Shadows of the Last War - Merric's thoughts (no spoilers)

MerricB

Eternal Optimist
Supporter
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!
 
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Hi, Merric, too bad you haven't gotten the ECS yet. Can't you mailorder it?

I agree that "Shadows of the Last War" is a good adventure. I like how it logically brings the characters to different locations, showing them parts of the world. This is not surprising, since one of the suggestions mentioned in the ECS is to do exactly that. It has a nice, short dungeon part, with a strange atmosphere that suits the adventure well, and good possibilities for roleplaying.

Compared to the adventure in the ECS (Forgotten Forge) it is much better. Forgotten Forge relied too much on ambushes, but is otherwise a descent (short) introduction to Eberron.

One bad thing about Shadows of the Last War is the art. It is really bad, looks mostly like some quick sketches, instead of actual finished art. It is way, way below the standard set in the ECS and is also worse than in most other adventures I have read. Normally I like to have art in adventures to show the players, but the art in Shadows... is almost so bad I would be afraid my players would laugh if I showed it to them :heh:

Hmm...that got a little ranty, sorry. It's just that when I have the ECS which is full of great, atmospheric art, I'd expect the Eberron adventures to at least come close...

Speaking of Eberron art, check out DMAC's Eberron character art threads in the Art Gallery, Cartography & Miniatures Painting forum. It is absolutely amazing!

darklight
 

Hi.

Is the short story just for the DM to read? Does it contain spoilers for the adventure? I've bought the adventure but not read it as I'm trying to persuade my girlfriend to run it for me!

Cheers


Richard
 

MerricB said:
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).
I had a problem with the very first map. It's of an L-shaped structure, with the angle of the L being a little flattened. However, the grid in the structure in question is at a 45 degree angle to all but one (the flattened "point" of the L) of the walls, which is a little annoying. I guess I'll redraw that map when running the adventure.
 

RichGreen said:
Is the short story just for the DM to read? Does it contain spoilers for the adventure? I've bought the adventure but not read it as I'm trying to persuade my girlfriend to run it for me!

The short story describes the main locale for the adventure as it was before the End of the War. It might give you a small clue as to the type of opposition you might face... but I think you'd know that anyway. (It doesn't say "there are five goblins here and a trapped treasure chest...)

I'd say there would be no problems if you read the short-story at all, and it would give you a much greater appreciation of what's going on - indeed, I'd say it'd enhance the horrific elements of the change from "then" to "now."

Cheers!
 

darklight said:
Hi, Merric, too bad you haven't gotten the ECS yet. Can't you mailorder it?

Oh, my FLGS will get in more copies soon. I really don't want to muck around with mail order unless I really have to. (It'll be cheaper from my FLGS!) I'm not planning on dropping everything to run Eberron, though this adventure does make it tempting. ;)

Cheers!
 

I was very lucky enough to playtest this adventure at Winter Fantasy. Its one helluva an adventure.


soiler below.
The part where Merric says stupid adventurers will die is true, sorta. There is an encounter designed to be avoided at the Rose Quarry. My PC, being a Paladin, wanted to assault the camp of the Emerald Claw. He saw them duing some kind of prayer and thought that the camp was either the primary base, or the excavation site itself. We spent 15 minutes prepping and deciding how to attack, and then sprung into action. We did REALLY well. Despite taking two hits from a ray of enervation I kept on going. We had an Artificer, my Paladin (Dragonmaked of House Orien), a Warforged, a Cleric and i think one more PC. We would have taken them out, but it got really late and everyone was falling asleep. That battle, the one that should have been avoided mind you, was the highlight of the adventure! The intro fight in the Broken Anvil was great too. After we took out all the bandits there was one left, in one of the booths. Everyone had surrounded him so I couldnt attack him. I decieded to use a chair, table, and one of the PC's as a stepping stone, and then with the use of an action point, body slammed the bandit. This adventure gets 9 stars out of ten from me.
 
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BrooklynKnight said:
I was very lucky enough to playtest this adventure at Winter Fantasy. Its one helluva an adventure.

This adventure gets 9 stars out of ten from me.

Love your story! :) How long did the adventure take to play?

Cheers!
 

I think we played about 3 hours. When we started I was half asleep due to GMing all day. I wish I was more awake, but that didnt stop me from using my Action Points at due times...
 

I am currently playing it and I agree that the adventure is just great. from havng read through it their is perhaps a couple of places that make possible bad assumptions. Possible because while the adventure covers the most likly routes their are a cople of places that it doesnt provide an explaination should the PC's persue a particular avenue. Typically, the main problem is that it assumes the PC's wont win a particular fight (which, unless they are lucky or the PC's are just that extreamly good, they shouldent win). The encoutners are such that overconfident, foolish, or clever players may be inclined to 'try it anyways' believing that the encounter is 'win-able' (which technically, they are).

Asside from that. As someone mentioned the maps while cleaner for the use as DM's and players the orientation of the grid makes it a bother. the 'diagonal' orientation of the grid vs the rooms that is. its not bad but is a little bit of an annoyance making it harder to replicate on a vynal map sheet.

Thus far my game sessions are only about 2-1/2 to 3 hours long which is enough to run each 'part' within the adventure at a leasurly pace. a 4 hour session could cover maybe as many as 3 parts if the pace was agressive.

I'm looking forward to Whisper of the Vampire's Blade and eventually Grasp of the Emerald Claw.
 

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