D&D General Eberron - why don't you run it? [-]

To me, that's an issue with D&D's power curve, not Eberron as a setting. I can't think of any setting's internal consistency that survives the core premise. Ravenloft is less scary when your more powerful than the Dark Lords, Dragonlance stops feeling epic when you can solo most dragons and Dark Sun stops feeling like a survival sim when you can start slapping around Sorcerer Kings. Just the nature of the beast imho.
True true. The only real difference with Eberron was that it was specifically stated as part of its setting mentality that it was not meant to have many (if any) high-level characters, which means its own design paradigm was not really good for D&D as a game itself. ;) It'd be a better setting for a non-leveling (or low-leveling) RPG heh heh.

But like I said... it's a minor bug that DMs have been handwaving for years, so it's not an actual issue other than an odd curiosity. :)
 

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True enough, but I was thinking more of the adventures that would lead into Eyes at 5th level, and I believe Grasp was a 7th level adventure (which is why I didn't include it in my particular list.)

But most definitely it could be possible to run a pseudo-adventure path using those four Eberron modules (Forge, Shadow, Whispers, Grasp) as stated (without using Eyes). That could give a DM a pretty good line-up to run.
It's for 6th level, but you make a valid point.

As part of my episodic campaign, I ran a beefed-up Forgotten Forge as a prologue to Grasp of the Emerald Claw, which I will be running at 8th level. I am then going to run a streamlined version of Eyes of the Lich Queen for 9th level only. I am using Irullan Karnach, the Emerald Claw baddie from the Oracle of War campaign, as a through-line. She's a necromancer with a magic item that her minions can use to resurrect her, so she can be a recurring baddie even if the PCs kill her.

All of this is going to lead into my Vecna Vol: Eve of Ruin adaptation, which will serve as the second half of my campaign.
 

You can print them all out and make a dead-tree version easily enough (they’re printer friendly).
Honestly, a lot of my hobby is buying and reading adventures these days - since there is way more adventure content on my shelves both read and unread than I can possibly run in the rest of my lifetime - including a couple 4e Eberron books and the 5e2014 Eberron book. Now, if one of my playgroups came to me and said - "hey! we want to play a game in Eberron" I'd make it happen. Then and only then would I potentially print up an AP. Oracle of War sounds interesting. I am reminded of the Scales of War series that was pubbed in Dungeon for 4e. Probably only coincidence the names are similar.

That said, if there was a WotC printed adventure, I'd probably buy it. And then if I had it in dead tree, more likely for me to read it then run it...
 

Honestly, a lot of my hobby is buying and reading adventures these days - since there is way more adventure content on my shelves both read and unread than I can possibly run in the rest of my lifetime - including a couple 4e Eberron books and the 5e2014 Eberron book. Now, if one of my playgroups came to me and said - "hey! we want to play a game in Eberron" I'd make it happen. Then and only then would I potentially print up an AP. Oracle of War sounds interesting. I am reminded of the Scales of War series that was pubbed in Dungeon for 4e. Probably only coincidence the names are similar.

That said, if there was a WotC printed adventure, I'd probably buy it. And then if I had it in dead tree, more likely for me to read it then run it...
Believe me, I would love for more Eberron adventure content (and not just low-level tasters either)!

Some thoughts about Oracle of War:

While I'm sure the DM put a lot of work into the campaign to smooth out the kinks, we had a blast. The campaign mostly sticks to Khorvaire, starting and ending in the Mournland. The player's guide includes some decent hooks for tying the PCs into the setting via their backgrounds (Acolyte = Disciple of the Sovereign Host, Charlatan = War Impostor, Criminal = Resistance Leader, Gladiator = Aundairian Special Forces, Hermit = Brelish Deserter, Noble = Cyran Aristocrat, Outlander = Conscientious Objector, Sage = Morgrave University Professor, Soldier = Officer of the 12th Brelish Infantry, Spy = Ear of Thrane, etc).

There are a few stints in Sharn along with sojourns to Institute of the Twelve, Arcanix, the Realm Below, the Cathedral of the Silver Flame, and even the ruins of Metrol. (For the latter, the DM mixed in some content from Keith Baker's "Dread Metrol" Ravenloft supplement).

The Lord of Blades and his fanatical warforged are the ultimate bad guys, with the adventure culminating in the PCs forging an alliance of armies to fight against the LOB to defeat him once and for all. However, there are a series of other baddies to tangle with, including Emerald Claw agents, a daelkyr lord (Valaara), a few dragons, a warforged colossus or two, and so on. There's even a lengthy side plot involving an elven conspiracy led by some undying Aereni paladins.

The PCs fly on an airship, ride dinosaurs, battle the Lord of Blades for the Argonth, seek to uncover elven sleeper agents, untangle the secrets of the Draconic Prophecy with Flamewind the sphinx, and more. There is an Indiana Jones-style flashback episode that takes place on Xen'drik, which I think is the only bit of the campaign that doesn't take place in Khorvaire (barring a mission or two into Eberron's planes).

There's also some add-ons that you can get via the DMs Guild, including the very fun Dino World segment (which features a Jurassic Park-style theme park near the ruins of a Cyran resort town.)

In my opinion, it does a fantastic job capturing the post-Last War noir and pulp action vibes of Khorvaire. Again, this might have been due to the DM's skills, but I felt like even at the higher levels, we still had reason to interact with the movers and shakers of Eberron, including Prince Oargev of New Cyre. At no point did I feel like we were untouchably powerful, even at level 20.
 
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Believe me, I would love for more Eberron adventure content (and not just low-level tasters either)!

Some thoughts about Oracle of War:
Oh, thanks for the write-up of Oracle of War. Now even more interested... I wonder why WotC wouldn't just take that storyline that they already have, polish it up, and publish it.
 




What do you consider the "Eberron approach" to be?
Several things at once. The big one being the age old question of why settings like Forgotten Realms, Greyhawk, Dragonlance et al have not, over thousands of years, developed everyday conveniences through the use of widespread magic. Why are you still riding a horse? Like it or not, a magical mode of mass transporation just makes sense. And then you can start extrapolating that to all of your daily (in)conveniences. It is hard to argue with Eberron's conceit when looking at many other D&D settings.
 

Several things at once. The big one being the age old question of why settings like Forgotten Realms, Greyhawk, Dragonlance et al have not, over thousands of years, developed everyday conveniences through the use of widespread magic. Why are you still riding a horse? Like it or not, a magical mode of mass transporation just makes sense. And then you can start extrapolating that to all of your daily (in)conveniences. It is hard to argue with Eberron's conceit when looking at many other D&D settings.
At least with the Realms, there's an apocalypse every new edition few decades or centuries which can be extrapolated as setting technology back a bit.
 

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