Shadows of the last war's essence node of blinding

elmuthalleth

First Post
Hello .

In the SOTLW module ( eberron ) there is a magic item called essence node of blinding .

I didn't found any reference in the books . Where I can find something about ?

Thank you for the help
 

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Always check the errata for a WotC product. :D

Shadows of the Last War errata said:
Among the items found in area W16 of Whitehearth is something called an essence node of blinding. This item should be changed to essence of the scout; the description for this item can be found on page 269 of the Eberron Campaign Setting.
 



I dunno-there are only six items in the errata document, although two of them are pretty major (the one you asked about, and the living color spray size mistake). I'm more concerned about the adventure design than the editing--although I haven't tested it, there seem to have been some pretty poor design decisions, IMO. I doubt I'd try to use it in a campaign without some significant changes.
 

Christian said:
I dunno-there are only six items in the errata document, although two of them are pretty major (the one you asked about, and the living color spray size mistake). I'm more concerned about the adventure design than the editing--although I haven't tested it, there seem to have been some pretty poor design decisions, IMO. I doubt I'd try to use it in a campaign without some significant changes.
Remember the lack of healing in the Mournlands, adjusting the HP of many of the encounters there (carcass crab) to suit the lack. Also, my party gave the secret of the lab's location to the EC, accidentally, before they could head there themselves, so I had an excuse to warn them about the electricity traps (extremely nasty with said lack of healing) without having to nerf them too much.

A few minor changes that turn it from probable death to merely potential death. The rest of the series works prett well, so I'll forgive them that one module.
 

ValhallaGH said:
Remember the lack of healing in the Mournlands, adjusting the HP of many of the encounters there (carcass crab) to suit the lack. Also, my party gave the secret of the lab's location to the EC, accidentally, before they could head there themselves, so I had an excuse to warn them about the electricity traps (extremely nasty with said lack of healing) without having to nerf them too much.

A few minor changes that turn it from probable death to merely potential death. The rest of the series works prett well, so I'll forgive them that one module.

Yeah, that was one of my biggest concerns in reading over the module. I got the impression that the authors had completely overlooked the problem of getting hit points back in the Mournland for the whole final chapter. In both the hoard of the carcass crab and in the emergency stores room in Whitehearth, there are multiple potions of cure moderate wounds for the finding. They would be really helpful in getting a party through the tough parts of this adventure--if they worked anywhere within fifty miles of where they were found. :confused:
 

BadMojo said:
It's actually supposed to be an Essence of the Scout from the Eberron campaign setting book.

Actually, IIRC, Keith has said that it was supposed to be an Essence Node that gave the blinding ability to the warforged in some fashion (from the magic shield table). It got dropped from the ECs towards the last revision.

When they issued the errata they decided to just to give another essence node, rather than putting a new magic item in the errata document.

elmuthalleth said:
I have the feeling that this adventure war poorly edited , too many error
A lot of the issues seem to be because of parallel design issues. They wanted an adventure available when Eberron was released, so both were being developed at the same time.

For example...

Christian said:
I got the impression that the authors had completely overlooked the problem of getting hit points back in the Mournland for the whole final chapter.

From reading some message board discussions, it seems that the whole "no healing in the Mournlands" bit was argued and discussed up to the end of development of Eberron. The elements were there, but what exactly worked and didn't work were debated back and forth.

I believe that one of the favorites at the end was to allow potions to work (thus the number of healing potions that were apparently in the adventure). It seems this adventure was designed with that in mind. When it was decided that Mournlands "no healing" would be easy to avoid under those rules and it was tweaked to the final version this adventure was affected pretty heavily.

Now, when I played through it healing turned out not to be a problem. We avoided the battlefield, so didn't have to worry about the very tough early encounter (then again, we avoided the great treasure possiblities).
 

Glyfair said:
Now, when I played through it healing turned out not to be a problem. We avoided the battlefield, so didn't have to worry about the very tough early encounter (then again, we avoided the great treasure possiblities).
How did you deal with (spoiler)
the ambush that happens just when you're worn out from finishing the dungeon
? Or was that just my DM being a rat bastard? :uhoh:
 


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