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So..tell me about Eberron
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<blockquote data-quote="Patrick O'Duffy" data-source="post: 3866759" data-attributes="member: 11490"><p>I've been running a campaign for most of the year, but thanks to erratic scheduling we've only had 6-8 sessions. Ah, adulthood.</p><p></p><p>Anyway, it's been a reasonably-standard 'getting mixed up in stuff'' campaign, where I'm trying to move between urban-(ie Sharn)-based investigation and red-line-on-the-map excursions into the wider world, with minimal dungeon-crawling. The PCs are reasonably typical adventurer types, although most have a personal reason for getting involved in things over and above cash.</p><p></p><p>The plots so far have been:</p><p></p><p>- Uncovering a daelkyr-worshipping cult in Sharn that's recruiting or kidnapping Cyran refugees</p><p></p><p>- Travelling to New Cyre to prevent the cult from releasing a giant aberration from beneath the Dragon's Crown</p><p></p><p>- Retreiving an angel statue from the slum district of Fallen in Sharn (the <em>Dungeon</em> adventure 'Fallen Angel')</p><p></p><p>- Teaming up with a Sentinel Marshal to stop a Lyrandar excoriate from stealing an airship with the aid of a powerful schema</p><p></p><p>Once we get the campaign going again (we took a break while one of the players finished writing his new novel) I'll be running a modified version of <strong>Whisper of the Vampire's Blade</strong>, which lets me get the group out of Sharn again and show them more of Khorvaire. Then it's back to Sharn for a story or two (probably running 'Steel Shadows' from <em>Dungeon</em>) before getting into <strong>Eye of the Lich Queen</strong>. </p><p></p><p>That'll probably be a good point to end the campaign, but if people are keen I'll probably take them back to Sharn so they can deal with all the fallout from their previous adventures, as their enemies team up to take them down.</p><p></p><p>I don't know if there's anything there I couldn't do with in a more traditional <strong>D&D</strong> setting, but that's not a bad thing. I haven't taken full advantage of the pulp elements as yet, but we're slowly getting more into that feel, with things like the set-piece encounter in the Lyrandar airship tower last session. For all the railroading problems <strong>Whispers</strong> has, it's good at providing some of that tone and feel, and I should be able to maintain that while freeing up the plot a little.</p><p></p><p>If I run another campaign - and I'd like to - it might focus on pirates and Inspired shenanigans in the Lhazaar Principalities, exploring giant ruins and outlandish dungeons in Xen'drik, or a heavily, <em>heavily</em> modified version of <strong>Shackled City</strong> that compresses the level progression and makes it into an epic anti-Dragon-Below-cult campaign. All of those sound like fun.</p></blockquote><p></p>
[QUOTE="Patrick O'Duffy, post: 3866759, member: 11490"] I've been running a campaign for most of the year, but thanks to erratic scheduling we've only had 6-8 sessions. Ah, adulthood. Anyway, it's been a reasonably-standard 'getting mixed up in stuff'' campaign, where I'm trying to move between urban-(ie Sharn)-based investigation and red-line-on-the-map excursions into the wider world, with minimal dungeon-crawling. The PCs are reasonably typical adventurer types, although most have a personal reason for getting involved in things over and above cash. The plots so far have been: - Uncovering a daelkyr-worshipping cult in Sharn that's recruiting or kidnapping Cyran refugees - Travelling to New Cyre to prevent the cult from releasing a giant aberration from beneath the Dragon's Crown - Retreiving an angel statue from the slum district of Fallen in Sharn (the [i]Dungeon[/i] adventure 'Fallen Angel') - Teaming up with a Sentinel Marshal to stop a Lyrandar excoriate from stealing an airship with the aid of a powerful schema Once we get the campaign going again (we took a break while one of the players finished writing his new novel) I'll be running a modified version of [b]Whisper of the Vampire's Blade[/b], which lets me get the group out of Sharn again and show them more of Khorvaire. Then it's back to Sharn for a story or two (probably running 'Steel Shadows' from [i]Dungeon[/i]) before getting into [b]Eye of the Lich Queen[/b]. That'll probably be a good point to end the campaign, but if people are keen I'll probably take them back to Sharn so they can deal with all the fallout from their previous adventures, as their enemies team up to take them down. I don't know if there's anything there I couldn't do with in a more traditional [b]D&D[/b] setting, but that's not a bad thing. I haven't taken full advantage of the pulp elements as yet, but we're slowly getting more into that feel, with things like the set-piece encounter in the Lyrandar airship tower last session. For all the railroading problems [b]Whispers[/b] has, it's good at providing some of that tone and feel, and I should be able to maintain that while freeing up the plot a little. If I run another campaign - and I'd like to - it might focus on pirates and Inspired shenanigans in the Lhazaar Principalities, exploring giant ruins and outlandish dungeons in Xen'drik, or a heavily, [i]heavily[/i] modified version of [b]Shackled City[/b] that compresses the level progression and makes it into an epic anti-Dragon-Below-cult campaign. All of those sound like fun. [/QUOTE]
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