The End of Keep on the Shadowfell

Last Saturday I finished running Keep on the Shadowfell. I think that most of the reviews and feedback I have heard about the module branded it as too difficult or bland. I don’t think it’s a bad adventure. It’s a very classic dungeon crawl with lots of variation. I can clearly see that this was written to introduce new players to all the different kinds of challenges that D&D 4e has to offer. In that respect, it does a good job.

The players in our game were very shrewd most of the time in focusing fire and clearing the entire dungeon. This meant that they leveled up faster than the adventure was designed for and I had to make many of the fights harder. There were only a few bad times when the enemies got the upper hand. Surprise rounds can be harsh on the party. 🙂

So now I turn to the future and I’m not sure what I will run next. We all decided that D&D 4e is the right game for the group, but I’m not sure whether I will home-brew an adventure or just pick up the next pre-made adventure from Wizards of the Coast.

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About Bad Mojo
Games. Yes, games.

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