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[Jan05] Campaign reports
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<blockquote data-quote="mearls" data-source="post: 1938662" data-attributes="member: 697"><p>I have two campaigns running:</p><p></p><p>Eberron Campaign</p><p></p><p>The party reached the dead city, a ruined, undead and aberration infested metropolis at Eberron's north pole. The frost giants who live there are mostly insane worshippers of the Cthulhu-esque beings of Xoriat. The party managed to talk to the immortal frost giant king without starting a fight, but they managed to inadvertantly offer him their service. So, he decided that they should be locked up in the (long abandoned) servant's quarters until he figures out how they can serve him. When the last session ended, they had just found a secret door in the quarters and were ready to see where it leads.</p><p></p><p>One of the PCs is possessed by the king's long dead sister, a cleric of some sort of sun god. They know that the ghost has some sort of plan to depose the king and purge the dead city of the awful, sanity-blasting creatures of Xoriat, but they aren't sure what it is (she seizes control of the shifter barbarian/ranger for only short periods of time, and then only to complete specific actions). They're in the city to find a lost artifact, and the information that describes where it is came from a hag who is either out to kill them or is simply giving them clues that lead them to where they are needed most. So, they aren't sure if they can trust it.</p><p></p><p>If the characters do handle the frost giants and find the artifact, they still need to hike all the way back to the Monastery of Bitter Contemplation (they liberated it from shapeshifting undead on their way to the city), then back to Outland (an arctic settlement that you flee to if you want to disappear from Khorvaire - think Mos Eisley but with ice), and there they need to bargain with a white dragon for their airship, which the dragon shot down and stole as tribute for their violation of her territory.</p><p></p><p>Return to the Temple of Elemental Evil</p><p></p><p>We just finished the moat house, so the party is off the next segment of the adventure. I've run a few of the mini-modules from the WotC site. This has been a fun game - it's what we play when the Eberron game can't happen for whatever reason. We've managed to introduce a new player to D&D (he's running a dwarf druid) and the game has a sort of 1e feel to it. The players aren't as attached to their characters, so PC death isn't as big a deal as it is in Eberron.</p></blockquote><p></p>
[QUOTE="mearls, post: 1938662, member: 697"] I have two campaigns running: Eberron Campaign The party reached the dead city, a ruined, undead and aberration infested metropolis at Eberron's north pole. The frost giants who live there are mostly insane worshippers of the Cthulhu-esque beings of Xoriat. The party managed to talk to the immortal frost giant king without starting a fight, but they managed to inadvertantly offer him their service. So, he decided that they should be locked up in the (long abandoned) servant's quarters until he figures out how they can serve him. When the last session ended, they had just found a secret door in the quarters and were ready to see where it leads. One of the PCs is possessed by the king's long dead sister, a cleric of some sort of sun god. They know that the ghost has some sort of plan to depose the king and purge the dead city of the awful, sanity-blasting creatures of Xoriat, but they aren't sure what it is (she seizes control of the shifter barbarian/ranger for only short periods of time, and then only to complete specific actions). They're in the city to find a lost artifact, and the information that describes where it is came from a hag who is either out to kill them or is simply giving them clues that lead them to where they are needed most. So, they aren't sure if they can trust it. If the characters do handle the frost giants and find the artifact, they still need to hike all the way back to the Monastery of Bitter Contemplation (they liberated it from shapeshifting undead on their way to the city), then back to Outland (an arctic settlement that you flee to if you want to disappear from Khorvaire - think Mos Eisley but with ice), and there they need to bargain with a white dragon for their airship, which the dragon shot down and stole as tribute for their violation of her territory. Return to the Temple of Elemental Evil We just finished the moat house, so the party is off the next segment of the adventure. I've run a few of the mini-modules from the WotC site. This has been a fun game - it's what we play when the Eberron game can't happen for whatever reason. We've managed to introduce a new player to D&D (he's running a dwarf druid) and the game has a sort of 1e feel to it. The players aren't as attached to their characters, so PC death isn't as big a deal as it is in Eberron. [/QUOTE]
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