Keep on the Shadowfell the beginning module for 4th edition Dungeons and Dragons is a reasonably well put together module.
All of the expected stuff the stat block information, room descriptions, new items, and new monsters are all pretty much average. I didn’t personally find Aeris, the new sword terribly interesting and actually thought it was a bit underpowered for a named, unique item. I would have preferred something
a bit more interesting.
The overarching storyline was slightly below average as far as interest and adventure hooks go. When I ran the story I had to find extra reasons to keep my players interested in staying in the area beyond eradicating the kobolds. The players managed to develop a personal vendetta against the kobolds after the initial attack, but beyond that they had no interest in finding out about Kelarel or what lay inside the old keep.
Eventually the players decided that investigating the keep held the most interest and they began their decent. As far as dungeons go, the keep was interesting. The players had fun with the goblins and hobgoblins. They had some trouble with the terror traps on the first level, but the traps didn’t play out as well as they could have. I don’t know that they were positioned exactly right.
Overall the dungeon ...