Son of Mercy

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Phil. L wrote:
Tensions Rising was a nice change from the Eberron stuff that we have been getting recently. Im not saying that the previous adventures were bad (far from it) but it was good to see a non-mystery adventure set in the wilderness rather than Sharn.

I echo Phil L.'s sentiments completely. Eberron has so much to offer outside the standard mystery themes, and it's good to see us head in that direction. I was not an Eberron fan, and I'm still not sure I am, but our group is giving it a shot - and we had an absolutely blast with Tensions Rising.

Despite my expectations (fears?), I thought the AoW-less issue #136 was one of the best to come down the pike in years. More of this, please.

J. Kendall
Atlanta, GA


Awesome ideas, thanks guys. I especially like the ideas of fiddling with Droaam's legitimacy and/or the "truth" behind the Silver Flame. But all are good.

Thanks again,
D. Mij


Ok, forget the Lawful Evil question, but - please - aren't there any Eberron folks out there? I'm new to the setting and just looking for a couple suggestions.

D. Mij


First time poster, long time listener.

I plan to take my Eberron group through "Tensions Rising" within the next week or so. I'm not sure how it will play out (of course), but it reads excellently. Very much looking forward to it.

HOWEVER...the two major antagonists of the adventure are both Lawful Evil creatures. This in itself presents no problem, but there's a decent chance one or both may make a pact with the PCs to ally against the other group. (Assuming, of course, the PCs opt to go this route - which my diplomatically-heavy group very well may.) The adventure states that neither of the LE bad guys plans on honoring this pact (once the balance of power shift in their favor).

So...I'm not sure if this is cool or if this might be tweaked. Would a LE guy go back on his word, or would he stick to the agreement he made earlier? I can see arguments both ways. In the end, I think a LE creature that made a pact would honor it so long as the balance of power was not in its favor; this caters to the "might is right" mentality which may be OK. Apparently this is the route the adventure went.

Still...I don't know. I'm wondering if anyone out there has other ideas or suggestions?

One little nit-pick, too. The main quest item in TR is a strongbox with sensitive documents. I expected to see what these "potentially volatile" papers are (or even just get a suggested list of them), but nothing's there at the end except a "use whatever works in your campaign." I don't know - it sort of left an empty feeling with me, especially because the rest of the adventure is one of the best I've read in Dungeon in quite some time.

So I guess there's another question for you Eberron guys, since I'm fairly new to the setting. Could you give me some suggestions for what those "potentially volatile" documents could be?

Many thanks in advance!

Drawmij