Along with the Planar Handbook, I also picked up Shadows of the Last War yesterday. In addition to being a 32 page adventure, it also has a small booklet/short-story by Keith Baker about the location of the main portion of the adventure.
I haven't yet been able to see a copy of the Eberron Campaign Setting - the three copies of the campaign book have been sold out in my FLGS) - but that didn't stop me from appreciating this adventure.
It's a combination of wilderness and dungeon delving (with some town encounters). It follows on from the adventure in the ECS, though it's not strictly necessary to do so.
However, I think you're really depriving yourselves if you don't use it as the sequel. You have here the making of a great adventure in four parts (with the final two parts being in the other two modules to be released).
What's good about it? Interesting traps and tricks. A variety of encounter locations. Lots of role-playing opportunities. Intelligent opposition. (Don't discount that last - it's hard to write well or effectively). Reactive opposition. Also important.
I enjoyed the short story. (Though there are a couple of spelling errors and typos. Keith - it's "fared well", not "faired well".
) I liked it enough to read it twice and I'll probably do so again. I do believe it should help the DM get into the right mood for the game.
It's annoying: this adventure has really made me interested in Eberron. I love some of the background, and I wasn't aware of it before. There's some scary stuff here.
What's bad? Well, I don't know.
It's hard to tell the balance of a module without playing it. Let's just say that a stupid party is rather doomed. Mind you, I think that's a good thing. The party has to be REALLY DUMB, in a "Let's attack the Giant Dragon" sort of way. No, there's not a Giant Dragon in the module, but it's a similar concept.
There's a couple of puzzles that might stymie the players... Probably not, but it might be a flaw. I guess that resolution is up to the DM.
I'm not sure how many sessions it would take to play. 3 or 4? It's not the longest of adventures - though I think the DM can extend it easily enough.
The adventure might be a bit linear. It's not too bad, though.
Maps? Hey - they're fine. Remember all my annoyances with recent maps? Not a problem with these. They fulfill all my requirements to be clear and useful. (Much better than those in the Adventure Path).
In any case, this is a module that makes me want to run it. It looks fun from a DM's perspective, and I think it'd be fun from a player's perspective.
So, thumbs up! Perhaps I'll get around to writing a proper review later on.
Cheers!
I haven't yet been able to see a copy of the Eberron Campaign Setting - the three copies of the campaign book have been sold out in my FLGS) - but that didn't stop me from appreciating this adventure.
It's a combination of wilderness and dungeon delving (with some town encounters). It follows on from the adventure in the ECS, though it's not strictly necessary to do so.
However, I think you're really depriving yourselves if you don't use it as the sequel. You have here the making of a great adventure in four parts (with the final two parts being in the other two modules to be released).
What's good about it? Interesting traps and tricks. A variety of encounter locations. Lots of role-playing opportunities. Intelligent opposition. (Don't discount that last - it's hard to write well or effectively). Reactive opposition. Also important.
I enjoyed the short story. (Though there are a couple of spelling errors and typos. Keith - it's "fared well", not "faired well".

It's annoying: this adventure has really made me interested in Eberron. I love some of the background, and I wasn't aware of it before. There's some scary stuff here.
What's bad? Well, I don't know.

There's a couple of puzzles that might stymie the players... Probably not, but it might be a flaw. I guess that resolution is up to the DM.
I'm not sure how many sessions it would take to play. 3 or 4? It's not the longest of adventures - though I think the DM can extend it easily enough.
The adventure might be a bit linear. It's not too bad, though.
Maps? Hey - they're fine. Remember all my annoyances with recent maps? Not a problem with these. They fulfill all my requirements to be clear and useful. (Much better than those in the Adventure Path).
In any case, this is a module that makes me want to run it. It looks fun from a DM's perspective, and I think it'd be fun from a player's perspective.
So, thumbs up! Perhaps I'll get around to writing a proper review later on.

Cheers!
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