The Alexandrian

Keep on the Shadowfell - The Alexandrian Remix

Keep on the Shadowfell was the inaugural product for 4th Edition. I was fairly disappointed with the quality and the content of the module, but I wanted to playtest the new edition. So I decided to do a fairly expansive remix to give the adventure a stronger backbone and a richer mythology; adding depth and breadth where necessary.


COMPLETE COLLECTION

DOWNLOAD HERE

Patrons of the Alexandrian can download a PDF collection of the entire Remix. It includes:

The Complete Collection, containing every article form the series (including addendums, as detailed below).

Justin’s Running Files, which function as a kind of cheat sheet for the adventure. These are the actual notes I prepared and used for running the adventure, more or less stripping out all of hte design notes and other commentary from the Complete Collection.


INITIAL IMPRESSIONS
First Impressions
Impressions with Spoilers
Last of the First Impressions

ANALYZING DESIGN
Traps and the Chamber of Statues
Remixing the Chamber of Statues
Rotten Cherubs

REMIXING KEEP ON THE SHADOWFELL
Part 1: Kobolds
Part 2: The Kobold Lair
Part 3: Arriving in Winterhaven
Part 4: On the Streets of Winterhaven
Part 5: On the Streets of Winterhaven 2
Part 6: Winterhaven NPCs
Part 7: Winterhaven NPCs 2
Part 8: Winterhaven Developments
Part 9: Cultists in Winterhaven
Part 10: The Ruined Keep
Part 11: Kalarel’s Ritual and the Dragon Burial Site
Part 12: The Three Clue Rule
Part 13: Three Clue Rule – First Revelations
Part 14: Three Clue Rule – Second Revelations

BELATED ADDENDUMS
How (Not) To Fix the Keep on the Shadowfell
A Much Belated Addendum
Kobold Lair Battlemaps
Xandering the Dungeon

DM’S CHEAT SHEET

Keep on the Shadowfell

Go to Part 1

Keep on the ShadowfellSPOILER WARNING!

The following thoughts contain minor spoilers for Keep on the Shadowfell. If you don’t want to be spoiled, don’t read it. And if you’re in my gaming group then you definitely shouldn’t be reading it.

REVELATION 4: CULT OF ORCUS

Once the PCs become aware of the cult’s potential involvement in the area (either through identifying a holy symbol; an Orcus idol; or learning of the keep’s true history), they may want to find out more about Orcus and his cult.

CLUE 1: ARCANA/RELIGION CHECK. See the Monster Manual, pg. 206, for Orcus Lore.

CLUE 2: STREETWISE CHECK/VALTHRUN. See “On the Streets of Winterhaven”.

CLUE 3: DOUVEN STAHL. Douven Stahl can tell them everything on pgs. 206 and 210 of the Monster Manual regarding Orcus and his cults. See, also, “Dragon Burial Site”.

REVELATION 5: KALAREL’S RITUAL

The PCs don’t need to know about Kalarel’s ritual before stumbling into area 19 of the keep, but they’re likely to be interested in learning what the cult is planning.

CLUE 1: KALAREL’S RITUAL LETTER. The note Kalarel writes to Ninaran can be recovered after the “Dead Walk” interlude. It mentions the keep (see below).

CLUE 2: DOUVEN STAHL. Douven Stahl can make several informed guesses regarding the ritual (see “Dragon Burial Site”).

CLUE 3: SIR KEEGAN. Sir Keegan, in area 8 of the keep, can tell them of the Fane of Orcus which lay beneath the keep (see “Kalarel’s Ritual”). He knows that the cultists have gathered there.

KALAREL’S RITUAL LETTER

I received your report on the runebearers. Next time you see them, but an end to their meddling. Mix the blood of ten people with the elixir my messenger brings. Then trace the following pattern on the ground of the graveyard and pour the liquid into the lines:

Kalarel - Necromantic Symbol

With the thinning of the veil here at the keep, this circle will create a sympathetic connection to the Shadowfell.

My work here is very near completion. It will not be long now. If you come to the keep, the pass phrase for the second level is “from the ground, some magic was found”.

Kalarel

USING THE REVELATION LIST

Basically, there are three steps to my use of the revelation list for an adventure:

First, I determine the chokepoints of the adventure and list the necessary revelations.

Second, for each revelation I make a list of at least three clues and then incorporate these clues into the design of the adventure.

