This was an excellent introduction to Eberron and a solid tier 1 adventure.
The NPC's had dimension and there were legitimate rewards and consequences for actions taken outside of your standard "item and/or gold upon completion."
I sincerely hope that a majority of this will serve as a framework for things to come.
This is an amazing product for those looking to get into Eberron and even experienced GMs who know the lore. It contains all of the lore you know (or want to know!) about Eberron, but in a fantastically edited, slim format - but omits as little as possible, and even gives great references to read more in-depth. You can definitely see the passion shining through in this product and the editing and writing is tight, dense, but (IMO most importantly) still manages to be extremely readable.
To be clear - the *Eberronicon* is great for new players looking up more Eberron information for their campaigns or characters, DMs and creators looking for a quick-reference for Eberron material, and even people well acquainted with the lore - this is the most comprehensive collection of Eberron lore out there, and its appendices are jam-packed with references and recommendations for additional Eberron material.
Highly recommend checking this one out, and the authors have even included the extre...
I love this! So much fun revisiting all these old friends from the 1980s. Particularly enjoyed seeing the new artistic interpretations of these monsters. Plus, it's for charity, which makes it even better. :)
I ran this a while ago, and I have to say that it was uh... Wild. But definitely wild in the best way! My players had a wonderful time, although they were quite confused about why the dwarf wanted them to find his boot, since he couldn't really wear it anyway. :P
I'm going to run it again for a couple of friends in a few days, and I can't wait to pull them all into this adventure again. I'm excited to see what else you'll write in the future, especially if the premise and background stays this crazy. :D
One thing I did change was the reveal with the intellect devoured npc. It didn't really make sense to me that it would try to overpower the players, but that was mostly because my party managed to take almost no damage during the entire game, and squash the opposition. I wasn't really sure the devourer would try to overpower the party if they were totally fine, so I had him walk away into the underdark and plan for a next time. Apart from that I only added funky voices. ...
I ran this with my group. This is a fun adventure, it's thought out with different paths, motivations and ways to run it. The module has an immersive story and it had my party completely enthralled. It even comes equipped with sound files, that are *just creepy*. It was a great atmoshpere that the author created. I very much reccomend this adventure to anyone looking for a good mystery with a horror theme to it.
The only thing that is keeping this module from a 5 star rating, is that both my party and I agree, the ending is very railroaded. Regardless of their actions, the outcome is the same. We understand that this is a one shot and are on board with the need to conclude an adventure. But at the end of session, more than a few felt cheated. ...
Here we have a great variety of feats for each of the core classes in 5e. Whenever something is class specific I usually go straight to the classes I tend to play. So for me that meant flipping to Cleric, Paladin, and Warlock immediately. These feats are very balanced and well organized. A note to anyone using the human variant option, these feats are not available for you to take as your racial feat. The majority (if not all) are meant to be taken at level 4 at least. They appear to be designed for a more seasoned character. Which is great! It’s like your character is learning and growing and now they can do these new amazing things. A couple spotlights, things I found to be super cool. The Hedge Wizard feat is exactly what it should be. You get a free cantrip from any list and can use more than 1 cantrip per turn (X times per long rest), perfect! The Paladin feats have Order specific feats, which are great, but my favorite is Crusader’s Fist, which is not order specific. Just imagine...
Who doesn't love Goblins? Well, actually, players if all you have are those in the MM. This handy guide gives you a range of goblins with which to surprise a party ready to cleave through the norm. Highly recommend!
Fantastic book, and an excellent resource for both experienced Eberron sages and newly introduced pupils!
The Across Eberron folks obviously know and love Eberron, and their efforts on this book make that clear. So many good things geared toward the "new" folks coming into the setting, and a superb resource at the end of the book for the experienced folks for all the fluff and wonder from the halcyon 3.5e era of the setting (and some stuff from 4e as well).
Get it. It's a steal at the price, and when KB releases "Exploring Eberron," the AE folks will update the doc, and I assume keep it updated as "canon" changes (although canon be damned, in my opinion -- it's YOUR Eberron, run it as you will!)...
Another *excellent* supplement from the folks at Valeur. The expanded/intensified version of devils presented is fantastic; it elevates them from being merely more critters that bite/slash/stab to dangerous adversaries with multiple tactical options for the DM, to play them like diabolical, dangerous fiends.
All of the additional abilities fit the devils; none of them feel arbitrary or shoehorned in. Also, as the DM, you're of course free to use them as-is or use only certain added abilities.
My players will be encountering their first devils in our BG:DiA campaign this weekend, and I'll be using this to make combat memorable, epic, and unpredictable.
The starting tekst of this add made me buy it, I did not know i needed a book about doors, seems that i did. It is indeed about the way to formulate doors in this case, but has given me ideas for other situations too.
New DM here and I really enjoyed running this adventure. Lots of good story material while still allowing enough ambiguity for the ending to feel natural. Little difficult juggling the varied spells and skills of all the NPCs, but that made it more fun to run.