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Experiences with Eberron thus far?
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<blockquote data-quote="Creamsteak" data-source="post: 1728380" data-attributes="member: 552"><p>I've had a total of 5 sessions, mostly over the summer, of Eberron. Already had one TPK in the <u>Shadows of the Last War</u> adventure. Started up again, and will be running the same series of adventures with a group that's only slightly different (1 person changed), but I'm going to use the adventure from Dungeon 113 as a buffer between <u>The Forgotten Forge</u> and <u>Shadows of the Last War</u>. Plus standard "variation" to the mechanics.</p><p></p><p><strong>1st Session:</strong> TFF - Only a 3 person party consisting of a warforged cleric of the silver flame, a high-elf ranger, and a human rogue (with virtually no combat focus). The group easily swayed their way past every skill check, and handled the roleplaying admirably well at least so far as to avoid causing trouble. In combat, however, they were a bit on the mushy side, nearly being wiped out in every single fight once they reached the sewers. Finished the whole of the module in 1 marathon session. The elf died to the warforged encounter at the end (it was Saber, I believe).</p><p></p><p><strong>2nd Session:</strong> Interlude - Lots of bartering and trading in sharn. Trying to acquire information, and even the rogue acquiring a permanent place to rest in the city in the form of an apartment. Later they ended up at the beginning of SotLW.</p><p></p><p><strong>3rd Session:</strong> SotLW 1 - A shifter replaces the elf (same player, similar build), and we have a second rogue with more of a violent penchant. They travel to the goblin lands, handle most every situation there fairly well (I think they "like" goblins a bit ever since we had a particular NPC goblin). Once they hit the quarry... they are mauled to bits. They try to approach the camp, even after they get what warning I could legitimately give them, and walk right into the middle of it. There isn't even any parlaying once the skeletons and watchman aim their weapons. They should have retreated, but they thought they'd luck through it. They could have, if there wasn't a mage with a wand of magic missiles opening up on them. They are captured and interrogated by the vampire-guy. They then are left to solve the puzzle while his undead vulture observes them. This gives them a few hours head start into the mournlands earlier than they originally would have been able to leave. It was a pretty solid set up for a capture and release scenerio that was beneficial to both sides.</p><p></p><p><strong>4th Session:</strong> Blech. Mournlands, much treasure scrounging followed by fighting monsters. The young carcass crab manages to crit twice in as many rounds, one member escapes. But that pretty much killed the pace of things and it was better to start over after a bit of wallowing in the change of events.</p><p></p><p><strong>5th Session:</strong> Same as the first, but with substantial changes. Among them, I reversed the order of a number of locations and encounters, and added about 4 unique and different characters to the whole show. Also worked in a daelkyr experiement into the whole thing. It went well, and next Saturday we are running the follow up session (using the module from dungeon 113).</p><p></p><p></p><p></p><p>The players seem to like it, if only because they like being in a city large enough to have a market for magic and magic items. Not something I usually had in my games (not low magic or anything, but large cities would be uncommon).</p></blockquote><p></p>
[QUOTE="Creamsteak, post: 1728380, member: 552"] I've had a total of 5 sessions, mostly over the summer, of Eberron. Already had one TPK in the [u]Shadows of the Last War[/u] adventure. Started up again, and will be running the same series of adventures with a group that's only slightly different (1 person changed), but I'm going to use the adventure from Dungeon 113 as a buffer between [u]The Forgotten Forge[/u] and [u]Shadows of the Last War[/u]. Plus standard "variation" to the mechanics. [b]1st Session:[/b] TFF - Only a 3 person party consisting of a warforged cleric of the silver flame, a high-elf ranger, and a human rogue (with virtually no combat focus). The group easily swayed their way past every skill check, and handled the roleplaying admirably well at least so far as to avoid causing trouble. In combat, however, they were a bit on the mushy side, nearly being wiped out in every single fight once they reached the sewers. Finished the whole of the module in 1 marathon session. The elf died to the warforged encounter at the end (it was Saber, I believe). [b]2nd Session:[/b] Interlude - Lots of bartering and trading in sharn. Trying to acquire information, and even the rogue acquiring a permanent place to rest in the city in the form of an apartment. Later they ended up at the beginning of SotLW. [b]3rd Session:[/b] SotLW 1 - A shifter replaces the elf (same player, similar build), and we have a second rogue with more of a violent penchant. They travel to the goblin lands, handle most every situation there fairly well (I think they "like" goblins a bit ever since we had a particular NPC goblin). Once they hit the quarry... they are mauled to bits. They try to approach the camp, even after they get what warning I could legitimately give them, and walk right into the middle of it. There isn't even any parlaying once the skeletons and watchman aim their weapons. They should have retreated, but they thought they'd luck through it. They could have, if there wasn't a mage with a wand of magic missiles opening up on them. They are captured and interrogated by the vampire-guy. They then are left to solve the puzzle while his undead vulture observes them. This gives them a few hours head start into the mournlands earlier than they originally would have been able to leave. It was a pretty solid set up for a capture and release scenerio that was beneficial to both sides. [b]4th Session:[/b] Blech. Mournlands, much treasure scrounging followed by fighting monsters. The young carcass crab manages to crit twice in as many rounds, one member escapes. But that pretty much killed the pace of things and it was better to start over after a bit of wallowing in the change of events. [b]5th Session:[/b] Same as the first, but with substantial changes. Among them, I reversed the order of a number of locations and encounters, and added about 4 unique and different characters to the whole show. Also worked in a daelkyr experiement into the whole thing. It went well, and next Saturday we are running the follow up session (using the module from dungeon 113). The players seem to like it, if only because they like being in a city large enough to have a market for magic and magic items. Not something I usually had in my games (not low magic or anything, but large cities would be uncommon). [/QUOTE]
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