I've run a couple of them. It should be noted that this doesn't really do anything to address D&D stealth-mission problem (especially for a typical combat focused party), and in the first one (Mirkmire) the alarm was raised and most of the party were arrested, although one did escape with the McGuffin. You need to be prepped for "fail state" on these adventures. It's also worth noting that the the Victorian-style museum isn't a good fit for some D&D settings. There are no suggested settings in this book.
I also ran Reach for the Stars, which works much more like a conventional dungeon bash. Although if the party pay attention to the map they receive early on they can go straight for the boss, making it a short adventure. My players approached it video game style and cleared the entire house before going down to face the boss!
That's all I've done so far, but I have Heart of Ashes and Concordant Express coming up.
It uses a lot of modrons and other planars, which I felt meant a lot of changes to adapt it to Eberron (which I considered). It's very Planescape.Concordance express caught by eye for a Eberron game.
Distracted atm so haven't read it to much.
It uses a lot of modrons and other planars, which I felt meant a lot of changes to adapt it to Eberron (which I considered). It's very Planescape.
It's easy enough to adapt a generic fantasy adventure to a different ruleset if they are tonally similar. But Concordant Express is jokey and OTT (see: Time Bandits). So, you could easily replace modrons with human staff, but their lawful stupidity wouldn't be funny in the same way.I'll have to have a closer read. Generally I can adapt on the fly with adventures from 1E/& B/X through to OSR, 5E and Pathfinder
Why would you need to replace the modrons for an Eberron game? Modrons still exist in the setting. (They’re native to the plane of Daanvi.)It's easy enough to adapt a generic fantasy adventure to a different ruleset if they are tonally similar. But Concordant Express is jokey and OTT (see: Time Bandits). So, you could easily replace modrons with human staff, but their lawful stupidity wouldn't be funny in the same way.
They don't run the lightning rail though. And a train between Eberron's Moons/Planes doesn't seem like a good fit lorewise or tonally.Why would you need to replace the modrons for an Eberron game? Modrons still exist in the setting. (They’re native to the plane of Daanvi.)