Aubrey the Malformed
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I haven't played it, but I have read it. It consists of a few mini-adventures: an attempted sabotage, a murder mystery, and a mini-dungeon; linked together by the theme of travel on the airship. As I say, I haven't played it, but it looks good: the NPCs are credible and interesting, the tactical challenges are good, and there are good opportunities for roleplaying. Also, as it is a sort of "road adventure", you can easily build in other encoounters along the way.
It's written by Nicholas Logue, I think, but don't let that put you off - the WotC staff have done wonders in the editing.
P.S. Hey Pett, when do I get my cheque?
| Bocklin |
I think it's okay, but not great.
There some very interesting scenes and interactions between Eberronesque factions and groups, some very interesting encounters. But it all felt too "crammed together" for my taste.
The idea of having the various parts of the modules come one after another as part of a trip is kind of classic, but I usually don't like the way it plays off at a table (i.e. feels to me too linear: "okay encounter delt with, let's ride a bit further down the red line and see what comes next").
I think this is the kind of module one should canibalize, take parts, steal scenes and use them to give an interesting twist in another adventure. If your players just happen to be travelling between two points insert one of the situations in the module (reworked so it fits) and you've got a great sub-plot to give volume to the travel.
Bocklin