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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. 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).
There are a few potential ways into the keep (though one is the preferred path). It has a monastery, and man camps of other fortune hunters.
This product is a bit rough for new DM's. The fact is, this adventure will fit flush in with whatever our campaign is doing.
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. Unlike the H series, it doesn't hold your hand through out the whole module.
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.
But this adventure is not worthy of the rich history and intrigues of Forgotten Realms. I like 4e and I like the new 4e Forgotten Realms. And while the adventure gives the DM suggestions on handling the player questions.THE ACTUAL ENCOUNTER is not even in the book.
It functions as a location for a standard very run-of-the-mill dungeon crawl. But I think the biggest problem with the module is the hook and the ending (or lack of one). Scepter Tower Of Spellgard is a poorly organized adventure with a lame hook and even lamer payoff.
The hook is that you get to ask a ghost a question to anything. It is a simple dungeon crawl, and not even a very good one at that. 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).
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