Eberron Adventures (Forge, Secrets, Whispers and Grasp): Best party composition?

Klaus

First Post
So I got meself a nice and shiny set of Eberron books (Campaign Setting and the three adventures) and I plan on DMing it sometime.

Assuming a 4-PC party, which races and classes are best/most suited to brave the four adventures (Forgotten Forge, Secrets of the Last War, Whispers of the Vampire Blade and Grasp of the Emerald Claw)?

Also, is there anywhere we can see the full cover images (not the Eberron dressing, but the awesome Wayne Reynolds widescreen panels that were used in them covers)?
 

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Klaus said:
Assuming a 4-PC party, which races and classes are best/most suited to brave the four adventures (Forgotten Forge, Secrets of the Last War, Whispers of the Vampire Blade and Grasp of the Emerald Claw)?

As SotLW takes the party into the Mournlands, it'd be good if there's a warforged (fighter-type) and an artificer in the group - the warforged would have to do it's best to suck up all the damage, or else the party will have a pretty hard time.
Other than that, it's pretty much the usual stuff.


Klaus said:
Also, is there anywhere we can see the full cover images (not the Eberron dressing, but the awesome Wayne Reynolds widescreen panels that were used in them covers)?
Not that I know of, but I'd like to see that too.
 

Our group is in the midst of these adventures right now, and we have a shifter ranger; kalashtar psion; human artificer/wizard and my warforged fighter. The healing's at a premium, but that problem is marginally offset by the help our benefactor has provided. Otherwise, I believe we're doing pretty well to this point...knock on wood :)
 

In the name of my conscience I must warn you of 'Whisper of the vampire's blade'. The rest of the Eberron adventures are ok but this adventure is a one way ticket to linear city. It's a cliche after cliche nightmare train with no stops to get off... sorry for being so dramatic but it nearly turned my group off Eberron.

Good luck with the campaign though, Eberron IS a great campaign setting

lior
 

lior_shapira said:
In the name of my conscience I must warn you of 'Whisper of the vampire's blade'. The rest of the Eberron adventures are ok but this adventure is a one way ticket to linear city. It's a cliche after cliche nightmare train with no stops to get off... sorry for being so dramatic but it nearly turned my group off Eberron.

Haven't played it thus far, but still: I cannot say that I do not disagree with you.
(Although each scenario in and on itself is pretty neat, but it's neither really tied into the "trilogy", nor can it seriously played without extreme railroading.)
 

I ran my group (just two players, unfortunately, a shifter fighter/barbarian and a human wizard) through Shadows yesterday (12 hours of almost non-stop gaming!!) and while I didn't expect them to move through it so fast or for us to play that long, and thus neglected to prepare accordingly for the latter half, we had a blast. Just make sure that the group has a healer in it, or at least somebody who can use a wand of CLW. With the damage being spread between only two chars, the recovering is slower and the characters don't really have time to go shopping for more supplies during the adventure.

Remember to play up Garrow, he makes for a nice recurring villain the players (and prolly the characters too ;)) will be happy to hate.
 

OK, so a Warforged with high hit points (Ftr w/ Adamantine Body or Bbn w/ Mithral Body) to soak up damage while in the Mournlands.

I'm inclined to include a Valenar elf ranger (so a player can enjoy that fine two-bladed scimitar from Secrets; a horse animal companion would also come in handy during the many chases in Whispers, no?).

Keep 'em coming, folks!
 

My group has a Gnome artificer with two warforged warrior-types. A halfling rogue and a human fighter.

They have done very well thus far. (minus a few bad decisions)

The warforge have a great advantage as constructs. They are immune to poison and several other bad things. Their draw back involves healing which the artificer aids considerably.

The rogue is good for getting them in and sometimes out of trouble. The extra fighter didn't hurt any.

Shadows is good to have warforged within the party.

Whispers (not done yet) is a role playing non- hack n slash style game. Good for rogues and bards.

Grasp .... just only got and read it. Fighters are important and I suspect a healer would be good on this one.

Garrow can be a great villian along with Demise and how can we forget the warforged.


With my specicific game (see link below) I am stretching out the adventure. The original Creation Schema was from level 1-6. Mine will be 1-16 maybe even 18.

I have made the schema into 6 parts. The parts are more spread out (includes Frostfell) and more parties are involved. Two competing factions of House Cannith (north and South)and two competeing leaders of Emerald Claw (Garrow and Demise). The Warforged are there and I'm considsering to involve the Aurum. The Trust of Zilargo will possibly be informed but I have yet to decide if they will act. Depends on PCs involved.

Then it gets better. A lich is there ...waiting ....
 

I'm looking to slot some other adventures into the series, to make my game more focused on the city of Sharn.

Anyone have an ideas about what I should use? I'm going to use Fallen Angel from Dungeon mag, but the other Eberron adventures in Dungeon didn't do much for me.

PS
 

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