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Scepter Tower of Spellgard: (D&D 4.0 RPG, Forgotten Realms Adventure FR1)
Scepter Tower of Spellgard: (D&D 4.0 RPG, Forgotten Realms Adventure FR1)

Paperback
Edition: 4
Author: David Noonan, Greg Vaughan
Publisher: Wizards of the Coast
Release Date: 2008-09-16
ISBN-10: 0786949546
ISBN-13: 9780786949540
List Price: $24.95
Average Customer Rating:
Score = 2.0 Score = 2.0 Score = 2.0 Score = 2.0 Score = 2.0
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At this time we have not yet written a review for Scepter Tower of Spellgard: (D&D 4.0 RPG, Forgotten Realms Adventure FR1) by David Noonan, Greg Vaughan (ISBN-10: 0786949546, ISBN-13: 9780786949540). Please continue to keep checking back to this page as we are constantly adding reviews.

Summaries and Customer Reviews are supplied by Amazon.com

Summary:
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.

Customer Reviews
Average Customer Rating: Score = 2.0 Score = 2.0 Score = 2.0 Score = 2.0 Score = 2.0

One of the best modules I've ever seen, for advanced players.
Customer Rating:  Score = 5 Score = 5 Score = 5 Score = 5 Score = 5
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.

A passable dungeon crawl, nothing special.
Customer Rating:  Score = 2 Score = 2 Score = 2 Score = 2 Score = 2
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.

























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