Third, while actually running the adventure, I keep the revelation-and-clue list handy as a quick-reference tool. I treat it as a literal checklist: If the PCs find a clue, I check it off. If the PCs have missed a clue (by failing to search a room, for example), I’ll circle it. If the PCs have definitely reached a particular conclusion (not just considered it as a possibility, but definitively concluded that “this is what’s happening”), I’ll cross the entire revelation off my list.

Using this approach allows me to spot potential trouble spots as they’re developing: If, for example, the PCs have discovered all the clues I’ve designed for a particular revelation but, for whatever reason, still haven’t draw the proper conclusion then I know I need to introduce new clues. Similarly, if they’ve been missing a lot of clues for a particular revelation, I can start anticipating the need for new clues.

My original Three Clue Rule essay had a lengthier discussion of how to deal with these types of issues as they emerge, but here’s an example: If the PCs have missed or ignored all of the clues suggesting that they should really check out the Keep of the Shadowfell and see what’s going on there, I might decide to trigger Ninaran’s assault on Lord Padraig’s manor house with the intention that either Ninaran or one of the other cultists will willingly surrender when the encounter turns against them and spill their guts regarding Kalarel’s plans.

Similarly, if the PCs haven’t found the kobold lair yet, I might trigger one of the kobold encounters — either the “Slyblade Hunter” or “Farmer’s Jeopardy” encounters can be used without the PCs taking any action themselves — and use it as a way of introducing a new clue. (Or, if nothing else, give the players something to do while I try to figure out another way of getting them back on track.)

The good news is that, when you use the Three Clue Rule, you generally won’t run into these problems in the first place, so you’ll be able to spend more time playing the game and less time trying to fix the game.

July 2nd, 2008 REMIXING KEEP ON THE SHADOWFELL

PART 14: THREE CLUE RULE – SECOND REVELATIONS

Go to Part 1

SPOILER WARNING!

The following thoughts contain minor spoilers for Keep on the Shadowfell. If you don’t want to be spoiled, don’t read it. And if you’re in my gaming group then you definitely shouldn’t be reading it.

REVELATION 4: CULT OF ORCUS

Once the PCs become aware of the cult’s potential involvement in the area (either through identifying a holy symbol; an Orcus idol; or learning of the keep’s true history), they may want to find out more about Orcus and his cult.

CLUE 1: ARCANA/RELIGION CHECK. See the Monster Manual, pg. 206, for Orcus Lore.

CLUE 2: STREETWISE CHECK/VALTHRUN. See “On the Streets of Winterhaven”.

CLUE 3: DOUVEN STAHL. Douven Stahl can tell them everything on pgs. 206 and 210 of the Monster Manual regarding Orcus and his cults. See, also, “Dragon Burial Site”.

REVELATION 5: KALAREL’S RITUAL

The PCs don’t need to know about Kalarel’s ritual before stumbling into area 19 of the keep, but they’re likely to be interested in learning what the cult is planning.

CLUE 1: KALAREL’S RITUAL LETTER. The note Kalarel writes to Ninaran can be recovered after the “Dead Walk” interlude. It mentions the keep (see below).

CLUE 2: DOUVEN STAHL. Douven Stahl can make several informed guesses regarding the ritual (see “Dragon Burial Site”).

CLUE 3: SIR KEEGAN. Sir Keegan, in area 8 of the keep, can tell them of the Fane of Orcus which lay beneath the keep (see “Kalarel’s Ritual”). He knows that the cultists have gathered there.

KALAREL’S RITUAL LETTER

I received your report on the runebearers. Next time you see them, but an end to their meddling. Mix the blood of ten people with the elixir my messenger brings. Then trace the following pattern on the ground of the graveyard and pour the liquid into the lines:

With the thinning of the veil here at the keep, this circle will create a sympathetic connection to the Shadowfell.

My work here is very near completion. It will not be long now. If you come to the keep, the pass phrase for the second level is “from the ground, some magic was found”.

– Kalarel

USING THE REVELATION LIST

Basically, there are three steps to my use of the revelation list for an adventure:

First, I determine the chokepoints of the adventure and list the necessary revelations.

Second, for each revelation I make a list of at least three clues and then incorporate these clues into the design of the adventure.

Third, while actually running the adventure, I keep the revelation-and-clue list handy as a quick-reference tool. I treat it as a literal checklist: If the PCs find a clue, I check it off. If the PCs have missed a clue (by failing to search a room, for example), I’ll circle it. If the PCs have definitely reached a particular conclusion (not just considered it as a possibility, but definitively concluded that “this is what’s happening”), I’ll cross the entire revelation off my list.

