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Thunderspire Labyrinth (Dungeons & Dragons, Adventure H2) | 
| Authors: Richard Baker, Mike Mearls Publisher: Wizards of the Coast Category: Book
List Price: $24.95 Buy New: $8.86 You Save: $16.09 (64%)
New (31) Used (3) from $8.86
Avg. Customer Rating: 11 reviews Sales Rank: 8458
Media: Paperback Edition: 4th Number Of Items: 1 Pages: 96 Shipping Weight (lbs): 0.9 Dimensions (in): 10.9 x 9.2 x 0.3
ISBN: 0786948728 Dewey Decimal Number: 793 EAN: 9780786948727 ASIN: 0786948728
Publication Date: July 15, 2008 Availability: Usually ships in 1-2 business days Shipping: Expedited shipping available Condition: BRAND NEW!!! IN STOCK!!! SHIPS FAST!!!
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Product Description A 4th Edition D&D adventure for characters of levels 4-6
Beneath 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.
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| Customer Reviews: Read 6 more reviews...
Hack and slash with little roleplaying September 27, 2008 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 September 17, 2008 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.
Keep it moving August 18, 2008 I have been waiting for 4e D&D for a year. I was at the Con last year when they made the official announcement for 4e (and the demise of Living Greyhawk campaign). At first I was upset that my books were no longer valid for RPGA campaigns but I got over it soon enough. I still didn't want to spend another $100 on books. But after following the development and teh changes they proposed I was admittedly curious. I bought the books, and pl;ayed a few games. That changed my mind. The game is streamlined and fast moving. The DM's job is easier, even designing a campaign of your own is streamlined.
As far as this product is concerned. I have to say it is a well written adventure with plot twists and surprises for every D&D fan. The encounters are easy to follow. the NPC's are easily identifiable and easy to run. The story makes sense in the context of the gameworld. I give this adventure a thumbs up!
The coolest! August 8, 2008 1 out of 4 found this review helpful
I love 4e and this sequal to Keep on the Shadowfell is awesome! The illustrations and the story are fantastic!
H2 = Hack N' Slash 2 August 8, 2008 1 out of 2 found this review helpful
Too much fighting and not enough role-playing. This adventure is typical of the new 4E paradigm which is great if your under 13 but not so much for adults. Still better than H1 but that isn't saying much.
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