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

MerricB said:
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."

Thanks!


Richard
 

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I am going to be running this game soon. It has the possibility to be a very tough game if the characters are silly, but I really do l like it. It has a "solid" feel to it.

One thing is the maps. They look good, but could they have avoided putting them on a 'diagonal' orientation? :confused:
 

levels?

How many levels does this adventure cover? I understand the sample adventure in the Eberron campaign book doesn't quite take the party to second level, does this one pick up right where that left off or is there some adventuring that needs to happen in between. What level will the PCs be when they complete Last War?
 

BrooklynKnight said:
I think we played about 3 hours.
I was normally running four hour sessions at Winter Fantasy, which generally took people about halfway through the adventure.

As for level, various things have been tweaked in editing but my belief is that you should be at or close to 4th level by the end.

And I don't think that the short story is an issue... FYI, that's what those "dead-end" passages on the Whitehearth map are about. As it stands, you can't find a way to reach those sections, and those are presumably the areas where the action of the short story occurs. This also allows a "Return to Whitehearth" scenario if the party finds a new keycharm providing access to a new area with a secret lab! And FYI, the characters in Death at Whitehearth are the characters you'll see in the novel City of Towers, which comes out next year (though the novel isn't written in first person).

I'm glad to hear you liked the module, Merric!
 

Is this the adventure you are speaking off (from a player`s point of view)
The heros have to get a schema out of the mournlands?
It the answer is yes, then:
We played it in one evening, (Beginnung at 6 in the afternoon, ending 4 in the morning, i believe -not unusual for our group) and advanced to 4th level.
I played an Orc Barbarian, and it was quite fun. The most dangerous battle for our group was definitely those against that
crab creature in the mournlands
.
If we hadn`t had a player with 10 years game experience than me in our group, some situations would taken longer.
Namely the search for the entrance in the mournlands underground facility. After we found two trapped fake entrances, the player in question advised us an "non-systematic" path, and we immediately arrived at the correct spot - obviously, the map designer decided it was neccessary to find all traps...
.
 

Okay, understand that I haven't run the adventure yet and this is all form one read through of the module.

I thought the premise of the adventure was fine and it seemed like it would work best as a continuation of the adventure from the main book as MerricB has already stated. I will nit pick though that I felt a little cheated by the portion of the adventure that tack place in the capitol of the hobgoblin kingdom. I realize the PC's are only supposed to pass through there, but I felt not detailing a few key places such as a tavern, or a weapon shop were a failing.

If the PC's pass though a civilized placed they will invariably want to look around a little. I know I know. I can always make these little places up and I will if I run it, but in a published adventure I do think that this was a failing to not at least give us some basic sites.

Take it for just my 2 Cp's tossed in on an otherwise interesting looking adventure.

-Ashrum
 

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