I finally started it! [Archive] - Wizards Community

Post/Author/DateTimePost
Eriedm

10-24-04, 12:20 PM
At last, my Eberron game started last night, we played through the Forgotten Forge, and man was it a blast! I wonder was the adventure as lethal for everyone else as it was for my group? I admit that it was the first time they had ever faced a swarm, and man it was ugly! I can't wait for the next two weeks so we can start SotLW. Any tips on running this would be appreciated.
Flack Jack

10-24-04, 02:42 PM
Well it's about time Eriedm. Welcome to Eberron friend. I ran that quest 3 times and 2 out of 3 worked pretty well. But on the second time fecal matter really hit the fan.

Spoiler Alert!

When the party got to the door with the acid trap the entire party almost died. They just kept touching it, and touching it. They would try a stick, and then think it was safe only to fry themselves again. We had to actually take a few days off to rest before going back down there. I forget how long it took them to figuar it out but definately to long for a group of players I had respect for. Ouch!
m15a

10-24-04, 02:51 PM
*more FF spoilers*

speaking of that trap, is there any clue to figuring out that puzzle? i figured the inventor of the trap must be a reasonable, mathematical fellow and, following that train of thought, got lucky and succeeded on first try.
Daelkyr

10-24-04, 03:06 PM
speaking of that trap, is there any clue to figuring out that puzzle? i figured the inventor of the trap must be a reasonable, mathematical fellow and, following that train of thought, got lucky and succeeded on first try.

As far as I can tell, none what so ever.

Any tips on running this would be appreciated.

***Spoiler***


First off Eriedem, make sure that you have a solid understanding of the flow of the adventure. Because so much is done in traveling you really need to know what comes next to keep the game from lagging. My suggestion for that is the "Red Line" suggestion from Dragonshards - Heroic Journeys (http://www.wizards.com/default.asp?x=dnd/ebds/20040719a). And does that thin man ring any bells?

As well, be forwarned. Shadows of the Last War was written without the rules for no healing in the Mournland in mind. (If you didn't know this, it is on pg. 188 in the Section Government and Politics. First paragraph, last sentence.) Therefore, even with full hit points, the party may find the encounters too tough simply because they have no way to heal while there.
A few options mentioned on the boards are the druid spell Goodberry, Rope Trick or house ruling that potions that have been in the Mournland since the day of Mourning still work, but only there.

As well, I would suggest that you work up Gallows personality and make sure that he survives both of his encounters with the PC's. He plays a role in the next adventure: Whisper of the Vampire's Blade.

Oh, and don't forget to remind your players that action points can be used to stabilize when at negative hit points. Sometimes its the best action point spent int the game.

I hope these help and you have fun. If you've any other questions feel free to PM me and we'll talk some more.

Good gaming.
biophy6

10-24-04, 03:38 PM
****spoilers***

*more FF spoilers*

speaking of that trap, is there any clue to figuring out that puzzle? i figured the inventor of the trap must be a reasonable, mathematical fellow and, following that train of thought, got lucky and succeeded on first try.

Actually, I think that they are talking about the first door down past the sewers. That one had the acid trap. The other trap in the foundry was a shocking grasp trap. I thought that the traps were the weakest part of FF. But overall I thought it was good. All but 1 PC was down during the Sabre fight (including m15a heehee). But I would have been happier if there was a way to "think past" the trapped doors.

-biophy6
Gurv

10-24-04, 03:38 PM
*more FF spoilers*

speaking of that trap, is there any clue to figuring out that puzzle? i figured the inventor of the trap must be a reasonable, mathematical fellow and, following that train of thought, got lucky and succeeded on first try.
There are no clues to it, so short of reading the flavor text to them over and over and hoping one of them remembers the reaction the journal had when near a House Cannith ring, all you can do is change it and add more clues.

Personally, I think the statement that "Even if the trap is disabled, only Bonal's journal can open the door" is at best, more than a little ridiculous if taken literally.

I would have it also open to anyone with the Mark of Making, to start with. And I would allow anyone who disabled the trap to realize that this was the case. That at least allows for the possibility of forging the Mark with the proper methods.

Else, just change it and add a tough Open Lock check to open the door, or let them bash it down.
m15a

10-25-04, 12:37 AM
oh yeah! my bad. i was thinking of the shocking grasp trap, sorry. how can i forget the acid splash trap, considering it hit me twice!