Using this approach allows me to spot potential trouble spots as they’re developing: If, for example, the PCs have discovered all the clues I’ve designed for a particular revelation but, for whatever reason, still haven’t draw the proper conclusion then I know I need to introduce new clues. Similarly, if they’ve been missing a lot of clues for a particular revelation, I can start anticipating the need for new clues.

My original Three Clue Rule essay had a lengthier discussion of how to deal with these types of issues as they emerge, but here’s an example: If the PCs have missed or ignored all of the clues suggesting that they should really check out the Keep of the Shadowfell and see what’s going on there, I might decide to trigger Ninaran’s assault on Lord Padraig’s manor house with the intention that either Ninaran or one of the other cultists will willingly surrender when the encounter turns against them and spill their guts regarding Kalarel’s plans.

Similarly, if the PCs haven’t found the kobold lair yet, I might trigger one of the kobold encounters — either the “Slyblade Hunter” or “Farmer’s Jeopardy” encounters can be used without the PCs taking any action themselves — and use it as a way of introducing a new clue. (Or, if nothing else, give the players something to do while I try to figure out another way of getting them back on track.)

The good news is that, when you use the Three Clue Rule, you generally won’t run into these problems in the first place, so you’ll be able to spend more time playing the game and less time trying to fix the game.

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Go to Part 1

Keep on the ShadowfellSPOILER WARNING!

The following thoughts contain minor spoilers for Keep on the Shadowfell. If you don’t want to be spoiled, don’t read it. And if you’re in my gaming group then you definitely shouldn’t be reading it.

REVELATION 1: THE KOBOLD LAIR

Keep on the Shadowfell begins with a kobold ambush. The entire village of Winterhaven is suffering under the effects of the kobold attacks. And Lord Padraig is offering bounties on both dead kobolds and the location of the kobold lair. So how will the PCs actually find the kobold lair?

CLUE 1: TRACKING. The PCs can track the kobolds back to their lair, starting at the location of any of their attacks or the barricades on the road between Winterhaven and the Keep of the Shadowfell.

Following the trail is a 6/3 skill challenge. The PCs must first succeed at a Perception check (DC 15) to locate the tracks (this counts as a success on the skill challenge), and can then use Nature and Perception checks as primary skills to complete the skill challenge.

CLUE 2: NINARAN. A successful Streetwise check in Winterhaven will put them in touch with Ninaran (see “On the Streets of Winterhaven” and “Winterhaven NPCs”).

CLUE 3: INTERROGATION. Any captured kobold can be forced to reveal the location of the kobold lair with an Intimidate check vs. Will defense. The kobold receives a +10 bonus because it’s hostile and a +2 bonus because giving up the location of the lair is essentially a betrayal of the entire clan.

Other PCs can use the Aid Another action with either Interrogation or Diplomacy (good cop/bad cop).

REVELATION 2: DRAGON BURIAL SITE

The PCs need to become aware of the dragon burial site and motivated to check it out.

CLUE 1: DRUIDIC SPIRIT. The druidic spirit in area 6 of the kobold lair is aware of the dragon burial site and of its importance to Kalarel’s ritual (see “Kobold Lair”).

CLUE 2: VALTHRUN. If asked about the Cult of Orcus, Valthrun will have some information but will also refer the PCs to Douven Stahl — “the true expert on the cult”. Valthrun knows that Stahl was researching the burial site and can tell the PCs where it is. (See “On the Streets of Winterhaven” and “Winterhaven NPCs”.)

CLUE 3: KALAREL’S LETTER TO BALGRON. We’ll put a letter in area 4 of the keep, written by Kalarel with instructions for Balgron.

Balgron—

One of the villagers has stumbled onto the dig site south of the village. I’ve ordered Datok and his men to reinforce Agrid. You should send some of your goblins to the surface and keep an eye on the ruins. It is important that our work not be disturbed.

Kalarel

REVELATION 3: THE KEEP

Pretty much anyone in Winterhaven can tell the PCs where the Keep is, and many people can give them even more information about it (see the relevant Streetwise check in “On the Streets of Winterhaven”). However, the following clues will make the players aware of its importance:

CLUE 1: DOUVEN STAHL. When the PCs speak with Douven Stahl at the dragon burial site, he’ll be able to tell them about the Keep. (See “Dragon Burial Site”.)

CLUE 2: KALAREL’S RITUAL LETTER. The note Kalarel writes to Ninaran can be recovered after the “Dead Walk” interlude. It mentions the keep.

CLUE 3: SIR CALIBAN. Perrien’s father, the banished knight Sir Caliban, journeyed to the keep and was killed there. (Bairwin Wildarson can tell them this.)

Continued…

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