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A Tour of Eberron By Level
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<blockquote data-quote="RealAlHazred" data-source="post: 6792486" data-attributes="member: 25818"><p>Eberron is a pulpy place, so you have to make sure the places are exotic and the boss fights are properly interesting. I'm going to echo some of collin's suggestions.</p><p></p><ol> <li data-xf-list-type="ol"><strong>Xen'drik:</strong> I'd put them in a steamy jungle ruin. If you can find <strong><em>Dragon</em></strong> issue #330, it had an article on the Umbragen, who would make a decent exotic elf culture. If you can find <strong><em>Dungeon</em></strong> issue #121, it had a Backdrop article on the Ring of Storms, an exotic location, and the Qabalrin, another exotic elf culture.</li> <li data-xf-list-type="ol"><strong>Aerenal:</strong> The major elf island has manifest zones of Irian, the Endless Light, and ancient necropoli inhabited by the Deathless, the undead ancestral elves[sblock]not exactly -- for those not familiar, they're animated by the Positive Energy Plane, and are the ancestral elf leaders[/sblock]Rotting tombs, overgrown by ancient trees. The boss fight should have lots of high elven magic, and maybe some stolen giant magic.</li> <li data-xf-list-type="ol"><strong>The Mournland:</strong> One-off games in Eberron almost have to have some Mournland expedition stuff as a requirement. An ancient battlefield would be the backdrop, with clouds of the dead gray mist floating through. Maybe when you are in a bank of dead gray mist, you experience some of the ancient battle that took place there, with combatants appearing and disappearing. I like Living Spells as opponents.</li> <li data-xf-list-type="ol"><strong>Greywall:</strong> You have Sharn as an urban backdrop for your first scenario, but for a completely different exotic city location, how about the capital of Droaam? There's a Backdrop article on it in <strong><em>Dragon</em></strong> issue #368. Ancient Dhakaani ruins, monstrous inhabitants, this one screams out for a scenario. If you wait until they're at the high end of your range, you can have a green hag with a bunch of monstrous mercenaries for some good tactical play.</li> <li data-xf-list-type="ol"><strong>Taer Lian Doresh:</strong> One of the Feyspires, one of 4E's contributions to the setting that make a lot of sense and fit extraordinarily well. There were a series of articles exploring this site in <strong><em>Dungeon</em></strong> issues #178, 181, and 184. I'd use the eladrin modification from the <strong><em>Dungeon Master's Guide</em></strong> for the elves, and include [sblock]Quori-possessed eladrin (the first article explains how this is possible)[/sblock]</li> <li data-xf-list-type="ol"><strong>Ashtakala:</strong> Not really the capital of the Demon Wastes, it is nevertheless, the most alien urban setting the characters are likely to get to. Aside from the scant details in the core book, there is some more in an article on the Lords of Dust in <strong><em>Dragon</em></strong> issue #337. Potential enemies: Carrion Tribe barbarians loyal to the Claws of Khyber (third-rank members of the Lords of Dust) and granted strange magical powers. One or two members of the Council of Ashtakala (second-rank members of the Lords of Dust) could be there as leaders, and might be any fiendish type, not just rakshasas. Because of the nature of the place, it could be a confusing battlefield, with illusory terrain (or even illusory combatants) cluttering the fight.</li> <li data-xf-list-type="ol"><strong>Khyber:</strong> You can also do neat things with a deep citadel in Khyber. If you had a favorite Underdark locale, you can easily scrape off the serial numbers and convert it to suit. My favorite is the Balrog-friendly lava lake, perhaps with a daelkyr-tainted balor demon as a resident of the hellish central island.</li> </ol></blockquote><p></p>
[QUOTE="RealAlHazred, post: 6792486, member: 25818"] Eberron is a pulpy place, so you have to make sure the places are exotic and the boss fights are properly interesting. I'm going to echo some of collin's suggestions. [LIST=1][*][B]Xen'drik:[/B] I'd put them in a steamy jungle ruin. If you can find [B][I]Dragon[/I][/B] issue #330, it had an article on the Umbragen, who would make a decent exotic elf culture. If you can find [B][I]Dungeon[/I][/B] issue #121, it had a Backdrop article on the Ring of Storms, an exotic location, and the Qabalrin, another exotic elf culture. [*][B]Aerenal:[/B] The major elf island has manifest zones of Irian, the Endless Light, and ancient necropoli inhabited by the Deathless, the undead ancestral elves[sblock]not exactly -- for those not familiar, they're animated by the Positive Energy Plane, and are the ancestral elf leaders[/sblock]Rotting tombs, overgrown by ancient trees. The boss fight should have lots of high elven magic, and maybe some stolen giant magic. [*][B]The Mournland:[/B] One-off games in Eberron almost have to have some Mournland expedition stuff as a requirement. An ancient battlefield would be the backdrop, with clouds of the dead gray mist floating through. Maybe when you are in a bank of dead gray mist, you experience some of the ancient battle that took place there, with combatants appearing and disappearing. I like Living Spells as opponents. [*][B]Greywall:[/B] You have Sharn as an urban backdrop for your first scenario, but for a completely different exotic city location, how about the capital of Droaam? There's a Backdrop article on it in [B][I]Dragon[/I][/B] issue #368. Ancient Dhakaani ruins, monstrous inhabitants, this one screams out for a scenario. If you wait until they're at the high end of your range, you can have a green hag with a bunch of monstrous mercenaries for some good tactical play. [*][B]Taer Lian Doresh:[/B] One of the Feyspires, one of 4E's contributions to the setting that make a lot of sense and fit extraordinarily well. There were a series of articles exploring this site in [B][I]Dungeon[/I][/B] issues #178, 181, and 184. I'd use the eladrin modification from the [B][I]Dungeon Master's Guide[/I][/B] for the elves, and include [sblock]Quori-possessed eladrin (the first article explains how this is possible)[/sblock] [*][B]Ashtakala:[/B] Not really the capital of the Demon Wastes, it is nevertheless, the most alien urban setting the characters are likely to get to. Aside from the scant details in the core book, there is some more in an article on the Lords of Dust in [B][I]Dragon[/I][/B] issue #337. Potential enemies: Carrion Tribe barbarians loyal to the Claws of Khyber (third-rank members of the Lords of Dust) and granted strange magical powers. One or two members of the Council of Ashtakala (second-rank members of the Lords of Dust) could be there as leaders, and might be any fiendish type, not just rakshasas. Because of the nature of the place, it could be a confusing battlefield, with illusory terrain (or even illusory combatants) cluttering the fight. [*][B]Khyber:[/B] You can also do neat things with a deep citadel in Khyber. If you had a favorite Underdark locale, you can easily scrape off the serial numbers and convert it to suit. My favorite is the Balrog-friendly lava lake, perhaps with a daelkyr-tainted balor demon as a resident of the hellish central island.[/LIST] [/QUOTE]
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