The Saving Throw
Scepter Tower of Spellgard 05.15.2009
Saving Throw's review of Scepter Tower of Spellgard.

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Scepter Tower of Spellgard
published by Wizards of the Coast reviewed by Martin Drury
96 pages, 2008, $24.95
Story 4
Enjoyability 4
Adaptability 4
Intelligibility 4
Review Scoring

   The first adventure set in the 4th Edition version of the Forgotten Realms Campaign Setting, Scepter Tower of Spellgard brings the players and Game Master to the ruins of Spellgard, a fortress of ancient Netheril. It will not take long for the players to become entangled in a plot to capture the Lady Saharel, a prophetic spectre bound to the ruins.

This adventure does a good job weaving several diverse characters into the overarching plot and keeping the players' attention focused into the the ruins itself. Designed for second level characters, the traps and foes are well balanced, provided the players do not push too far into the ruins, too quickly. The adventure also does an excellent job of introducing the players to the new Forgotten Realms setting.

Like previous 4th Edition adventures, Scepter Tower of Spellgard comes packaged as a 32-page Game Master's booklet, a 64-page adventure booklet (containing maps, handouts, and illustrations of sights and scenes in the ruins) and a double-sided battle map. All wrapped in a well illustrated, if not sturdy, folder. In fact, the quality of illustrations, like all 4th Edition products, is what grabs the attention of potential gamers. Fortunately, the writers appear to be doing a better job of fleshing out the adventures so buyers purchasing the module based on the quality of the graphic illustrations will not be disappointed when the dice hit the table.

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