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Keep on the Shadowfell, which we just wrapped
up, is an introductory
adventure for 4E Dungeons and Dragons. Being
that
this was our first big adventure we ran through, I
decided I would give some thoughts, reveal some
insights, and tell a few funny stories that happened
along the way. The article is divided into two
sections. The first is the story of Keep on
the Shadowfell and the party's adventure though
it. The second part is some background
thoughts and what I learned playing as a DM. The published
adventure is designed for five characters to advance
from levels 1 to 3, but I modified it a bit such
that it was fine for four characters. Considering
we hardly ever actually had four players, and
instead had two people play four characters, this
seemed best. Plus, modifying it is pretty
simple. Just take out a monster here or there
equal to the experience gained by a fifth player.
And if players were easily walking through encounters,
I would just leave all the original monsters in.
Our party consisted of Dracus, a half-elf cleric;
Rana, an elven ranger; Mangai Dewd, an eladrin
wizard; and Eric the Red, a human fighter.
Depending on who was playing, we sometimes switched
in a Paladin (and one time a Warlord), but the named
four were the main characters.
The Story:
Keep on the Shadowfell begins in the small
town of Winterhaven. The players were brought
to Winterhaven to investigate a rumor about a death
cult in the area. Upon arriving,
the players heard little of such things, but managed to find a few ways to make themselves useful
otherwise. Lord Padraig of
Winterhaven (after being tricked into paying for the
heroes' night at the inn) hired the players to deal
with the recent increase in Kobold attacks by
directing them towards their encampment. Once
there, the players found a lair protected by many
Kobolds as well as an enchanted magic circle that
grants special powers. Mangai Dewd was
instantly let down to discover the special power is
a mere +1 to attack rolls. After dealing with
the Kobolds, the players quickly slew the beefy
goblin leader known as Irontooth, who shouted
praises to Lord Orcus (demon prince and lord of the
undead) upon his death. There was also a note
from a person named Kalarel, indicating a spy in
Winterhaven and other nefarious deeds. The
plot thickens. The adventurers
headed back to town and chatted some more with the
locals. Eilian the Old is a jovial fellow who
loves talking with the players at Wrafton's Inn and
let's them know who's who in town. Valthrun
the Prescient, local sage and scholar, spends much
of his time in his tower, but stops by the Inn every
so often.
In the corner was a quiet elven woman, Ninaren, who
seems to be the only one to believe in the death
cult presence and whom Mangai unsuccessfully tried
to put the moves on. Mangai Dewd often used his
magic to make a lump of dirt look like a loaf of
bread, which he gave to many of the locals,
including Ninaren. Through their
adventures, the players discovered that Kalarel was
trying to reopen a rift to the Shadowfell in an
abandoned keep to the north. After performing
feats of strength, magic, and acrobatic stunts to
lighten the spirits in Winterhaven, the players set
off for the keep. The characters
explored the gigantic underground dungeon beneath the
keep. There they found many goblins, undead,
traps, and treasures to keep them busy while trying
to locate Kalarel. In one such area, while the
fighter was surrounded by zombies, Mangai used a
burst of fire in an attempt to destroy the undead.
Instead of freeing him, the fighter was surrounded by
flaming
zombies. Deeper they went into
the keep. The players easily did away with
Balgron the Fat, the cowardly goblin leader.
They dealt with and made an unlikely ally of Sir
Keegan, former commander of the keep before he went
crazy and killed his family.
When they came upon a door in a dark corridor that
was marked "closed," the players assumed it was some
sort of shop. Upon breaking down the door,
they discovered the floor was incredibly clean and
even a bit shiny. Their hopes continued to
rise that they may have found some loot.
Little did they know that they walked into the lair
of one of the most feared monsters in the game... the Gelatinous
Cube! A few characters were quickly engulfed
by the cube and would have met an untimely death if
it were not for the unlikely arrival of Ninaren.
With the help of her bow and deadly accuracy, the characters defeated
the cube and continued on. With
Ninaren tagging along, the party made it through a few more chambers and
one very close call with death before arriving at
the end game: a room filled with vampire spawns,
human berserkers, and an underpriest of Orcus.
Blood from the altar ran down the center of the
room, empting into a large pit. The monsters
attacked, but Ninaren suspiciously does nothing to
help.
The players vanquished the foes, but Kalarel was
nowhere to be found. Thus, they proceeded the
only way available to them, down the blood soaked
pit. Eric, Dracus, Rana, Mangai,
and Ninaren descended into a pool of blood in front
of a gigantic rift. It had not yet been
reopened, but some powerful presence was pushing
against the void. The room itself was filled
with skeleton minions and a Deathlock Wight.
Finally, standing at a bone altar, chanting spells
in an unknown tongue, was Kalarel. He turned
his gaze towards the heroes and thanked Ninaren for
finally delivering them. Oh no she di-in't! The
players defended themselves. They focused their
attacks on the skeleton minions first, but soon
realized they could not be defeated without first
destroying the Deathlock Wight. Kalarel began
his assault and Ninaren joins him by shooting a few
arrows at the heroes. But it soon became
clear that Ninaren was anything but willing and the
players decided to help her when she began to get
sucked into the rift. Rana threw
a rope to Ninaren and tied the other end around her
waist, but it is not enough. It took the
combined efforts of Eric, Mangai, and Rana to pull
her free of the voids influence.
