Secrets of Xen'drik: my favourite parts


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Even though I'm no Eberron DM, I'm intrigued by this one.

Including crunch from the book shouldn't be a problem, I already use a lot of Eberron crunch. But how easy it to salvage the rest?

Are the frameworks and locations very specific to Eberron history or can they be easily drag and dropped with a few namechanges?
 

Gold Roger said:
Are the frameworks and locations very specific to Eberron history or can they be easily drag and dropped with a few namechanges?

For the most part, easily dragged and dropped. You might need to make a few adjustments, but the only strong Ebberon specific elements are the prestige classes and a few monsters (the like Quor forged).
 

Glyfair said:
For the most part, easily dragged and dropped. You might need to make a few adjustments, but the only strong Ebberon specific elements are the prestige classes and a few monsters (the like Quor forged).

That's just about right, since making a few adjustment to stuff is what I'm all about. Looks like I'll have to drop some € on this one somewhere down the line.
 

Hjorimir said:
Can somebody expaling what a trap encounter is? (Outside the obvious fact that it is an encounter with a trap.)
Encounter Traps
"The ancient traps of Xen'drik are far more diabolical than those presented in the [DMG]. Such traps behave more like encounters with monsters, acting in initiative order as they attempt to incapacitate or destroy the intruders who trigger them. Some contain large moving parts (such as crushing blocks, rolling boulders, or spinning blades), while others rely on spells and hazardous substances (including burning jets of oil, bolts of lightning, or acidic gases)."

There are 4 sample traps (CR 2, 4, 8, and 12) to demonstrate how they work. Then there's a section on designing encounter traps, followed by two more classic traps (The Alphabet Trap CR 5, and The Crusher CR 8). Basically they're rooms that attack PCs who trigger them in various ways, rather like in Indiana Jones or the garbage compactor in Star Wars.
 


Gold Roger said:
Even though I'm no Eberron DM, I'm intrigued by this one.

Including crunch from the book shouldn't be a problem, I already use a lot of Eberron crunch. But how easy it to salvage the rest?

Are the frameworks and locations very specific to Eberron history or can they be easily drag and dropped with a few namechanges?

I'm not running Eberron either and am planning on using quite a few bits of it in my Skull & Bones campaign when the PCs venture into the Yucatan jungles.

Cheers


Richard
 

I think what I liked most about the book was it's sheer customizability. Everything was either not fully explained (leaving it up to you) or had several options. I remember at one point they described an NPC and said he was either a sorcerer or a wizard (or something like that). It's not so much full of ideas, but full of nice, rich soil where you can grow your own.

My mind started churning when I read about those things in Stormreach that show random images at random times. :)
 

blargney the second said:
Encounter Traps
"The ancient traps of Xen'drik are far more diabolical than those presented in the [DMG]. Such traps behave more like encounters with monsters, acting in initiative order as they attempt to incapacitate or destroy the intruders who trigger them. Some contain large moving parts (such as crushing blocks, rolling boulders, or spinning blades), while others rely on spells and hazardous substances (including burning jets of oil, bolts of lightning, or acidic gases)."

There are 4 sample traps (CR 2, 4, 8, and 12) to demonstrate how they work. Then there's a section on designing encounter traps, followed by two more classic traps (The Alphabet Trap CR 5, and The Crusher CR 8). Basically they're rooms that attack PCs who trigger them in various ways, rather like in Indiana Jones or the garbage compactor in Star Wars.
Neat! Thank you.
 

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