| Post/Author/DateTime | Post |
|---|---|
| drasticale05-29-05, 10:24 PM | I'm about to run a game for three friends... One has played through the module, another was the DM for it, and the last is learning about DnD as a whole. I'd like any ideas about how to throw a little curveball at the two friends who've participated through the module already... I already plan on tossing in a little side adventure here or there; to try and keep it fresh... and to help a party with less than the whole four be a little stronger than average. I'm running the modules mainly to help the new player without having to absolutely wrack my own brain for an idea; and to get a little more accustomed to the Eberron setting... Any ideas would be greatly appreciated. |
| talion0905-29-05, 10:48 PM | Which modules are we talking about? I am assuming you are talking about the "official" trilogy of Shadows of the Last War, Whispers of the Vampire's Blade & Grasp of the Emerald Claw? Did you want to switch it up by: A. changing some of the plot; B. or bychanging the encounters but keeping the same plot and eberron flavor; C. or by changing the character levels |
| drasticale05-29-05, 11:00 PM | Did you want to switch it up by: A. changing some of the plot; B. or bychanging the encounters but keeping the same plot and eberron flavor; C. or by changing the character levels I want to keep the flavor of Eberron, but if anyone could put forward some ideas that could basically change the undercurrent of the plot, while basically keeping the action the same, with a few small changes. <I'd like to surprise my players, but not leave any huge logic holes... which I'm famous for doing.> And, I'd like to knock the characters up to 2nd level to begin with; but I don't know if this will keep the challenge the same, or if I might be leaning the favor totally in my characters side. |
| travellersside05-30-05, 06:06 PM | For an interesting change - drop the Emerald Claw entirely and replace them with followers of the Lord of Blades. Most of the ones they're up against are 'forged, with a couple of artificers mixed in as healers. Make sure that, if any of them are high enough level, they also have a homunculus or two - partly for practicality (being spied on by an Expeditious Messenger or a Furtive Filcher could be interesting) and also be a handy weak spot - either target the tougher artificer, or injure him by taking out his sidekick. Also, there's no reason why they couldn't hire fleshies for some things, so it wouldn't be 100% warforged. See how long it takes the players to work out what's going on. Incidentally, from background reasons, the 'forged would be more interested in the thingy at the end of GotEC than the Claw would be. Any use as a 'different' way of running the modules? As far as starting out at 2nd level goes - shouldn't be a problem. You might want to bump up a few bits here and there, or use a bit more tactics in the combats, but the noncombat parts shouldn't be affected. As it stands, some of the encounters are a bit too tough for their level - but that's what Action Points are for. |
| talion0905-30-05, 06:40 PM | I like the idea of swapping the Emerald Claw and Lord of Blades as the main opponent in the adventure. It works out pretty well for whoever is taking Garrow's place. If the PC's manage to kill him, just bring in another model from the same series, lol I think you should be fine at level 2, because you are running with only 3 characters instead of 4 anyways, right? Taking on the forgotten forge with only 3 level one characters might lead to a TPK if you run it as written. If you really want to switch it up for the player who has run the module before, consider removing the Emerald Claw from the adventures altogether. Move the Lord of Blades to the primary opponent role (previously occupied by the Emerald Claw as written) and insert a totally different Eberron faction into the secondary role (previously occupied by the Lord of Blades as written) I'd suggest going with the Lords of Dust/House Cannith for the secondary role. Isn't one of the House Cannith branches (centered in Aundair?) under the sway of the Lords of Dust? Besides, then you get the nice pulp/noir "doublecross" feel going when the PC's figure out that one of the Groups trying to kill them is actually the branch of House Cannith that Lady Elaydren claims to represent... |
| drasticale05-30-05, 06:47 PM | I really appreciate the help. I like using a different faction of Cannith instead of the Claw; and expanding the generic role of the LoB faction. Maybe towards the end, I'll let the characters know <or make them think I'm trying to fool them> that Elaydren is not who she says she is. The one who ran the module will know I'm telling the truth, but he's good with metagaming. I even intend on using the 'Steal this Hook' that involves LoB hijacking airships... So, by the end of the series, the characters will be a massive pain in the LoB's side... This could be interesting. |