Dracus and Mangai attempted to close the rift with
their own counter spell. It was quite
complicated and took many attempts. A few
failed checks resulted in damage being dealt to the
players. It all came down to one final check
to decide whether they could reverse the spell on
their own. And they failed. This meant that the
only way left to seal the rift was to defeat Kalarel
once and for all. With Ninaren
again on their side, the heroes were finally able to
defeat Kalarel. A final shot from Rana's bow
sent Kalarel spiraling into the void, killing him instantly,
and thus destroying the spell and sealing the rift.
Ninaren explained how she was held under Kalarel's
power due to threats he made against her children.
She professes her love to Mangai, her unlikely
knight in shining armor, who is hesitant to return
her feelings (due to her family baggage).
The characters finally returned to Winterhaven with
much experience under their belt and treasures in
their pocket. There they celebrate with Valthrun, Elian, and the
rest of Winterhaven, except for Lord Padraig, who never really believed
the threat in
the first place, but agrees to once again pay for
their night at Wrafton Inn.
Thus, the characters saved the day and awaited their
next adventure. What
I learned: Most of us used this
adventure as a learning experience, I as a DM and
the players as, well, players. I
think the biggest thing I learned as a DM was that
you are always improvising. I
always got a kick out of crazy ideas the players
came up with during the game that I never would have
thought of. You have to be on your toes the
whole time, ready to make up things on the fly.
And then you have to improvise
because you screwed up, which happened a number of
times. While we were playing,
I realized I accidently drew the map wrong,
eliminating the main passageway that the players
would eventually have to follow. But a quick
door and a made up hallway later and the players are
back on track.
But then there are times when I would make something
up and then completely forget about it, only to have
my players reference it later. This led to me
saying, "I.. uh... oh that... right... umm...."
You must have a plan in mind if you are going to
make something up, because you have no idea what the
players will think of as significant.
Finally, you sometimes have to improvise to make the
adventure more interesting. It could be little
things, like ending an encounter quicker if things
are getting boring, or big things, like what I did with Ninaren. As the published adventure was
written, Ninaren was a simple, and quite obvious, spy.
There was even an encounter drawn up for the players
if they eventually decided to face off with her.
About 3/4ths of the way into the adventure, I
realized they would never do it (simply because it
required them leaving the keep and returning to town
midadventure) and be left without
any resolution on Ninaren. Thus, I
decided to have her be a conflicted character and
appear to rescue the players when they most needed
her. Then it played out as above. I
probably could have done a few different with her to
make it more interesting, but it
just seemed like a better option than having her be a one-dimensional NPC.
Another thing I learned is not to push things if
they aren't happening naturally. I was really
excited about one aspect of the adventure, namely a
goblin prisoner named Splug. If freed, Splug
would follow the characters around and help them around
the keep for a bit, but perhaps be a bit mischievous
as well. I thought it would be a really fun
mechanic to play around with. But when the
time came, the players just wouldn't go into the
room where he was held. I tried to lure them
in by having a goblin run that way, but they didn't
take the bait. I could have changed the map
and forced them in, but I decided against it because
the players expressed that they were growing tired
of dealing with goblins and wanted to move on to
other things. I really wanted to use Splug,
but I let it go because the players should be having
just as much fun. As a DM,
describing what is happening is also really important.
That may seem obvious, but a few times I haphazardly
described the events and realized I had to go back
and say them again later because the players didn't
understand. Sometimes I would get caught up
trying to keep things going and I would
skim over a few details. Bad idea. When
a ranger is trapped in a swirling whirlpool all
by herself, it would be useful to understand that
the water is flowing out of magical vases and not
just some hole in the wall.
Reward creativity. This is a big thing as
well. The game gets boring when it becomes
battle after battle and dice roll after dice roll.
If someone thinks of an interesting possibility,
reward them. Whether it be a bonus to attack
rolls, or maybe something tangible like gold, the
reward will encourage creativity. A silly
example is when the fighter was going into melee and
the player said, "He's going to do a sweet spin move
here," as he spun his miniatures around and we laughed, so I said, "Ok, give him a +2
to the attack roll for that sweet spin."
Which sort of brings me to the most important, and
corniest, thing I learned, which is to make sure
everyone is having fun. I guess that should be
obvious, but sometimes it can be challenging when
things slow down or the characters are getting beat
down. I learned a few tricks to keep the game
moving by essentially limiting my own dice rolls as
much as possible. For example, I began by
rolling initiative for the monsters, but then
decided to just use their average initiative instead
to save time. Or, if players are doing
something repetitive that will eventually succeed
(shooting arrow after arrow to kill rats in a pit),
just say they are successful and move on. No
need to roll attack and damage rolls for five
minutes if you know nothing is going to interfere.
Another way to make sure everyone is having fun is
by not taking things too seriously. We are
usually a pretty silly play group, so our game
reflects that. If Mangai wants to tickle
Valthrun's beard or give fake loaves of bread to
citizens, then have fun with it. Sometimes it
doesn't matter if it makes perfect sense as long as
it is fun. No one is going to care if the
characters aren't as "good" as their alignment says
they are as long as everyone is having a good time.
Up next: Our playgroup will be moving on to the next
published adventure, Thunderspire Labyrinth.
It will probably take a few months to work our way
through it, but be sure that I'll try to get
something up related to that afterwards. I may
even get some other DnD related thoughts in before
that as well. Until then.
Jaybird currently
resides in Seattle where he reads comics, works in a
library, and writes for this site. He has also
been known to blow your mind, rock your world, and
eat pizza. |