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What Eberron PDFs would you buy from the Guild

What Eberron PDFs would you buy?

  • Keith Baker's Stuff

    Votes: 19 48.7%
  • Eberron Subclasses

    Votes: 1 2.6%
  • New Eberron Subraces

    Votes: 1 2.6%
  • Alternate Version of the Races

    Votes: 1 2.6%
  • Adventures set in Eberron

    Votes: 14 35.9%
  • Common Magic Items

    Votes: 1 2.6%
  • Dragonmarks

    Votes: 0 0.0%
  • Setting Expansion Products

    Votes: 2 5.1%
  • NPCs

    Votes: 0 0.0%

Looks like Eberron is being opened up on the DMsGuild, possibly paired with an Unearthed Arcana.

What products are you likely to buy on the Dungeon Master's Guild for Eberron? What are you looking to see?
 

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I would be interested in seeing some of the ideas and adventures. Maybe I would play some more non-FR games/worlds. If it is Adventure League games it may lead me to play that more. I tend to have my set games based in FR right now, but pick-up games and one-shots would be cool to have in other worlds for flavor.
 



Almost all of the above, assuming the specific content looked interesting to me.

Maybe not NPCs, and the "common magic items" would have to be pretty extensive. But at least potentially, everything else.
 

I don't tend to buy a lot of third-party class options or NPC books. Beyond the WoTC/Keith Baker stuff I would consider monsters, magic items and -- especially -- adventures.
 

I voted for Keith Baker's stuff, but I'd also be interested in Adventures and, potentially, Setting Expansion Products.

That said, I'm actually pretty much satisfied with the material in the 3e books, so don't have a burning desire for more - the main thing I'm lacking is conversions of the various bits of mechanics (some or all of which may be in the Wayfinder's Guide, of course - I haven't yet had time to look it over).
 

The thing about common magic items in Eberron is that they're, by and large, consumer products. I can appreciate that there might be DMs and players so invested in world minutiae that they need to know how much the latest model of air-elemental-powered-vacuum-cleaner costs, but that's not me.

Everything else gimme though.
 

I'd like an "Intro to Eberron" adventure that emphasizes what makes Eberron different from other settings.
For instance, the PCs could get a good view into the cursed Mournland while hunting down a malfunctioning Warforged they must bring back so an Artificer can fix it. Their noble patron is working a 'wheels-within-wheels' plot to disgrace a rival family (or steal their secrets).

Or maybe I don't really understand what makes Eberron different, and the adventure could give me a better understanding.
 

I'd like an "Intro to Eberron" adventure that emphasizes what makes Eberron different from other settings.
For instance, the PCs could get a good view into the cursed Mournland while hunting down a malfunctioning Warforged they must bring back so an Artificer can fix it. Their noble patron is working a 'wheels-within-wheels' plot to disgrace a rival family (or steal their secrets).

Or maybe I don't really understand what makes Eberron different, and the adventure could give me a better understanding.

In my vague memory of the intro adventure in the 3.5 ECS does a pretty good job of this (at least for Sharn); you get a murder and an investigation with some added jockeying by a few different Dragonmarked Houses (playing up the inquisitive/noir aspects), you get the run around Sharn for a good while (other than the Mournlands and maybe Xen'drik, the most iconic location in the setting), then you dive into some ancient ruins below the setting to recover some schema (you get some pulpy exploration/action bits with an emphasis on the magical technology).

Otherwise, you can never go wrong with:
*An expedition into the Mournlands/Xen'drik
*A heist on a Lightning Rail
*A flashback to the Last War
 

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