Shadows of the Last War

Mustrum_Ridcully said:
We didn`t fight the final encounter, since it was late that evening and our DM decided it would be to many NPCs - it was definitely clear that we would win.
Just curious -- did you play with the "no healing" rule of the Mournland? If so, that's usually the big issue there -- how many hit points you have left after what you've been through.

Though I admit, having a pack of wolves along for the ride will certainly shift the balance of the encounter. As a DM, I'd probably raise up the number or power level of the opponents to ensure a more difficult challenge, since that's the intent of the encounter.
 

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Thanks for the opinions, everyone. I guess I'll give the adventure a second look and think about using it since it seems like everyone here had fun with it.

I guess my the two main reasons I was disappointed with it was that it didn't really seem to have a lot of intrigue that really involved the characters and some of the cool things about Eberron showed up but were underutilized.

*** SPOILER WARNING ***

First of all, I think it would have been interesting if the Emerald Claw was used in a more subtle manner, at least in the beginning. The Lord of Blades trying to accomplish everything through brute force makes sense, but it just seems like a waste to use the Emerald Claw in the same manner.

I am thinking about removing Failin and presenting a reworked group of Emerald Claw agents in Rhukaan Draal as a benign expedition that's headed towards Rose Quarry in search of artifacts and knowledge that hires the characters for added protection and to help search the ruins. The Rose Quarry portion of the adventure could be expanded and reworked to offer a lot of interesting roleplaying opportunities, especially as the characters slowly discover the EC agents aren't benign. Figuring out a way to discover the information they need in secret and trying to slip away from the camp undetected seem like interesting challenges also.

It also makes sense that the Lord of Blades would cause more trouble for the characters once they enter the Mournlands. His agents were all over Sharn but on their own turf they don't even make a single appearance. Perhaps the Warforged harbor some kind of superstition regarding Whiteheart and won't enter it, giving the characters a sanctuary from the Lord of Blades agents and a reason to remain in the dungeon until they find what they're looking for and a way to escape.

At the end the Emerald Claw could show up and the characters could be forced into a temporary alliance with the Emerald Claw against the Lord of Blades' agents so everyone has a chance to make it out of the Mournlands alive. The characters could still be forced to hand over the extra pattern as part of the agreement. The ensuing battle would present more opportunities for pulp-like action if things go badly for the characters and the Emerald Claw and the characters are forced to save the life of a really bad guy they know will eventually double-cross them in order to save their own skins.

That's just some of the ideas I came up with. I just think that a little extra effort could have made the adventure a lot more interesting. I also would have liked to have seen the lightning rail and Rhukaan Draal given more treatment. The lightning rail is an integral part of Eberron's style and it's only mentioned in passing while the stale alternative we've all seen before is more fully fleshed out. Also, Rhukaan Draal deserved more than just a marketplace brawl that could happen in any marketplace in any setting. The talking dire wolf, pseudo vampire and cart were kind of cheesy, but I can see that some people might think differently.
 


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