Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
An Eberron Campaign Plan (long)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Stone Dog" data-source="post: 1922278" data-attributes="member: 16705"><p>I think I will be looking at three Acts for the campaign starting about 8th level. I like mid level campaigns best. About four sessions or so an Act (give or take naturally). That should make for a nicely paced story that doesn't get too bogged down in itself. Of course, if the players have any side quests they jaunt off to then all the better, but for this endevor I am thinking more along the lines of a movie rather than a series.</p><p></p><p>Act one will be the discovery of the curse and the general concequences there of. This will include the introductory scenario in the first post, a few adventures here and there and the inevitable first ressurection. I imagine there will be a series of rather foolish events as PCs try to test the boundries of their "immortality" and find that each time they die they become a little more damned. Once this is fully realized there will be plenty of room for </p><p></p><p>Act Two. This will be the actual quest to find a cure. A few relatively minor step and fetch events should go by with some descriptive scenes of magical experimentation before the final clue is revealed. I really want to get SOME use out of my Rathess Exalted book, so I think I will tone the magical technology down a few notches and use it for Haka'torvak. There will be much daring dealings with blackscale lizardfolk and negotiations with the Cold Sun tribes and I dare say a Poison Dusk assasin that may well be the nemisis for the rest of the game.</p><p>So long as they avoid the notice of the Dragon (they would have no hope of taking the wyrm on at 10th level or so) they should have access to a Grand Orrery that would allow fairly detailed divinations. A withered Cold Sun shaman may have to be taken to the site to use the ancient device. </p><p></p><p>Then we go into Act Three which I speak vaguely of in my previous post.</p><p>They will need to find a way to get to Syrania. I think that Syrania may well be coterminous for this event. No, wait. Remote. But if they manage to highjack an airship in Sharn, circle it high enough to cross over the planar barrier that (for the sake of the plot) exists at the highest reach of the manifest zone all the while avoiding Lyrandar interceptors and airborne Sharn militia then they will cross over into the Azure Sky.</p><p></p><p>Then there is the issue of finding the Angel's Graveyard, for which I intend to use Monte Cook's "Curnorost, Realm of Dead Angels" from Beyond Countless Doorways. Something I summerized here a while ago. To find the Great Cathedral that has the Celestial Grail (for lack of better terms) would be a strange undertaking, but no less than managing to get back to the prime and hop over to another plane with a goblet that you can't spill. I won't tell them about the uses of a Glove of Storing, but I hope they figure out that one might be handy.</p><p></p><p>Then to head over to Dolurrh. A slight adventure there, lightly dusted (HAH!) with encounters with the deadly assasin from the Poison Dusk tribe whos rakshasa masters want the curse to run its course. Perhaps a lone Lord of Dust (some one who bet on the other side of the office pool) will appear to the party at night with cryptic hints and a strange artifact that could help them avoid scaled death.</p><p></p><p>Dolurrh itself will be a simple excercise in will and fortitude. A Marut here, a nalfeshee there for color, but the main drive will be keeping the party safe from the overwhelming apathy of the plane. Once they get to the Judge of the Dead (should he be jackal headed? I can't decide) they must plead their case with eloquence and skill. Or just simple desperation. It all depends. Add one last encounter with the trailing assasin (probably raised from the dead as a revenant or something at this point) and allow the party to die, sip from the cup of purification and pass into the Great Unknown.</p><p></p><p>That seems to be the basic skeleton of the campaign. I haven't decided on any other bits as yet since that will be mainly the decision of the players and me reacting to their actions. Who will they go to for help? What payment will these parties demand? Would they DARE go to the Hags for assistance? </p><p></p><p></p><p>Those are some of the better bits (IE all I could snage before the boards shut down again). Maybe not very wellput together, but you can get the idea. Shame I had the impulse to do this right before running off to work.</p><p></p><p>Thanks for reading and anybody who chooses to help out, thanks for that too!</p></blockquote><p></p>
[QUOTE="Stone Dog, post: 1922278, member: 16705"] I think I will be looking at three Acts for the campaign starting about 8th level. I like mid level campaigns best. About four sessions or so an Act (give or take naturally). That should make for a nicely paced story that doesn't get too bogged down in itself. Of course, if the players have any side quests they jaunt off to then all the better, but for this endevor I am thinking more along the lines of a movie rather than a series. Act one will be the discovery of the curse and the general concequences there of. This will include the introductory scenario in the first post, a few adventures here and there and the inevitable first ressurection. I imagine there will be a series of rather foolish events as PCs try to test the boundries of their "immortality" and find that each time they die they become a little more damned. Once this is fully realized there will be plenty of room for Act Two. This will be the actual quest to find a cure. A few relatively minor step and fetch events should go by with some descriptive scenes of magical experimentation before the final clue is revealed. I really want to get SOME use out of my Rathess Exalted book, so I think I will tone the magical technology down a few notches and use it for Haka'torvak. There will be much daring dealings with blackscale lizardfolk and negotiations with the Cold Sun tribes and I dare say a Poison Dusk assasin that may well be the nemisis for the rest of the game. So long as they avoid the notice of the Dragon (they would have no hope of taking the wyrm on at 10th level or so) they should have access to a Grand Orrery that would allow fairly detailed divinations. A withered Cold Sun shaman may have to be taken to the site to use the ancient device. Then we go into Act Three which I speak vaguely of in my previous post. They will need to find a way to get to Syrania. I think that Syrania may well be coterminous for this event. No, wait. Remote. But if they manage to highjack an airship in Sharn, circle it high enough to cross over the planar barrier that (for the sake of the plot) exists at the highest reach of the manifest zone all the while avoiding Lyrandar interceptors and airborne Sharn militia then they will cross over into the Azure Sky. Then there is the issue of finding the Angel's Graveyard, for which I intend to use Monte Cook's "Curnorost, Realm of Dead Angels" from Beyond Countless Doorways. Something I summerized here a while ago. To find the Great Cathedral that has the Celestial Grail (for lack of better terms) would be a strange undertaking, but no less than managing to get back to the prime and hop over to another plane with a goblet that you can't spill. I won't tell them about the uses of a Glove of Storing, but I hope they figure out that one might be handy. Then to head over to Dolurrh. A slight adventure there, lightly dusted (HAH!) with encounters with the deadly assasin from the Poison Dusk tribe whos rakshasa masters want the curse to run its course. Perhaps a lone Lord of Dust (some one who bet on the other side of the office pool) will appear to the party at night with cryptic hints and a strange artifact that could help them avoid scaled death. Dolurrh itself will be a simple excercise in will and fortitude. A Marut here, a nalfeshee there for color, but the main drive will be keeping the party safe from the overwhelming apathy of the plane. Once they get to the Judge of the Dead (should he be jackal headed? I can't decide) they must plead their case with eloquence and skill. Or just simple desperation. It all depends. Add one last encounter with the trailing assasin (probably raised from the dead as a revenant or something at this point) and allow the party to die, sip from the cup of purification and pass into the Great Unknown. That seems to be the basic skeleton of the campaign. I haven't decided on any other bits as yet since that will be mainly the decision of the players and me reacting to their actions. Who will they go to for help? What payment will these parties demand? Would they DARE go to the Hags for assistance? Those are some of the better bits (IE all I could snage before the boards shut down again). Maybe not very wellput together, but you can get the idea. Shame I had the impulse to do this right before running off to work. Thanks for reading and anybody who chooses to help out, thanks for that too! [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
An Eberron Campaign Plan (long)
Top