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Shadows of the last war's essence node of blinding
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<blockquote data-quote="Glyfair" data-source="post: 2909407" data-attributes="member: 53"><p>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.</p><p></p><p>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.</p><p></p><p></p><p>A lot of the issues seem to be because of parallel design issues. They wanted an adventure available when <em>Eberron</em> was released, so both were being developed at the same time. </p><p></p><p>For example...</p><p></p><p></p><p></p><p>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 <em>Eberron</em>. The elements were there, but what exactly worked and didn't work were debated back and forth. </p><p></p><p>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.</p><p></p><p>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).</p></blockquote><p></p>
[QUOTE="Glyfair, post: 2909407, member: 53"] 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. A lot of the issues seem to be because of parallel design issues. They wanted an adventure available when [I]Eberron[/I] was released, so both were being developed at the same time. For example... 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 [I]Eberron[/I]. 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). [/QUOTE]
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Shadows of the last war's essence node of blinding
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