Which issues had Eberron adventures?


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Here's what I found in a quick look through:

* Queen with Burning Eyes - Dungeon #113, level 1
* Steel Shadows - Dungeon #115, level 7
* Fallen Angel - Dungeon #117, level 3
* The Ring of Storms - Dungeon #122, Eberron setting on Xen'drik, which is the setting for the next three which make up the "Shards of Eberron" campaign arc.

Crypt of Crimson Stars - Dungeon #123, level 7
Temple of the Scorpion God - Dungeon #124, level 7
Pit of the Fire Lord - Dungeon #125, level 8

Also, stats for the Lord of Blades - Dungeon #111

I've run both Queen with the Burning Eyes and Fallen Angel. Both were fun, and very true to the Eberron setting. The Shards of Eberron arc looks great, but the group isn't high enough level yet to run it. Same with Steel Shadows.
 

113: James Wyatt's Queen With Burning Eyes was Dungeon's first Ebberon (sic) adventure. Designed to stand alone or follow on from The Forgotten Forge in the ECS, this 1st level adventure is actually written for six PCs. Set in Sharn, it's a dungeon crawl that ties in with D&D minis, which shows particularly in the rather contrived and uninteresting map. It's got a ludicrously named NPC and its potentially most entertaining development will leave a DM vulnerable to accusations of railroading if not handled carefully. It adds little to Sharn and overall is standard issue stuff, unlikely to set a fire under experienced players.

115: Keith Baker steps up with Steel Shadows, an adventure for 7th level PCs set in Sharn. This adventure would take work to transplant into another setting. Correspondingly, it exploits its intended setting and, thanks to colourful NPCs, a decent plot and more than one good idea, it achieves what it sets out to do.

117: Keith Baker returns with Fallen Angel. And guess where it's set. Nevertheless, 4th level PCs get to go to some very purty locations and have a few great encounters, partly thanks to an imaginative new template and partly thanks to effective use of templates you'll already know and love. Having said that, it is a little light on NPCs.

122: The Ring of Storms, by the ubiquitous Keith Baker, isn't an adventure. It's a background piece cunningly timed to coincide with the release of Atari's Dragonshard real time strategy game. It details a small but historically significant region of Xen'Drik, the land of pointless apostrophes, and gives Eberron DMs a reason to think outside Sharn.

123: Andy Collins and James Wyatt collaborated to create the Shards of Eberron campaign arc, a series of three modules run as open Eberron games at Gen Con Indy 2004. The Crypt of Crimson Stars is the first part of that trilogy. 6th level PCs get to leave Sharn. If that wasn't enough, their first major encounter outside the city is seriously great. In fact, the beginning and ending of this adventure are the best bits. Given that there isn't much of a middle, that's no bad thing. As befits its original purpose, this is a rather short but challenging adventure.

124: The same authors are back with the middle part of their campaign arc, Temple of the Scorpion God. Now 7th level, the adventurers escape from Sharn for the second time. Actually, though its Eberronisms abound, this is a pretty uninspired adventure and doesn't stand up well on its own. Of all Dungeon's Eberron adventures though, it would be the easiest to transplant to another setting.

125: Collins and Wyatt tie up their trilogy with Pit of the Fire Lord. The 8th level adventure begins with a nice twist and... a return to Sharn. A solitary interesting NPC stands between the PCs and their next dungeon (well, underground anyway) excursion. Once they get there though, the players should be surprised by the first thing they find. After that, however, it's all pretty familiar territory, though it should prove challenging enough.

Note to self: never write a long reply in the message window, unless you want to write it twice.
 
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Also, there is the Age of Worms adventure path. While not set in Eberron, Keith has written a series of sidebars on adapting it to Eberron.

Unfortunately, due to bad planning*, Dungeon ran out of room to put them actually in the Dungeon. The sidebars are being put online. Only the adaption of the first has appeared so far. The second is in the very late "Age of Worms Overload."

*Of course, the bad planning was on the part of the adventure writers. Everyone put too many pages in their adventure. The editors felt nothing was worth trimming, so the sidebars got moved to the internet and the bottom of Paizo's priority list (and by bottom, I mean the basement ;) ). Given the quality of the adventures, it's hard to quibble with not cutting them.
 


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