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

I want a book-long AP that goes from level 1-12+, or 3-15+ that shows me and my players why Eberron is awesome. And I need it in dead-tree.

If folks come to this thread and say "Eyes, have you checked x, y, or z on DM's Guild?!?" that would be great, because I am not aware of a dead-tree published AP (~180+ page book) for Eberron.
 

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I want a book-long AP that goes from level 1-12+, or 3-15+ that shows me and my players why Eberron is awesome. And I need it in dead-tree.

If folks come to this thread and say "Eyes, have you checked x, y, or z on DM's Guild?!?" that would be great, because I am not aware of a dead-tree published AP (~180+ page book) for Eberron.
Oracle of War goes from level 1 to level 20. You can print them all out and make a dead-tree version easily enough (they’re printer friendly).
 

I just don't find magic industrial revolution to be appealing. I'd very much rather run a game in actual historical industrial revolution.

"What if technology was magic" for me works as a strong visual aesthetics, but that's completely moot when there's no visuals. Like, say, in a tabletop RPG -- similarly to how Horizon's robot dinosaurs are awesome, but only in a videogame where I can see their striking visual design, hear chunky rumbly SFX and witness interesting animations. In a tabletop game they'd just become normal dinosaurs (which are cool, but then who the hell needs the robot part?)
 
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People claim that it's bad the Forgotten Realms has so much lore, but the lore of the Forgotten Realms makes it easy to create PCs who fit in it and time having passed in the setting means you have way more options.

Eberron's lore does the exact opposite. It's detailed in a way that closes off options and uses the excuse of "It's up to the DM to decide" to avoid filling in the blanks or committing to anything.

Or just leaves them out entirely.

I shouldn't have to purchase a 3rd party sourcebook by the original author for a detailed look at what the religions of Eberron are like.
 


I want a book-long AP that goes from level 1-12+, or 3-15+ that shows me and my players why Eberron is awesome. And I need it in dead-tree.

If folks come to this thread and say "Eyes, have you checked x, y, or z on DM's Guild?!?" that would be great, because I am not aware of a dead-tree published AP (~180+ page book) for Eberron.
The longest Eberron adventure actually published by WotC in dead-tree form is Eyes of the Lich Queen. A 3.5 adventure that starts at 5th level and would take you probably to 10th or so (depending on the DM ad how they award XP or milestone it.) The adventure begins in Q'Barra I believe, so if you wanted to start at 1st level then you might need to create your own introductory adventures for those first five levels. In theory you have the very minor "adventure path" of the original Eberron printed modules (The Forgotten Forge, Shadows of the Last War, Whisper of the Vampire's Blade) that you could possibly use, but their story does not directly lead into EotLQ, you'd need to finagle the story a bit I think.
 

And that's the problem. 9th level wizards and other characters exist, but they are few and far between and you might only meet one of them out of every 500 NPCs you meet.

Whereas we have a band of five of them all walking around together as a super-team. Meaning that they as a group completely overshadow almost every single other character in the setting. Which to me kind of spoils the point of it. Now it's not an insurmountable issue and can be easily handwaved away... but to me it does just lessens the premise of the setting a little bit when you have those 12 to 15 high-level personages that are spread out amongst the dozen or so nations of Khorvaire... PLUS you have 4 to 6 of them all walking around as a group AS though they were the Avengers themselves. And that's only because they are the PCs.

And as far as needing characters that can handle those "high-level threats" in the setting... the only reason those threats like the Quori, Lords of Dust or Lady Vol ARE high-level is because Eberron is a D&D game that uses leveling-up as its reward system that the PCs will eventually reach... so the game HAS to make these threats high-level for if and when the PCs reach those levels too. But I mean if you run the game as an E6... then you wouldn't need those threats to be as high-level as they currently are. One would just de-power most of them so that they still remain as proportionally more powerful than the PCs as they are right now, except the PCs are now 4th, 5th, or 6th level instead. So rather than needing to make a Quori that is a credible threat to a 15th level PC... it only needs to be credible to a 5th.

But like I said, it's not that big a deal and we've all been working with it all along. It's more just the setting's one stubbed toe. But c'est la vie.
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.
 

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.
A big reason why so many games never get so far that this becomes a real setting logic problem. Of course, some people probably don't care about that.
 

The longest Eberron adventure actually published by WotC in dead-tree form is Eyes of the Lich Queen. A 3.5 adventure that starts at 5th level and would take you probably to 10th or so (depending on the DM ad how they award XP or milestone it.) The adventure begins in Q'Barra I believe, so if you wanted to start at 1st level then you might need to create your own introductory adventures for those first five levels. In theory you have the very minor "adventure path" of the original Eberron printed modules (The Forgotten Forge, Shadows of the Last War, Whisper of the Vampire's Blade) that you could possibly use, but their story does not directly lead into EotLQ, you'd need to finagle the story a bit I think.
You forgot Grasp of the Emerald Claw, which doesn’t specifically tie in either but does involve the same baddies (the Emerald Claw).
 

You forgot Grasp of the Emerald Claw, which doesn’t specifically tie in either but does involve the same baddies (the Emerald Claw).
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 as well.
 

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