| Post/Author/DateTime | Post |
|---|---|
| Pallin Rahl10-06-06, 12:44 PM | I'm talking about the adventures that stem off "The Forgotten Forge"... (i.e. Shadows of the Last War, Whispers of the Vampire Blade... etc)... Are they any good? ...worth running? I've run "The Forgotten Forge" before and my group enjoyed it (though when I ran it, I had tweaked it a bit to make it appropriate to a higher-level party). ...was just wondering how solid and fun the other Eberron adventures are. :) P.S. Does "Voyage of the Golden Dragon" tie into the above progression of adventures, plot-wise? ...or is it pretty-much stand-alone? |
| beezly10-06-06, 01:41 PM | Voyage is stand alone. I'm 1/2 way through shadows of the last war with my players and we're probably going to finish it today. (we did FF and 1/2 of shadows in 1 8 hour session and they had a great time). Whispers of the Vampire's blade looks like a ton of fun and i'm really looking forward to running it. I haven't purchased grasp yet (I should really get around to it). My group is having a great time, though, and I'm really happy how modifiable they are (group wants to hack something to death? Oh look! an antagnoist! group wants to roleplay? there's a ton of interesting NPC's) |
| Arcane Guyver10-06-06, 02:40 PM | Shadows is good. My only complaint is that the PCs are brought into a...ah...dangerous place way too early in their career. You'll either need to houserule the healing rules or hope the PCs bring lots of potions. Whispers has potential, but it requires some more work on your part. It is heavily scripted, more so than most modules I've read, so you should take extra care so it doesn't feel like the PCs are being dragged through it without any choice. The Emerald Claw can be a bit...lethal, so you should take that into consideration when running. The author actually has an alternate (read:better) version of one of the encounters available for download on his website. Haven't ran Voyage yet, because my players unanimously prefer stuff I come up with. Maybe with another group... |
| beezly10-06-06, 09:10 PM | http://homepage.mac.com/macbrucecordell/B1283663648/C608165187/E1610916623/index.html That's the alternate version of which Arcane speaks. |
| miscellany10-06-06, 09:25 PM | I do not know for sure because I have just started playing in them. I hope each adventure is worth it! |
| ChaoticGood10-06-06, 09:39 PM | Care to try that link again? It doesn't work for me, and http://homepage.mac.com/macbrucecordell/index.html doesn't seem to lead to any sort of index at all. I own all three of them, and - without having actually run them yet, mind you - I'd say... Shadows is interesting for the fact that it was written by Keith Baker himself. It's very useful for understanding how a "standard" adventure should play out in this setting, and includes a great example of a uniquely Eberron dungeon crawl. Whispers seems like a roleplay-heavy module, which could be why there is so much scripting. You may want to change the wording of some of the passages a bit, but make sure that the tone stays same: polite but haughty for nobles, hushed whispers for secret agents, and so forth. The most fun part about it is that there are times when the party may know right where their quarry is, but be utterly incapable of doing anything about it. The final chapter is a very interesting dungeon; be sure to remind your players that they are supposed to bring their quarry back alive! Grasp is... eccentric. For one thing, the encounter levels fluctuate too greatly for my liking. Also, the temple map doesn't actually work out in 3-dimensional space. The final encounter, however, looks like a lot of fun, so I look forward to using it in a game at some point. Here's hoping a corrected version of that link can improve my opinion of this module. :) |
| DBlizzard10-07-06, 12:49 AM | Care to try that link again? It doesn't work for me, and http://homepage.mac.com/macbrucecordell/index.html doesn't seem to lead to any sort of index at all. The link works fine for me. Try clicking the gaming link on Bruce's site. It filters just the gaming entries, and it's easier to find then. |
| valkeriesmurf10-07-06, 04:16 AM | Shadows was good. Not only remember to house rule the healing or make sure PCs have lots of healing potions as they go into the Mournlands (I "over looked" the not being able to heal.) But be sure to throughly read the sections on Whitehearth. Not all the keys are there to get to the various rooms described. My only problem was PCs going look, Emerald Claw at the Rose Quarry and wanting to take them all out and complaining to me on numbers and it being too hard. Whispers is also good. Do be careful again with how heavilly scripted it is and also be very prepared that at any time they seem to catch up with their quarry, that they could end the game early. Possibly as early as their first encounter with him. Of course, by the time my group got to their quarry, one player says they only want the sword, give them the sword and they'll let him go... so... they didn't really succeed. Grasp... I thought was fairly good. Group was a bit higher level when going through, so I'd already gone through with modifying some of the encounters and leaving others alone, so I didnt really notice the varying encounter levels, just chalked it up to yet another published module that doesn't really keep in mind what PCs should be able to do for their level. Voyage, as stated before is a stand alone, not connected. Haven't run it yet, so don't know. Just that I'm holding onto it for another campaign idea to run. |
| DarkWarriorKarg10-08-06, 11:24 AM | Just make the airship in Voyage about 4 times the size it's listed. After all, the "largest airship built so far" is smaller than the "average" airship in the Explorer's handbook. The other 3 modules were written before the final version of the campaign setting was created, hence certain environmental discrepancies. |
| Bluebrush10-08-06, 07:44 PM | In short: yes. Though I disliked Voyage of the Golden Dragon enough to stop reading it halfway through. Read the erreta for Shadows before you run it, use Bruce's alternative encounter in Grasp. Oh, and watch out for the last encounter in Grasp. Our party of six high-stat characters got creamed by Xulo. |
| neantollo10-10-06, 04:08 PM | The Voyage of the Golden Dragon is loads of fun. There are lots of little plot threads and maguffins in it that it seems to cause a lot off exasperated confusion in the party as to what is really happening. The NPCs are fairly well thought out, and a number of them can be used to tie into future adventures. Virtually every character class has an opportunity to shine, too. |
| Neofish10-10-06, 05:27 PM | Whispers of the VB, imo, totally captures the cinimatic flare that is Eberron, it has high speed chases, ball room dancing, and a train robbery and a anicent temple showdown. I love, it was so over the top, and at certain points, you just feel like your in a movie (when you just miss the airship, and then Rarwog shows up and basicly smiles and says "need a lift?", beautiful). GoftEC has great points during the adventure, the sub chase (Burce's alt shark encounter was pretty heart pounding) and the final encounter were great. I also liked Shadows of the last war, but for totally different reasons. Shadows kinda plays out as a more gritty, plupy, stealth type adventure. It also plays heavily on the spy type aspect aswell, imo. Haven't bought Voyage yet, but i'm sure I will, I heard it was a murder mystery, which sounds like something i'd like to play in or run (if I buy it, I won't get to play in it, just run it *sigh*). |