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Thunderspire Labyrinth (Dungeons & Dragons, Adventure H2)

Author: Richard Baker, Mike Mearls
Binding: Paperback
Published: 2008-07-15
ISBN: 0786948728
Availability: Usually ships in 24 hours

 

Thunderspire Labyrinth (Dungeons and Dragons, Adventure H2)


Avg. Customer Rating: 4.0 / 5.0

  • "Best of the 4e D&D adventures"
  • "Hack and slash with little roleplaying"
  • "Very Satisfied"
  • "Keep it moving"
 

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Price: $16.47

List Price: $24.95
You save: $8.48 (33%)


Editorial Review:

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.


Customer Reviews:

  • Avg. Customer Rating: 4.0 / 5.0

  • Best of the 4e D&D adventures
    This really is the kind of adventure you can wrap a whole campaign around. In fact, for the past month I have been! It's the best of 4th edition D&D. Gone is the quaint little thatch roof village surrounded by farmland. Gone. This is the Seven Pillared Hall, a trade city built in the ruins of an ancient minotaur city, ruled by the ironfisted peacekeepers the Ordinators Arcanis, deep underneath a mountain and lit with magical green flame. Duergar, drow, halflings and dwarves meet and trade beneath it's... more info

  • Hack and slash with little roleplaying
    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... more info

  • Very Satisfied
    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... more info

  • Keep it moving
    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... more info


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