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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Eberron/Dragonlance adventure (3.5)
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<blockquote data-quote="Alexander123" data-source="post: 5499023" data-attributes="member: 98794"><p>I have been thinking of creating an adventure where the players by some magical event travel to another world entirely and have to find their way back to their own world.</p><p> </p><p>I have in mind the players traveling from Eberron to Dragonlance and I want them to arrive in Dragonlance exactly somewhere during the War of the Lance. (I don't like what the authors did with the setting after the War of the Lance and I don't like some of the choices that some of the characters made so I will be making different decisions on their behalf.)</p><p> </p><p>A few issues with this will be consistency since in Eberron gods don't walk the earth.</p><p> </p><p>I am going to explain this by saying that gods and goddesses are primitive myths which each society has and since divine magic has disappeared from DL for 300 centuries and is just returning it is more plausible that ths is the case. (I will make fizban a good lich or something like that.)</p><p> </p><p>The cataclysm is not going to be punishment from gods but a meteor.</p><p> </p><p>I'm sure there are other consistency issues which I will have to work out. I plan on having a link between these two worlds permanently opened so that travel between them is possible.</p><p> </p><p>One of the reasons why I am doing this is because there are things I like about DL which I want to import into Eberron and there are things about Eberron which I also like and want to have the best of both worlds. (My own preference is Eberron.)</p><p> </p><p>Such as:</p><p> </p><p>DL: Kender, The Knights of Thakhisis, The Knights of Solamnia etc.</p><p> </p><p>Eberron: Gods don't walk the earth, retain class abilities even if your alignment is opposed to your deities, (more realistic) the steampunk feel of it, the existence of artificers.</p><p> </p><p>Any advice, problems you think I might have, things to watch out for?</p></blockquote><p></p>
[QUOTE="Alexander123, post: 5499023, member: 98794"] I have been thinking of creating an adventure where the players by some magical event travel to another world entirely and have to find their way back to their own world. I have in mind the players traveling from Eberron to Dragonlance and I want them to arrive in Dragonlance exactly somewhere during the War of the Lance. (I don't like what the authors did with the setting after the War of the Lance and I don't like some of the choices that some of the characters made so I will be making different decisions on their behalf.) A few issues with this will be consistency since in Eberron gods don't walk the earth. I am going to explain this by saying that gods and goddesses are primitive myths which each society has and since divine magic has disappeared from DL for 300 centuries and is just returning it is more plausible that ths is the case. (I will make fizban a good lich or something like that.) The cataclysm is not going to be punishment from gods but a meteor. I'm sure there are other consistency issues which I will have to work out. I plan on having a link between these two worlds permanently opened so that travel between them is possible. One of the reasons why I am doing this is because there are things I like about DL which I want to import into Eberron and there are things about Eberron which I also like and want to have the best of both worlds. (My own preference is Eberron.) Such as: DL: Kender, The Knights of Thakhisis, The Knights of Solamnia etc. Eberron: Gods don't walk the earth, retain class abilities even if your alignment is opposed to your deities, (more realistic) the steampunk feel of it, the existence of artificers. Any advice, problems you think I might have, things to watch out for? [/QUOTE]
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Eberron/Dragonlance adventure (3.5)
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