vulcan_idic
Explorer
Hello
In a few months I'm returning to my home campaign where I was formerly a player and ask for the opportunity to DM. THey are familiar with Eberron having read the campaign setting and kicked it around talking about it before, but haven't played it. I've been playing it a lot lately, and really like it, so I want to run a campaign for them in it. I've DMed before, but I'm still a bit green. I think it'll be a bit easier for my home group though as I know the people pretty well.
I'm planning on starting with "The Opening Sequence" adventures (Forgotten Forge, Shadows of the Last War, Whispers of the Vampire's Blade, Grasp of the Emerald Claw) as I've just been through a version of them with my last group as a player, so I'm decently familiar with them. I want to make one fairly large alteration though - skip Whispers of the Vampire's Blade. It's a decently good adventure, quite memorable moments, but it just seemed really jarring to me to spend a good bit of time building plotlines with the schema's and all, getting pulled away for something more or less completely unrelated, and then being thrust back into the original plotline. I'd rather just take the one plot line and flow along it making it: Forgotten Forge, Shadows of the Last War, Grasp of the Emerald Claw. After that that plotline would be completed and I would then transition it into [The Red Hand of Doom] In Eberron
The problem with this that I can see is that while removing Whispers of the Vampire's Blade from the sequence tightens up the story arc and makes it flow along better in my opinion, it opens a bit of an XP/networking/equiptment gap between the expectations of the Grasp of the Emerald Claw and where thte characters are likely to be at the end of Shadows of the Last War.
Any suggestions about modifying these two adventures to tighten up the sequence? I'm thinking about maybe extending the adventuring in the Mournlands a bit to cover some of the gap, but I don't want to push it too much as the Mournlands can be really difficult due to the lack of real healing available. Another option might be to embroider more on the return journey from Rukaan Draal (sp?) to Sharn.
Thank you in advance for the advice.
In a few months I'm returning to my home campaign where I was formerly a player and ask for the opportunity to DM. THey are familiar with Eberron having read the campaign setting and kicked it around talking about it before, but haven't played it. I've been playing it a lot lately, and really like it, so I want to run a campaign for them in it. I've DMed before, but I'm still a bit green. I think it'll be a bit easier for my home group though as I know the people pretty well.
I'm planning on starting with "The Opening Sequence" adventures (Forgotten Forge, Shadows of the Last War, Whispers of the Vampire's Blade, Grasp of the Emerald Claw) as I've just been through a version of them with my last group as a player, so I'm decently familiar with them. I want to make one fairly large alteration though - skip Whispers of the Vampire's Blade. It's a decently good adventure, quite memorable moments, but it just seemed really jarring to me to spend a good bit of time building plotlines with the schema's and all, getting pulled away for something more or less completely unrelated, and then being thrust back into the original plotline. I'd rather just take the one plot line and flow along it making it: Forgotten Forge, Shadows of the Last War, Grasp of the Emerald Claw. After that that plotline would be completed and I would then transition it into [The Red Hand of Doom] In Eberron
The problem with this that I can see is that while removing Whispers of the Vampire's Blade from the sequence tightens up the story arc and makes it flow along better in my opinion, it opens a bit of an XP/networking/equiptment gap between the expectations of the Grasp of the Emerald Claw and where thte characters are likely to be at the end of Shadows of the Last War.
Any suggestions about modifying these two adventures to tighten up the sequence? I'm thinking about maybe extending the adventuring in the Mournlands a bit to cover some of the gap, but I don't want to push it too much as the Mournlands can be really difficult due to the lack of real healing available. Another option might be to embroider more on the return journey from Rukaan Draal (sp?) to Sharn.
Thank you in advance for the advice.