| Post/Author/DateTime | Post |
|---|---|
| ressurrector12-26-05, 03:20 AM | for a new group, Ebberron of course. nobody has played Ebberron before, to the best of my knowledge. And I'm fairly new as a DM. |
| LugWrench12-26-05, 04:50 AM | Well, the back of the Eberron setting book has a 'qucikie' module in it geared for first level players. Not too long, and not Orc & Pie, either. Its meant to show people just how things work in Eberron without running the risk of a TPK. Your milage may vary on the TPK, though. This mission also ties in with the three full Eberron modules currently in print, Shadows of the Last War, Whispers of the Vampires Blade, and Grasp of the Emerald Claw . Other than that, there are several modules that can be converted with some work. The 3.0 module The Sunless Citadel works also, but that one can be fairly long, depending on how quickly your combats go, and how often the group stops to rest. Also available are the mini-modules on the wizards site. They arent part of any grand story arc, so theres no need to worry about continuity from one scenario to another. They also make nice 'leveler' modules. If the party is only a few xps shy of meeting the reccomended level for a particular module, drop one of these in and go for it. There are also generic modules available in Dungeon magazine, and there are several for Eberron campaigns, including a three-module arc. As a new DM, I would recomend starting small and building from that. As you play, youll get more comfortable with how the systems work, and how to apply them. Heck, you might even try your hand at making your own modules. Time-consuming, to be sure, but very satisfying. |
| ressurrector12-26-05, 04:59 AM | Thanks for the info. Last time I DM'd (didn't go too well) I tried to make my own module, since about half the group had access/knowledge of about every module....you probably know the type. Since these players are new to the setting, should be safe. I'll just warn them to stay out of the back of the book, or start hitting them with int/wis/knowledge checks. |
| LugWrench12-26-05, 02:18 PM | Actually, keep a pool of critters in mind, or make a short list of about 6 or 8 monsters, with a CR of 1 or less. These are the critters you toss in whenever the group gets bored, thinks they know whats going on, has read the module, etc. For example, having a few 'dead bodies' near the door to Dorasharn get up as zombies and attack the party will toss them off balance if they have read the module. Dont go nuts, though. Having a 10th Rogue/10th Wizard Balor jump the group is just plain mean....fun, but mean. :P |
| Journeyman Samwise12-26-05, 05:00 PM | Be careful with some of the Eberron settings. My party of 6th level characters was confronted with a Dire Shark, we lost two to it's HORRIFYING JAWS OF DOOM before we realized that, oh, this is one of those moments where running away is the smart thing to do. |
| Comicone12-26-05, 05:06 PM | When encountering the Dire Shark... here what you do no spoilers at all... Send in the Giant License Plate!!! This happened to me, and I proved a valuable distraction, high iron meal, and a good tooth cleaner |
| ressurrector12-26-05, 05:22 PM | When encountering the Dire Shark... here what you do no spoilers at all... Send in the Giant License Plate!!! This happened to me, and I proved a valuable distraction, high iron meal, and a good tooth cleaner Well, I'd hope my players would think of: electricity spells (it's in the water), or get away from the water, or Throw in the halfling/gnome and run for it. |