Customer Review(s)
Customer Rating: 



Summary: Best of the 4e D&D adventures
Comment: 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 vaulted stone roof.
It's populated with a wonderful mix of nonplayer characters, a guilt ridden man cursed with lycanthropy, an exiled drow curio shop dealer, the big ogre bully tasked with keeping the peace, the grim righteous dragonborn who finds herself being bent down the path of warlockery by the corrupting enticements of her imp mentor. Just great stuff!
The adventure is broken into three open-ended objectives, tracking down some slaves captured and taken for trade in the hall. Liberating them leads you between the various parts of the Labyrinth beneath the mountain, taking on various of the Hall's factions, and then to unravelling a conspiracy which threatens the entire Nentir Vale.
But beyond the adventure, there's lists of places to explore, detailed just enough to let you spin your own adventures through the many cool places they hint at, and a list of encounters with a rogues gallery of specific enemies that can become an even bigger part of the storyline--like the creepy deathlock wight Az-Al-Bani.
Just great stuff. I highly recommend it. It'll give you a wonderful place you can keep gaming in for months, even after the adventure is done.
Customer Rating: 



Summary: Hack and slash with little roleplaying
Comment: 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 entire sections of the module were left for the GM to implement. This is a problem for any GM with little time to prepare.
Playing this module after that Keep made it almost insufferable. Everytime my players ran into a "generate your own dungeon" section they started having more fun. Eventually the group decided to leave the module's track and do something else because it wasn't fun.
If your group wants to kill Duegar and Drow then this module might work for you, but if you want something like a believable story you should make your own adventure. This was $25 dollars I wish I had spent elsewhere.