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Combining Splat-Material Themes?
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<blockquote data-quote="RUMBLETiGER" data-source="post: 6123467" data-attributes="member: 6674868"><p>Had a campaign that consisted of 4 human brothers who were the sons of retired adventurers. The back story included Dad who was an Artificer, mom was a deaf Rogue/Bard/Shadowdancer, and the rest of their party were a human Cleric of Kord, Half-Giant Psychic Warrior, human Monk/Swordsage, Ashirati Archivist and a Shifter Druid. These were the ones the boys grew up hearing stories about, this was all before the game got started.</p><p></p><p>The sons were a Favored Soul of Kord (who died early on in the adventure, was <em>reincarnated</em> by a Treant Druid and came back with the Woodling template), a Warblade, a Factotum and a Psion. they had a sister who was an Artificer like dad and stayed at home, much more interested in building constructs and running the family business. </p><p></p><p>So, the above characters required Eberron Campaign Setting, Races of Eberron, Sandstorm, Tome of Battle, Expanded Psionics Handbook, Complete Psionics, Complete Divine, Dungeonscape, Monster Manual I & III and the DMG. I know we used more for feats. I played the Factotum, who required a variety of books for feats. Don't get me started on gear. The adventure took place in a number of lands the DM made up. </p><p> </p><p>Specific to your question about regions: The Treant Druid was underground, we drew from some Drow of the Underdark critters for that. There was a stint with pirate rum runners that drew from Stormwrack and Arms & Equipment Guide for ships. There was a planar rift to the Elemental Plane of Water we needed to seal, so a brief peek into that other Plane.</p><p></p><p>We had plans for some planar travel but the campaign never got that far. We had Manual of the Planes and Planar Handbook available for it. The storyline was supposed to tie the Favored Soul and the Warblade, both devotees of Kord, into a crusade against Evil Dragons as Bahamut and Kord formed an alliance against Tiamat. We would have gone to the Plain of Ida and The Hall of the Valiant to be commissioned. The long term plan was for the Psion to True Mind Switch into a Black Dragon sometime after he hit level 17. </p><p></p><p>-Eberron races in Sandstorm-inspired environments comes to mind. Changelings and Druid Shifters in the desert. I've got a soft spot in my heart for Shifters and Changelings. </p><p></p><p>-Had an Island hopping campaign that required Stormwrack to make sense of. </p><p></p><p>What tends to happen is we play a campaign, then the effects from the previous campaign lingers in the world, and impact the next, sometimes a century later. We add things in as things go along.</p></blockquote><p></p>
[QUOTE="RUMBLETiGER, post: 6123467, member: 6674868"] Had a campaign that consisted of 4 human brothers who were the sons of retired adventurers. The back story included Dad who was an Artificer, mom was a deaf Rogue/Bard/Shadowdancer, and the rest of their party were a human Cleric of Kord, Half-Giant Psychic Warrior, human Monk/Swordsage, Ashirati Archivist and a Shifter Druid. These were the ones the boys grew up hearing stories about, this was all before the game got started. The sons were a Favored Soul of Kord (who died early on in the adventure, was [I]reincarnated[/I] by a Treant Druid and came back with the Woodling template), a Warblade, a Factotum and a Psion. they had a sister who was an Artificer like dad and stayed at home, much more interested in building constructs and running the family business. So, the above characters required Eberron Campaign Setting, Races of Eberron, Sandstorm, Tome of Battle, Expanded Psionics Handbook, Complete Psionics, Complete Divine, Dungeonscape, Monster Manual I & III and the DMG. I know we used more for feats. I played the Factotum, who required a variety of books for feats. Don't get me started on gear. The adventure took place in a number of lands the DM made up. Specific to your question about regions: The Treant Druid was underground, we drew from some Drow of the Underdark critters for that. There was a stint with pirate rum runners that drew from Stormwrack and Arms & Equipment Guide for ships. There was a planar rift to the Elemental Plane of Water we needed to seal, so a brief peek into that other Plane. We had plans for some planar travel but the campaign never got that far. We had Manual of the Planes and Planar Handbook available for it. The storyline was supposed to tie the Favored Soul and the Warblade, both devotees of Kord, into a crusade against Evil Dragons as Bahamut and Kord formed an alliance against Tiamat. We would have gone to the Plain of Ida and The Hall of the Valiant to be commissioned. The long term plan was for the Psion to True Mind Switch into a Black Dragon sometime after he hit level 17. -Eberron races in Sandstorm-inspired environments comes to mind. Changelings and Druid Shifters in the desert. I've got a soft spot in my heart for Shifters and Changelings. -Had an Island hopping campaign that required Stormwrack to make sense of. What tends to happen is we play a campaign, then the effects from the previous campaign lingers in the world, and impact the next, sometimes a century later. We add things in as things go along. [/QUOTE]
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