Group Starting in Eberron [Archive] - Wizards Community

Post/Author/DateTimePost
Smeared

08-20-05, 11:47 PM
My group (with me as DM) is taking their first steps into the vast world of Eberron, and to make sure I don't screw up (much ;)), I'm going to run the first four modules. I've never run any modules before (everyone is used to homebrew), but that really isn't the problem. While I do have confidence executing them properly, I'm a little worried about the encounters.

My group will have 6 players:
Human Cleric
Dwarven Cleric
Human Druid
Shifter Ranger (Archer)
Changling Bard
Human Ranger (TWF)

Everyone is pretty much a smart, resourceful tactical player. I know I'll have to beef up the encounters a little to make it interesting.

Does anyone have any advice on how I should do it? Specifics or general rules of thumb (keeping in mind I've never run a module before) would be very helpful, as I'd also like to keep the spirit of those modules and the tone of Eberron overall.

Thanks kindly for any tips provided!
Marshall Stone

08-21-05, 12:48 AM
You know you might NOT have to beef up the encounters.

The swarms and horrid rats in the first adventure almost wiped out my group of players.

Later on in the adventures it's possible that the group may have to fight: well armed Emerald Claw soldiers, lots of them; determined Warforged, lots of them; a Vampire with a rather powerful weapon; Dire Shark; oh and malevolent presence that wants to take over a giant warforged.

Theire really are alot of challenges in the series of adventures. If you really want to, "beef up the encounters" simply have the npc's fight as creatively and resourfully as the players.

Also, just FYI, dungeon put out an inbetween adventure that starts after Forgotten Forge but before Shadows. I think it was dungeon 113 or 116. You may want to check that one out.

Good luck with your game.