Scepter Tower of Spellgard: (D&D 4.0 RPG, Forgotten Realms Adventure FR1)
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Average customer review:Product Description
A Forgotten Realms adventure for 2nd-level characters.
Scepter Tower of Spellgard is the first full-length Forgotten Realms adventure published for 4th Edition D&D. When paired with the adventure that appears in the Forgotten Realms Campaign Guide, this adventure provides the Dungeon Master with all he needs to get his campaign started.
Product Details
- Amazon Sales Rank: #209741 in Books
- Published on: 2008-09-16
- Released on: 2008-09-16
- Original language: English
- Number of items: 1
- Binding: Paperback
- 96 pages
Customer Reviews
A passable dungeon crawl, nothing special.
Scepter Tower Of Spellgard is a poorly organized adventure with a lame hook and even lamer payoff. It functions as a location for a standard very run-of-the-mill dungeon crawl. It is basically combat encounter after combat encounter (so this might be a 3 star review if you like that sort of thing and that is all you are looking for) But even if you like combat focused adventures, this module really shows the weakness in WotC's new book organization. The room descriptions are pages away from the encounter descriptions and since the adventure is split between 2 pamphlets some descriptions for locations for book 1 are actually in book 2 (lots and lots of page flipping). But I think the biggest problem with the module is the hook and the ending (or lack of one). The hook is that you get to ask a ghost a question to anything. And while the adventure gives the DM suggestions on handling the player questions...THE ACTUAL ENCOUNTER is not even in the book.
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.
One of the best modules I've ever seen, for advanced players.
This product is a bit rough for new DM's. Unlike the H series, it doesn't hold your hand through out the whole module. Other reviewers have blasted the module for it's lack of a hook, but that's really part of the charm.
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.
Feeling the Forgotten Realms
Well, this adventure brings all D&D new adjusts for 4th edition into play, and it's in this new format, to help beginners in the game, so if you want to play but never heard about the Realms or D&D, this is a very good choice. Focus on the background, because the adventure is for players not to feel they are only "killing monsters", but also completing a story, a storyline of sort, plus all the monster!
And if you already know the Realms, it's a good buy. If there is something to be preserved in all changes to FR adventures is the feeling of the Realms... I was playing when the Avatars came, and now that Primordials and Dragonborn abound, what can we look for?
The new themes and chances have a very good read here, so even the purists should take a look... and give the new edition a chance.




