| Post/Author/DateTime | Post |
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| JohnnyONeal04-11-05, 11:33 AM | While I'm still knee-deep in my enjoyment of Races of Eberron, this month's previews article (http://www.wizards.com/default.asp?x=dnd/iw/20050407a) whetted my appetite for the forthcoming Heroes of Battle (http://www.wizards.com/default.asp?x=products/dndacc/860900000). I'm currently in player mode, but whenever I take up the mantle of DM again, I plan on kicking off the campaign with a few Last War adventures. We finally know a fair amount about the Last War, and I expect Five Nations will reveal even more. So how should I approach this? I think the first step would be to dictate that all the characters are fighting on the side of Cyre (or serving in a paid noncombatant role on behalf of Cyre, for any dragonmarked character). The first adventure would bring them together on the battlefield and simply expose them to some terrifying combat. Once they've survived that, levels 2-4 will be a three-part adventure that sends them on a special mission related to the war. At the end of that adventure, the Mourning will occur. After that, I figure I'll fast-forward a year and kick off some more traditional Eberron adventures. But I can foresee some issues: An all-Cyre party could be a little monotonous. What are some good ways to keep the mix interesting? What races or cultures simply make no sense fighting with this kind of party? With a setup like this, the characters could easily become obsessed with the Mourning. Do I make that the focus of the campaign, or leave its cause mysterious? Dungeon-crawling is always fun, but it might feel like a letdown after battlefield adventures. Without re-starting the Last War or drastically shifting the setting's status quo, what are some opportunities to get the PCs back involved in large-scale combat? It may be months before I round up people for this campaign, but I'm loving the idea. Any other advice? |
| Jagermeister04-11-05, 11:42 AM | While I'm still knee-deep in my enjoyment of Races of Eberron, this month's previews article (http://www.wizards.com/default.asp?x=dnd/iw/20050407a) whetted my appetite for the forthcoming Heroes of Battle (http://www.wizards.com/default.asp?x=products/dndacc/860900000). I'm currently in player mode, but whenever I take up the mantle of DM again, I plan on kicking off the campaign with a few Last War adventures. We finally know a fair amount about the Last War, and I expect Five Nations will reveal even more. So how should I approach this? I think the first step would be to dictate that all the characters are fighting on the side of Cyre (or serving in a paid noncombatant role on behalf of Cyre, for any dragonmarked character). The first adventure would bring them together on the battlefield and simply expose them to some terrifying combat. Once they've survived that, levels 2-4 will be a three-part adventure that sends them on a special mission related to the war. At the end of that adventure, the Mourning will occur. After that, I figure I'll fast-forward a year and kick off some more traditional Eberron adventures. But I can foresee some issues: An all-Cyre party could be a little monotonous. What are some good ways to keep the mix interesting? What races or cultures simply make no sense fighting with this kind of party? With a setup like this, the characters could easily become obsessed with the Mourning. Do I make that the focus of the campaign, or leave its cause mysterious? Dungeon-crawling is always fun, but it might feel like a letdown after battlefield adventures. Without re-starting the Last War or drastically shifting the setting's status quo, what are some opportunities to get the PCs back involved in large-scale combat? It may be months before I round up people for this campaign, but I'm loving the idea. Any other advice? We are currently engaged in a Last War campaign, fighting on the side of Breland. Most of our opposition has come from Cyre so far. To keep things well mixed, one of our characters was a Changeling spy working for Cyre. Another of our characters is a Warforged who grows increasingly more aware of his manipulation in the war. He seems designed to fall in with the LoB crowd by the end of the war, unless the rest of the party manages to restore his faith in the "fleshy-races". In addition, some of the PCs are loyal and fight willingly for Breland, while others are simply mercenaries with no loyalties or ties save to coin and contract(and perhaps not so much even to the latter). Figuring out the cause behind the Mourning could be an excellent long term campaign goal for your party, if they gravitate in that direction as far as investigation goes. As far as getting them back involved in large-scale combat, I'm not sure. Perhaps the peace in your game doesn't last so long after the signing of the Treaty of Thronehold. The options for who could start the conflict up again are virtually limitless. |
| WotC_James04-11-05, 11:49 AM | David Noonan, the lead designer for Heroes of Battle, ran a pretty long campaign set during the Last War... I think it's just wrapping up now. He had the PCs as members of a mercenary company working for Breland. The mercenary angle worked pretty well, since it gave the PCs more leeway than they otherwise might have had. It also allowed any PC the players could come up with, including a goblin (at least for a while). The Treaty of Thronehold says the war is over, but the elves of Valenar are inclined to disagree... Of course, I was the lead designer for Heroes of Horror, so my Eberron campaign has taken a rather different turn. And that, in a nutshell, is the beauty of the Genre Series. |
| AvonRekaes04-11-05, 11:53 AM | I'm running a game set in the year 1002 YK and I restarted the war by having the Mournland inexplicably take Thrane. Such a devestating event would cause the fragile peace to shatter, in my eyes. The whole "New War" in my campaign is more of a backdrop. I like running Sharn with the idea of a war brewing on the back of everyone's mind, and everyone still knows about the Crystal Tower and how it was thought to be an act of sabotage from foreigners. But in your campaign, the "New War" could be the focus of your adventures yet again, if your PCs realy liked the field battles. |
| JohnnyONeal04-12-05, 07:37 AM | Thanks for the thoughts. It's especially cool to hear from one of the Eberron creators! I'm looking forward to Heroes of Horror, James! Johnny |
