Thunderspire Labyrinth (Dungeons & Dragons, Adventure H2)
A 4th Edition D&D® adventure for characters of levels 4-6Beneath Thunderspire Mountain lies a sprawling network of mazes, tombs, and caverns collectively known as the Labyrinth of Lost Souls. In recent years, this vast labyrinth has become a living dungeon where trade between the surface and subterranean worlds is possible. However, beyond the well-lit halls where prospectors, merchants, and traders convene lies a darker world where adventurers battle monsters and fiendish beings perform secret rituals for their dark masters. . .
H2 Thunderspire Labyrinth is a D&D adventure designed for heroic-tier characters of levels 4-6.
This product includes an adventure booklet for the Dungeon Master, a player's booklet containing new character options and campaign information, and a full-color poster map, all contained in a handy folder.
H2 Thunderspire Labyrinth is the second adventure in a three-part series that began with H1 Keep on the Shadowfell and concludes with H3 Pyramid of Shadows. It can also be played as a stand-alone adventure.
Product Details
Editorial Reviews
About the Author
RICHARD BAKER is a senior game designer at Wizards of the Coast as well as a New York Times best-selling author of the Forgotten Realms® novel Condemnation. His previous design credits include the Tome of Battle: The Book of Nine SwordsTM supplement, The Forge of Fury adventure, and the Red Hand of DoomTM adventure.
MIKE MEARLS is the lead developer for the Dungeons & Dragons® game at Wizards of the Coast, Inc. In addition to his design and development work on 4th Edition, Mike has developed numerous 3rd-Edition game products including the Tome of Battle: The Book of Nine SwordsTM supplement and The Shattered Gates of SlaughtergardeTM adventure.
Customer Reviews
Best of the 4e D&D adventures
This really is the kind of adventure you can wrap a whole campaign around. In fact, for the past month I have been! It's the best of 4th edition D&D. Gone is the quaint little thatch roof village surrounded by farmland. Gone. This is the Seven Pillared Hall, a trade city built in the ruins of an ancient minotaur city, ruled by the ironfisted peacekeepers the Ordinators Arcanis, deep underneath a mountain and lit with magical green flame. Duergar, drow, halflings and dwarves meet and trade beneath it's vaulted stone roof.
It's populated with a wonderful mix of nonplayer characters, a guilt ridden man cursed with lycanthropy, an exiled drow curio shop dealer, the big ogre bully tasked with keeping the peace, the grim righteous dragonborn who finds herself being bent down the path of warlockery by the corrupting enticements of her imp mentor. Just great stuff!
The adventure is broken into three open-ended objectives, tracking down some slaves captured and taken for trade in the hall. Liberating them leads you between the various parts of the Labyrinth beneath the mountain, taking on various of the Hall's factions, and then to unravelling a conspiracy which threatens the entire Nentir Vale.
But beyond the adventure, there's lists of places to explore, detailed just enough to let you spin your own adventures through the many cool places they hint at, and a list of encounters with a rogues gallery of specific enemies that can become an even bigger part of the storyline--like the creepy deathlock wight Az-Al-Bani.
Just great stuff. I highly recommend it. It'll give you a wonderful place you can keep gaming in for months, even after the adventure is done.
Hack and slash with little roleplaying
This module was the polar opposite of Keep on the Shadowfell (H1). Keep on the Shadowfell's encounters hung together cohesively, and map tiles were numerous, reusable, and high quality.
Thunderspire on the otherhand is pure dungeon crawl. There is only one map sheet and it is very location specific which makes it not re-usable. Unlike Keep on the Shadowfell which had very handy monster stat blocks and encounter notes, this module required you to make your own monster reference sheets for battle. Also entire sections of the module were left for the GM to implement. This is a problem for any GM with little time to prepare.
Playing this module after that Keep made it almost insufferable. Everytime my players ran into a "generate your own dungeon" section they started having more fun. Eventually the group decided to leave the module's track and do something else because it wasn't fun.
If your group wants to kill Duegar and Drow then this module might work for you, but if you want something like a believable story you should make your own adventure. This was $25 dollars I wish I had spent elsewhere.
Very Satisfied
It came in a very timely manner, well packaged and the booklets are of much better quality than the last published adventure, H1: Keep on the Shadowfell, of which the booklet for that adventure had some printing issues in that the ink rubbed off on whoever was reading it mid-session.
This adventure is really an overall improvement over Keep on the Shadowfell in every aspect. You're able to improvise all parts of the story rather than being stuck with the encounters that are written. And there are more NPC character personalities described than H1: KotS, so out-of-combat situations are more interesting. It's a great buy if you're looking for an adventure with intrigue and depth, without having to spend the time writing it out yourself.
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