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[Eberron] The Mark of Revolution, or: Not Quite Disco Heaven
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<blockquote data-quote="TFL" data-source="post: 9270027" data-attributes="member: 7040259"><p>For the most part, I left Gale as-is. The death of an essence of the Eladrin during the War of the Mark made them mortal, and the second diaspora caused by the locking of the feyspires after the Mourning only incensed their feelings toward Eberron. I played Gale as a young freedom fighter, only a century or two old, desperate to get revenge in her own way by burning down factories in Passage. Once she acquires or creates the Detect Planar Energy ritual, she focuses her efforts on places with the energy of Dolurrh within, hoping that the Unseen Court will take notice and allow her the ability to do more.</p><p></p><p>For Always on Time, I agree that it's a bit of work to make it line up. Definitely one of the adventures that expects the most particular setup. In my campaign, House Orien had finished their efforts to make a Mourning Rail across the Mournland, having worked on it for about two years at this point. Thus allowing the rail to go as such (Based on the True and Accurate Map of Khorvaire, not sure how these cities line up with the original):</p><p></p><p>Starilaskur -> Wex (to pick up Luc and Ottavia) -> Vathirond -> Mint -> Vedykar -> Atur -> Rekkenmark -> Thaliost</p><p></p><p>Mint is a city of my creation from the campaign's prologue, an independent city-state that survived just on the eastern edge of the Mournland, though one could use Griffonclaw as it is somewhat close too. This also allows a steady increase in threat of getting discovered, as moving from Breland to Karrnath to Thrane raises the political implications should an Aundair spy be discovered.</p><p></p><p>Moving the monster attack to the second day into the Mournland itself I also liked, as it gave the start of the adventure a bit more action that's missing once you drop the vestigial (imo) naval combat at the beginning, though maybe something else could be added to replace it. This path also raises the immediate question of why Bergeron would take this somewhat out of the way path, when heading north along the Western route through Thrane would likely be simpler. The answer turns out to be Luc's want to test his lanterns in the Mournland, but that isn't obvious to the players at first.</p><p></p><p>Do let me know if you have any questions about what I did. I must admit that while Always on Time was one I was quite excited about, in the end it was the least-liked by our group to the extent that I consider my running of it somewhat of a failure, which I will get into eventually. Though that is entirely on myself and my expectations, and not any grand criticism of the adventure. I do consider it a very well-written chapter in the story.</p></blockquote><p></p>
[QUOTE="TFL, post: 9270027, member: 7040259"] For the most part, I left Gale as-is. The death of an essence of the Eladrin during the War of the Mark made them mortal, and the second diaspora caused by the locking of the feyspires after the Mourning only incensed their feelings toward Eberron. I played Gale as a young freedom fighter, only a century or two old, desperate to get revenge in her own way by burning down factories in Passage. Once she acquires or creates the Detect Planar Energy ritual, she focuses her efforts on places with the energy of Dolurrh within, hoping that the Unseen Court will take notice and allow her the ability to do more. For Always on Time, I agree that it's a bit of work to make it line up. Definitely one of the adventures that expects the most particular setup. In my campaign, House Orien had finished their efforts to make a Mourning Rail across the Mournland, having worked on it for about two years at this point. Thus allowing the rail to go as such (Based on the True and Accurate Map of Khorvaire, not sure how these cities line up with the original): Starilaskur -> Wex (to pick up Luc and Ottavia) -> Vathirond -> Mint -> Vedykar -> Atur -> Rekkenmark -> Thaliost Mint is a city of my creation from the campaign's prologue, an independent city-state that survived just on the eastern edge of the Mournland, though one could use Griffonclaw as it is somewhat close too. This also allows a steady increase in threat of getting discovered, as moving from Breland to Karrnath to Thrane raises the political implications should an Aundair spy be discovered. Moving the monster attack to the second day into the Mournland itself I also liked, as it gave the start of the adventure a bit more action that's missing once you drop the vestigial (imo) naval combat at the beginning, though maybe something else could be added to replace it. This path also raises the immediate question of why Bergeron would take this somewhat out of the way path, when heading north along the Western route through Thrane would likely be simpler. The answer turns out to be Luc's want to test his lanterns in the Mournland, but that isn't obvious to the players at first. Do let me know if you have any questions about what I did. I must admit that while Always on Time was one I was quite excited about, in the end it was the least-liked by our group to the extent that I consider my running of it somewhat of a failure, which I will get into eventually. Though that is entirely on myself and my expectations, and not any grand criticism of the adventure. I do consider it a very well-written chapter in the story. [/QUOTE]
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