| ieattrollsforbreakfast04-12-05, 11:58 AM | I think Last War campaigns are a great idea, I'm even running one over on the Real Adventures forum (look for Eberron: The Last War of Aundair). The story starts long before yours does, during the rebellion of the Eldeen Reaches. I have just finished a huge battle opening scene, pitting the Aundair (and the party) agaisnt Breland, and eventually a force of rebelling druids (one of the first to rebel). So far its been going pretty well, and I'm sure Heroes of Battle will help a great deal :) The characters are pretty varied, though they pledge their current alliegance to Aundair they come from across Khorvaire. From a goblin with family in Breland to a shifter from the Shadow Marches, there was quite a range. In your situation, I think I'd gauge the player's reactions first. I'd probably plan a little bit of an adventure based on the Mourning, and if they enjoy it and want to know more, I continue with that. Otherwise, I find them something else to do. As for large scale combat, how about rather than pitching two armies against each other, go for smaller, multiple armies. Take them to Xen'drik, and have them, with a few allies, get caught in a three-way battle between a tribe of drow and a task force of Emerald Claw relic seekers. |
| TarlSS04-13-05, 02:10 AM | At the moment I'm running two campaigns in the same setting and having them affected by each other. Essentially what it entailed was a by-play of a Rakshasa Rajah opening up a portal to Xoriat. He succedded so now the party is fighting pitched battles with the Lords of Madness ( The Daelkyr and conviently everything that came out with the new LOM book.) and trying to unite the Five Nations and bind the gate to Xoriat once again. Meanwhile they have to deal with the Rajah. His godliness is kept neatly in the background battling an unlikely combination of both the forces of the Chamber and the Inspired, however he manages to be a nuisance by sending off assasins and setting up traps for them. Essentially the aberrations serve as the large set piece encounters, and the Rajah provides motivation for dungeon-crawling. Huge set piece battles are impressive but exhausting. They often wind up playing as long as warhammer or equivelent games. It's my experience that players like to switch up frequently so they can dungeon crawl and do the set piece battles. |
| RamblingScribe04-13-05, 08:45 AM | I've been toying with the idea of running a campaign with flashbacks to what the PCs were doing during the Last War. Of course the problem I haven't overcome is how to prevent things from happenning in the past that contradict the central campaign. Frex, if a PC dies in a flashback when they are clearly alive in the present. I haven't been working too hard to solve it since I'm already running a game and have seveal other ideas waiting in the wings. Craig Shackleton, The Rambling Scribe |
| Dunbar Brasstwister04-13-05, 10:46 AM | I recently thought of a really interesting moment for a high level Last War campaign. Imagine your character is an injured general for the Brelish army who's staying in Sharn. You're standing on a tower and you look to the northwest and see a large black cloud approaching. The longer you watch, the closer it gets. You start to notice a strange buzzing sound. Then you realize...those are final messengers...thousands of them... :eek: |
| talion0904-13-05, 04:20 PM | I recently thought of a really interesting moment for a high level Last War campaign. Imagine your character is an injured general for the Brelish army who's staying in Sharn. You're standing on a tower and you look to the northwest and see a large black cloud approaching. The longer you watch, the closer it gets. You start to notice a strange buzzing sound. Then you realize...those are final messengers...thousands of them... :eek: 1. Whats to the NW of Sharn? My first thought upon reading your post was that this was the Day of Mourning and those were the final messengers of the fallen WF legions... but Cyre is to the N/NE of Sharn, right? 2. Did Final Messengers make it out of the Day of Mourning? IMHO, I don't think so, since that would give clues to what exactly happened, but I could be wrong. Any ideas/opinions? Has Keith covered this and I missed it? |
| chimpman04-14-05, 01:52 PM | I have to say that I really love this idea. I purchased Cry Havoc from Malhavoc Press for just such a purpose but haven't been able to try it out yet. I'd like to see how Heroes of Battle stacks up. After that, I figure I'll fast-forward a year and kick off some more traditional Eberron adventures. But I can foresee some issues: An all-Cyre party could be a little monotonous. What are some good ways to keep the mix interesting? What races or cultures simply make no sense fighting with this kind of party? Not sure about this one. I play the goblin in Trolls campaign. He's originally from Breland, now serving in the Aundairan army fighting against Breland. I think just about anyone could be a member of the group as long as they have good reason. They don't necessarily have to be from Cyre to fight for Cyre. Dungeon-crawling is always fun, but it might feel like a letdown after battlefield adventures. Without re-starting the Last War or drastically shifting the setting's status quo, what are some opportunities to get the PCs back involved in large-scale combat? Well, I'd look to those nations who did not participate in/were not recognized by the treaty of Thronehold. Droaam would certianly be able to gather together an army, as would Darguun (or the Dhakaani for that matter). And don't forget about the Lord of Blades. These groups can put to gether large armies to attack just about anywhere (and for any reason). And since they were never a part of the treaty of Thronehold, then their attacking doesn't disrupt the status quo (as long as the PCs can stop them). Adventures might include the following: - Discover that some nefarious third party is going to attack somewhere, and try to convince those concerned of the imminent danger. - Gather together all those that are concerned and lead them to stop/throw back the advancing party. - Possibly try to keep the multi-national force together long enough to pursue the threat back to its home territory and end it forever. Take the Lob for example. From the Mournlands he can strike out at just about every nation there is. Everyone has to be concerned about that. If you set up a situation where no one nation can defeat him alone, then the PCs will have to organize (and hold together) some kind of multi-national defense. When the LoB is finally dealt with, everything goes back to being (pretty much) the same. |