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2010-09-21, 10:56 AM (ISO 8601)
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- Sep 2009
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(3.5) any good published eberron modules?
Looking for a good published eberron module. Level one would be nice but any level works. Thanks!
Gary Gygax: "As an author, I also realize that there are limits to my creativity and imagination. Others will think of things I didn't, and devise things beyond my capabilities".
Also Gary Gygax: "The AD&D game system does not allow the injection of extraneous material. That is clearly stated in the rule books. It is thus a simple matter: Either one plays the AD&D game, or one plays something else."
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2010-09-21, 11:16 AM (ISO 8601)
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- Jan 2009
Re: (3.5) any good published eberron modules?
There was a neat adventure in one of the later Dungeon magazines (before the end of Paizo's publishing) where you rob a dwarven bank. Hopefully someone can help you with issue number.
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2010-09-21, 12:24 PM (ISO 8601)
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- Sep 2009
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Re: (3.5) any good published eberron modules?
Gary Gygax: "As an author, I also realize that there are limits to my creativity and imagination. Others will think of things I didn't, and devise things beyond my capabilities".
Also Gary Gygax: "The AD&D game system does not allow the injection of extraneous material. That is clearly stated in the rule books. It is thus a simple matter: Either one plays the AD&D game, or one plays something else."
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2010-09-21, 12:36 PM (ISO 8601)
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- Feb 2010
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- Finland
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2010-09-21, 08:43 PM (ISO 8601)
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- Sep 2009
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Re: (3.5) any good published eberron modules?
Well some wiki'ing revealed that there are indeed 5 published ebberon modules for 3.5:
Shadows of the Last War: A sequel to the Forgotten Forge adventure that is in the setting book.
Whispers of the Vampire's Blade: Sequel to the above, for 4th level.
Grasp of the Emerald: Sequel to the above, 6th level
Voyage of the Golden Dragon: Sequel to above, 7th lvl
Eyes of the Lich King: A super adventure for levels 5-10.
Now im wondering if I should do the series of adventures or just run the super adventure...hmm
Has anybody run these?Gary Gygax: "As an author, I also realize that there are limits to my creativity and imagination. Others will think of things I didn't, and devise things beyond my capabilities".
Also Gary Gygax: "The AD&D game system does not allow the injection of extraneous material. That is clearly stated in the rule books. It is thus a simple matter: Either one plays the AD&D game, or one plays something else."
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2010-09-21, 08:55 PM (ISO 8601)
- Join Date
- Apr 2009
Re: (3.5) any good published eberron modules?
Eyes of the Lich Queen.
Someone's been playing too many Blizzard games...
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2010-09-21, 08:58 PM (ISO 8601)
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- Apr 2005
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- Copenhagen, DK
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Re: (3.5) any good published eberron modules?
The Eyes of the Lich Queen is ok, if a little railroady. It has a lot of Eberronish things: Indiana Jonesy temple adventures, The emerald Claw, Dragonmarks, shady employers, pirates, rescuing prisoners from Dreadhold, quori and a trip to Argonnessen to name some of the highlights. Actually, I think the best action sequence I ever DM'ed in 3.5 was in that campaign (in the Q'barra temple), but we never got to finish it.
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2010-09-21, 09:07 PM (ISO 8601)
- Join Date
- Apr 2009
Re: (3.5) any good published eberron modules?
All of the Eberron stuff really feels like it's designed to played open-ended anyway. The biggest problem I have with most modules is how they tend to rail-road in general. Explorer's handbook had a pretty novel way of working it, but it did tend to leave you with a lot of extra work to do in the interim, preparing stat blocks and the like.
If you like Heroes of Battle-esque things, the Forge of War works pretty good for designing adventures around the Last War.
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2010-09-23, 06:30 AM (ISO 8601)
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- Jul 2010
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- England
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Re: (3.5) any good published eberron modules?
Ontop of those 5 previously mentioned i also have:
Fallen Angel which gives options for levels between 1 and 5. Read through it, it's pretty cool.
Queen with Burning Eyes, also 1 through 5. Something involving a naga living under a town and recruiting followers including a nobleman.
Steel Shadows built for lvl 7. An interesting Who-Dunnit murders mystery in a warforged settlement. Is it human protesters against the warforged presence? Is it a rogue warforged? (it's the timid warforged you meet earlier. He kills other warforged to create a very big warforged construct similiar to a charger.)
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2010-09-23, 09:12 AM (ISO 8601)
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- Jul 2007
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- Metro Manila, Philippines
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Re: (3.5) any good published eberron modules?
I've played Eyes of the Lich Queen and own the book. It's pretty good, but yeah, it's somewhat railroad-y.
Also, it has some editing problems. There are encounters that are flat-out unusable as printed due to glaring errors.
EDIT: There's also the Saint-Demain trilogy: Chimes at Midnight, Quoth the Raven, and Hell's Heart. They're all murder/mystery/horror (Hell's Heart is the most horrific), though they might call for a slightly low-powered party to play up the tension.
The first two appeared in Dungeon (133 and 150, respectively), while the last one is on the WOTC website archive.Last edited by AslanCross; 2010-09-23 at 09:15 AM.
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2010-09-23, 11:23 AM (ISO 8601)
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- Feb 2008
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- Israel
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Re: (3.5) any good published eberron modules?
Some of my own opinions, take it with a grain of salt:
the forgotten forge route isn't that good in my opinion. in most places it is vastly under powered, or vastly does injustice to Eberron. if your party aren't good optimizers, it could work. some more focused review:
- shadows of the last war: the changling pretending to be a vampire is quite badly protrayed, and some parties that played through this killed it in their first or second encounter with him. the morunland encounter leave MUCH to be desired. this is the Mournland! it should be more freaky, more bizzare, more out there... the Cannith hold is mediocre at best. again, it feels very small and limited to what you'd expect of a Cannit research facility. and the living spells there are a bit of a joke, though they do add flavour.
- Whispers of the Vampire's Blade: simply the worst module i've ever seen. very very railroady, where a persistent and resourcefull anough party might end things very very early. some things don't make sense (the party not being allowed into the private booths on the lightning rail. they can force their way/ charm/ persuade and more). don't play this unless your players don't improvise at all
- grasp of the emerald claw: this one is actually kind of well made. i liked the tootah minor artifact, and the way the Giant's place is built. good dungeon. some traps are quite deadly though, and are a game stopper, as is the encounter with the Drowned.
- voyage of the Golden Dragon: i have never played this, so i can't comment.
- Eyes of the lich Queen: kinda nice, but a bit railroady, as mentioned by others.
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