In Scepter Tower of Spellgard , a mysterious presence has taken up residence in one of the towers of Spellgard, and now its dark minions plague the Gray Vale. This adventure can be paired with the adventure that appears in the Forgotten Realms Campaign Guide. This stand-alone adventure is designed to take characters from 2nd level to 4th level. This was largely because Wizards had decided to destroy the old Forgotten Realms to make it fit into their ideas of a 'points of light' setting. Old gods and NPCs were gone, kingdoms had fallen, the timeline was dramatically advanced and the Realms lay in ruins. From the scathing reviews that the new setting books got, it seems likely that they did as much to alienate existing fans from fourth-edition play as the core rulebooks had.
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A mysterious presence has taken up residence in one of the towers of Spellgard, and now its dark minions plague the Gray Vale! 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. This stand-alone adventure is designed to take characters from 2nd level to 5th level.
Vaughan, is the official adventure for the 4e Forgotten Realms. It was published in September Completing the Forgotten Realms Line. The use of the module code "FR1" was somewhat odd, since only one adventure was planned for each line, but it matched 4e's general use of module codes for adventures, including "H", "P", "E", and "HS"; however, by the time Seekers of the Ashen Crown appeared a year later, as the adventure for the Eberron Campaign Guide , the module codes were gone for the setting adventures.
As with all of the early 4e adventures, "Spellgard" is a folio. It contains a page overview book, a page encounter book, and a double-sided map showing the ruins of Spellgard on one side and the tower of Spellgard on the other. The tower map is interesting, because i'ts a single map meant to depict all the levels of the tower.
Adventure Tropes. There are NPCs to encounter, a variety of places to crawl through, and some choices within those crawls. There is a single most-likely path that the players will take, but there's nonetheless some opportunity for free choice if players want to break away from that standard path. The adventure is almost all combat, with skill challenges only appearing in a few asides. Though some players complained about this, others felt the adventure was a great introduction to the Realms thanks to its light style of adventure.
Exploring the Realms. Spellgard, on the edge of the Anauroch, first received attention way back in FR "Anauroch" , where Ed Greenwood described it as an ancient ruin of Netheril, haunted by Lady Saharel, the Sorceress of Spellgard and now an archlich. Anauroch: The Empire of Shade transforms her into a ghost and suggests that she might answer questions about herself for PCs.
Now Saharel doesn't just answer questions about herself, but has become a full-on prophetic seer who can solve mysteries plaguing the player characters. As you'd expect, "Scepter Tower of Spellgard" provides extensive details on the castle of Spellgard. However, there's almost no focus on the Realms beyond its crumbling walls.
The Fallen Lands are suggested as a possible future campaign location when the players finish with Spellgard, but it's up to GMs to flesh that out. Each one built on the published adventure but included specific guidelines for diferently-sized parties, variable experience, and other RPGA elements.
Future History. One of their last adventures, Halls of Undermountain then gave the setting a second official adventure. Meanwhile, Wizards also revisited the Realms in noncommercial adventures. A number of their Encounters organized play sessions were set in the Realms, beginning with Encounters 1, "Halaster's Lost Apprentice" About the Creators.
Noonan had been a game designer at Wizards for a decade, but was now approaching the end of his tenure; a few more books would appear from him in Vaughan worked on a handful of supplements for Wizards starting with The Twilight Tomb , also for the Forgotten Realms; he's since moved on to other publishers.
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Scepter Tower of Spellgard: A Forgotten Realms Adventure for 4th Edition D&D
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Scepter Tower of Spellgard
A mysterious presence has taken up residence in one of the towers of Spellgard, and now its dark minions plague the Gray Vale! 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. This stand-alone adventure is designed to take characters from 2nd level to 5th level. Scepter Tower of Spellgard Average Rating: 6. RPG Item Rank: