you lots of leeway to add new loot for the party to find, things that will be of specific interest to the characters in your group.
#8

Myck

Sep 12, 2009 10:20:53

I found I really liked the Forgotten Realms conversion for this adventure.  Even if you're not running it in the Forgotten Realms, it adds an introductory adventure and an interesting cult in the town.  It was incidental stuff but it made a big difference in the flow of the story when I ran it.

#9

alondrix

Sep 13, 2009 8:45:15

Make sure you rules and take it slow the first few sessions.


My group weened ourselves from the red box, to 1e, to 3.5, and now to 4e.  For us, 4e was the roughest transition.  The verdicts still out on the 4e ruleset, but that is another matter.


Before starting Shadowfell, I recommend taking a look at the coversion Myrhdraak has done here:


community.wizards.com/go/thread/view/758...


Outstanding work and with it a tie in for the first 3 modules.