Basics– ONCE MORE INTO THE BREACH! Continuing the Oracle of War storyline (or maybe starting it), the players are asked to go on a rescue mission into the Mournlands. Will they find the missing salvage crew, survive the warforged separatists, and understand what’s up with the crazy talking box?
Mechanics or Crunch– This adventure is a bit higher level for the players. It’s written for tier one, but one wrong step or even a few bad rolls can tank this quickly. The adventure forces stealth, which for a party of pure beatsticks isn’t as much fun as they hope. Overall, it’s doable and not too far outside of expectations, but I think toning down the challenge as written would help with this. 4.5/5
Theme or Fluff-This is a really fun adventure setting the tone for the Oracle of War story as the players finally get into the main event. It’s actually a dungeon crawl. Which is always nice to see, but it’s set in a town. So why don’t they go around? That’s the one part that kind of puts a damper on the situation. Otherwise, it’s a good intro to the meat, story, and setting of this campaign. 4.75/5
Execution– PDF? Yep! Hyperlinked? no… I really like what’s in this with two versions of the adventure for the pretty version and the simple printer version as well as the newspaper that you can hand out. I still like hyperlinks as it will help me hop around between parts of the adventure! But amazing art, font, and layout make this a dream to read. Aside from my love of hyperlinks, this is a really well done adventure. 4.8/5Summary– I love Eberron. I love playing in the Mournlands. I also love a good dungeon crawl. This is all three. The missteps are minor and if you look at your group and see a bad mix for some parts, then as a GM a few changes will help. Also, you may have to add pieces to keep your players from skipping the adventure. “Voice in the Machine” is a solid start to the real campaign of Oracle of War. 93%
How about something to help against those critters who need a little extra to take down?
Casting Time: 1 bonus action Range: Touch Components: V, S Duration: Concentration, up to 1 hour
You touch a nonmagical weapon and choose a material type. Until the spell ends, that weapon is coated in a thin layer of that material allowing the weapon to count as that material type to overcome damage resistance and immunity.
At Higher Levels: When you cast this spell using a spell slot of 2nd level or higher, you can touch one additional weapon for each spell slot above 1st. All weapons much be coated to the same material type.
Some magic you’ve done so often you can’t fail. Choose a spellcasting class with which you have cantrips for. You can a number of times per day equal to your spell casting ability bonus gain advantage on an attack you make with a cantrip from the chosen class.