Dungeons & Dragons Eberron: Rising from The Last War (D&D Campaign Setting and Adventure Book)
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Dungeons & Dragons Eberron: Rising from The Last War (D&D Campaign Setting and Adventure Book)

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Dungeons & Dragons Eberron: Rising from The Last War (D&D Campaign Setting and Adventure Book)

Reviews

4.8

All from verified purchases

S**L

DnD

Magical sci fi everyone

F**E

Eberron for 5e

This book is probably one of the best WOTC products for 5e. It is a true setting sourcebook, providing setting information and practical advice for crafting adventures in Eberron. The level of setting info is particularly rare amongst 5e products which have lately focused their page count on player options and mechanics as well as providing long adventures instead of providing useful setting information and story hooks (see Dragonlance and Spelljammer as examples of this). That deficiency is not the case in Eberron: Rising from the Last War. There are descriptions with adventurer hooks for numerous locations in the continent of Khorvaire and short sections on other continents and locales in the world of Eberron. There is a good player section with mechanics for Eberron character and a significant amount of setting information. If you just let your players read the first few chapters of the book they will have all the setting info they need for a satisfying experience in Eberron. The bestiary isn’t bad either. I always think there could be more monsters though.The flip side of this is that all of the work to create an adventure is on the DM. This is not an “out of the box” adventure. It is a setting book. There are plenty of story hooks and villains provided that can be used to create adventures. Other adventures can be adapted to the setting fairly easy with several like Ghosts of Saltmarsh, Princes of the Apocalypse, and others having notes on how to use them in multiple settings including Eberron.The plus side of this exclusively being a setting book is that it has significant longevity. You can still use your Eberron book regardless of the edition of DnD you are playing. When the new core book versions come out in 2024 this book will remain relevant to anyone planning to use the Eberron setting in the future.

S**P

This was a big hit!

Great Christmas gift. He loved it. I highly recommend.

S**E

DnD must have

The stories and characters really come to life and I enjoy the time it creates with my friends. Perfect group activity

S**X

Deep material here!

This is an extraordinarily well put-together resource. I was expecting thinner materials or a less-thought-out world, and I am very pleasantly surprised at the depth of history and cultures created here for my players and me to use. If I have a complaint, it is only that the material is so sophisticated that it took me a lot of reading it all to feel fully prepared to run in this setting.Overall, this is a very versatile campaign setting that can support a mix of game styles. There's plenty of room for good, old fashioned dungeon crawling and monster bashing. But there's so much more! Those who wish can easily take things in a "steampunk" flavored direction, without losing any of the essential "DnDness" of the game system.The city of Sharn is such an elaborate setting that one could run an entire 1-20 level campaign without ever leaving the city and its immediate surroundings. Political intrigue, social tension, refugee crises, cosmic world-threatening monsters, economic crises -- all these themes and more are available in just this one location.But there are many nations, and multiple *continents* to explore! If you are looking for a sophisticated world with very few limits for your players, this is a great option. I highly recommend every DM at least read this book, if only to experience what a fully-developed world can feel like. Who knows what gems you might find to add to your next campaign?

J**.

Advertised as something it is not, while what it is, is so worthy of praise.

Eberron represents Wizard's of the West Coasts (WotWC) first original campaign setting after they bought out TSR, and is the only one that has actually stuck, despite multiple attempts to recreate original campaign settings based on their Magic the Gathering IP. Eberron's main appeal is that it is highly module, similar to the TSR Ravenloft Campaign setting were the lands are divided with very different themes. Eberron has a high magic city scape, a Hogwarts, a goblin nation, a demon waste, a Jungle area, a Dinosaur area, a forest area, a Theocracy area, post apocalypse area and even a pirate type area. All these lands mesh well together, each providing a unique experience for what ever the player or DM tastes may be.Unlike much of the old TSR settings, Eberron is static in that it is not burdened by a long convoluted history that shapes every aspect of the world. Eberron's history is limited to the past few years starting with the end of the last war, which seemed to reset the whole society, with only vague references to pre-war Eberron.The time-frame of Eberron has remained the same since its original publication 20 years ago. This means that much of the supplement material from 3e is still good and available on the DMsguild website. For a DM and players, this makes Eberron a very easy setting to jump into without a lot of reading and research.The book itself is not well organized with chapters running together and poorly divided. Nearly every page I found types, misprints and contradictions. While these errors don't effect the quality of the content, it is distracting, especially considering that much of this book is a reprint of the Eberron Wayfarers guide which has been in playtest for years. You'd think the errors would have been corrected in the final print.For Players:-The supplement material is top notch with some interesting character race options. It must be noted that many of the race, and sub-race options are considerably more powerful than what's found in other DnD source books which may come off unbalancing in a mixed campaign.-The new Artifacer class looks to be incredibly fun, but seem very underpowered in the post level 10 game. The upper levels looks to be dependent on the class's ability to attune to more magic items than other classes, which is dependent on the DM's generosity and is assuming the DM is restricting magic items to 3 for other classes.For DMs-This is a great book for DMs. Nearly every page had a plot hook that can be incorporated into a game. These hooks aren't overly detailed, allowing the DM to homebrew a distinctly Eberron adventure if needed or incorporate into their homebrew. My mind was racing with ideas on every page I read. This makes the book a must buy, even if your doing your own homebrew campaign setting.-The monster chapter is just added flavor and seems more focused on the tier 3 and tier 4 level characters than beginning players-The new magic items are mostly flavor and not much substance.-There is a low level introduction adventure, which is nice jump in. I haven't tried it yet, but I can complain that its buried in the middle of another chapter. The adventure should have been its own chapter.The Setting.Eberron is advertised as a high fantasy setting with a mix of noir and steampunk themes. While this would describe the city of Sharn, the rest of the campaign setting is far from this. In truth, only a few areas of Eberron would fall into the high fantasy category, while other areas are more mid-fantasy and low fantasy. Its annoying that they are advertising this setting as something it is not, while what it is, is so worthy of praise.Overall, great book for DM's wishing to campaign in Eberron or are just looking for a good source book for their homebrew campaign setting.

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