| Zalaz Mavi05-30-05, 08:58 PM | For "Whispers of the Vampire's Blade" I stripped out everything I thought was gratuitous, and reworked it into a scenario similar to the film "The Good, the Bad and the Ugly." The group and the Eyes of Aundair each possessed 1/2 of the information needed to locate what's-his-name, forcing them to work together. The Emerald Claw, in the role of "the Bad," turned up in unexpected and clever ways to cause problems. Of course, in typical noir fashion, I had the players ultimately find what's-his-name in a coma; the struggle between maintaining his own will, while fighting off the sword and his vampire master eventually proved too much and his brain broke. The group was pleased with this as I had the resolution take place in the Blade Desert, and they were glad to not have to maintain a watch on him through the desert and Q'barra to catch passage back to Sharn... |
| drasticale05-30-05, 10:11 PM | I think I might actually change the Lucan scenario a bit... I don't like the fact that they both seemed evil... I might want to actually make his sister a good character; she still distrusts the PC's because she thinks they are out to kill him; but she might ultimately work with them if they can convince her otherwise. The last fight will climax with Lucan tossing down the sword... Maybe might pull a LOTR where he is struggling with himself abive a pit of lava where the temple was actually located... Maybe it's a passage to the plane of fire... Name escapes me. He'll turn himself in to the Dark Lanterns, since the PC's should have good relations, they can count on research being done to return him from vampirism. One question, can a vampire be killed, and then brought back as human with a ressurection spell? If they can or can't, it'll still make for a powerful scene... and then I might go with a campaign devoted to combatting the Emerald Claw as a bit of revenge, all the while being harried constantly by the LoB because the PC's have become too much a thorn in his side. Culminating in a battle on a bridge in upper Dura; where the Claw and the LoB's minions surround the PC's in a knockdown dragout... <Lot's of lower level enemies to make the characters feel swarmed, but feel badass as they toss enemy after enemy over the bridge.> <And, the Dark Lanterns'll have their back. You know, after the battle is over> Garrow needs to get his scrawny butt kicked early on... Would the creation pattern's suggestion ability affect WF? |
| MarkB05-31-05, 04:51 AM | The one thing I've changed so far in WotVB (still partway through running it) was to tie it in properly with the schema plot of the preceding and succeeding modules (SPOILERS follow). I opened the story with the party leafing through a couple of day-old Sharn Inquisitve issues in the Sivis message station while the clerk checked their messages, and finding out about an auction of an old ex-adventurer's goods at the Aurora Gallery, the accompanying picture clearly showing one of them to be a schema (turns out to be a copy of the one the Emerald Claw already have - or you can alter the end of SotLW so that they don't have one of the schemas). The auction will take place this evening. Combining that with a note from Lady Elaydren that she wants to meet the party next morning to report possible progress in the schema quest, and the party easily figure out that she'll be at the auction - and decide to tag along. The auction is well attended and the party can only get seats at the back of the room, but they spot Elaydren near the front. Things go smoothly until, halfway through the bidding for the schema, a tall gentleman in the front row asks to examine it. The moment he takes hold of it, he strikes the auction-officer in front of him, instantly draining the life from him, and runs straight through a nearby window. By the time the party catch sight of him again, he's striding down the side of the tower, and their attempts to follow are foiled by swarms of bats spiraling down out of the night sky. Once the dust settles, Lady Elaydren hires them to follow Lucan, and sends them to meet the Dark Lanterns commander, with whom she's acquainted, and thereafter things generally follow the storyline of the module. (Backstory: Lucan had found out about the schemas, and the Emerald Claw's interest in them, in the course of his normal duties. He had questioned Elaydren about them about a week previously, just after the party returned from Darguun, and had agreed to Elaydren's request to keep it a House matter for the time being. When the sword took him over, it learned about the matter, and took the view that anything the Emerald Claw were interested in must be of importance to the future of Karrnath - so it decided to have Lucan rob the auction before he made his escape from Sharn.) |
| EscherEnigma05-31-05, 08:21 AM | MarkB: nice... I like that introduction to WotVB. I haven't had a chance to run it yet, but it sounds MUCH better then the one included. I'll have to file that under 'ideas to try' should I get the chance. |
| DarkWarriorKarg05-31-05, 10:58 AM | *yank* Thank you for posting that! I was trying to come up with something else than the "punch a monkey"... which would cause the characters to walk on the Dark Lanterns (secret, shadowy, morally questionable groups and palladins do not mix well) |