Eberron ala Fabian (Inactive)

Game Master Fabian Benavente


EBERRON - TEN THINGS YOU NEED TO KNOW:

1. If it exists in D&D, then it has a place in Eberron. A monster or spell or magic item from the core rulebooks might feature a twist or two to account for Eberron’s tone and attitude, but otherwise everything in the Player’s Handbook, Dungeon Master’s Guide, and Monster Manual has a place somewhere in Eberron. Also, this is the fi rst D&D setting built entirely from the v.3.5 rules, which enabled us to blend rules and story in brand-new ways.

2. Tone and attitude. The campaign combines traditional medieval D&D fantasy with swashbuckling action and dark adventure. Alignments are relative gauges of a character or creature’s viewpoint, and not absolute barometers of affiliation and action; nothing is exactly as it seems. Alignments are blurred, so that it’s possible to encounter an evil silver dragon or a good vampire. Traditionally good aligned creatures may wind up opposed to the heroes, while well-known agents of evil might provide assistance when it’s least expected. To help capture the cinematic nature of the swordplay and spellcasting, we’ve added action points to the rules mix. This spendable, limited resource allows players to alter the outcome of dramatic situations and have their characters accomplish the seemingly impossible.

3. A world of magic. The setting supposes a world that developed not through the advance of science, but by the mastery of arcane magic. This concept allows for certain conveniences unimagined in other medieval timeframes. The binding and harnessing of elemental creatures makes airships and rail transport possible. A working class of minor mages uses spells to provide energy and other necessities in towns and cities. Advances in magic item creation have led to everything from self-propelled farming implements to sentient, free-willed constructs.

4. A world of adventure. From the steaming jungles of Aerenal to the colossal ruins of Xen’drik, from the towering keeps of Sharn to the blasted hills and valleys of the Demon Wastes, Eberron is a world of action and adventure. Adventures can and should draw heroes from one exotic location to another across nations, continents, and the entire world. The quest for the Mirror of the Seventh Moon may take the heroes from a hidden desert shrine to a ruined castle in the Shadow Marches and finally to a dungeon deep below the Library of Korranberg. Through the use of magical transportation, heroes can reach a wider range of environments over the course of an adventure, and thus deal with a diverse assortment of monsters and challenges.

5. The Last War has ended—sort of. The Last War, which plunged the continent of Khorvaire into civil war more than a century ago, ended with the signing of the Treaty of Thronehold and the establishment of twelve recognized nations occupying what was once the kingdom of Galifar. At least overtly, the peace has held for almost two years as the campaign begins. The conflicts, the anger, and the pain of the long war remain, however, and the new nations seek every advantage as they prepare for the inevitable next war that will eventually break out on the continent.

6. The Five Nations. The human-dominated civilizations on the the continent of Khorvaire trace a lineage to the ancient kingdom of Galifar, which was made up of five distinct regions, or nations. These were Aundair, Breland, Cyre, Karrnath, and Thrane. Four of these survive to the present day as independent countries; Cyre was destroyed before the start of the campaign. The devastated territory it once occupied is now known as the Mournland. A common epithet among the people of Khorvaire is “By the Five Nations,” or some version thereof. The Five Nations refers to the ancient kingdom of Galifar and harkens back to a legendary time of peace and prosperity.

7. A world of intrigue. The war is over, and the nations of Khorvaire now try to build a new age of peace and prosperity. Ancient threats linger, however, and the world desperately needs heroes to take up the cause. Nations compete on many levels—economic, political influence, territory, magical power—each looking to maintain or improve its current status by any means short of all-out war. Espionage and sabotage services create big business in certain circles. The dragonmarked houses, churches both pure and corrupt, crime lords, monster gangs, psionic spies, arcane universities, royal orders of knights and wizards, secret societies, sinister masterminds, dragons, and a multitude of organizations and factions jockey for position in the afterglow of the Last War. Eberron teems with conflict and intrigue.

8. Dragonmark dynasties. The great dragonmarked families are the barons of industry and commerce throughout Khorvaire and beyond. Their infl uence transcends political boundaries, and they remained mostly neutral during the Last War. While not technically citizens of any nation, the matriarchs and patriarchs of each house live in splendor within their enclaves and emporiums located throughout Khorvaire. These dynastic houses of commerce derive their power from the dragonmarks—unique, hereditary arcane sigils that manifest on certain individuals within the family, granting them limited but very useful magical abilities associated with the trade guilds the family controls.

9. Dragonshards. Ancient legends and creation myths describe Eberron as a world in three parts: the ring above, the subterranean realm below, and the land between. Each of these world sections is tied to a great dragon of legend—Siberys, Khyber, and Eberron. Each section of the world produces stones and crystals imbued with arcane power—dragonshards. With dragonshards, dragonmarks can be made more powerful, elementals can be controlled and harnessed, and magic items of all sorts can be crafted and shaped. These shards, however, are rare and difficult to come by, making them expensive and often the goals of great quests and adventures.

10. New races. In addition to the common player character races found in the Player’s Handbook, players can choose to play changelings, kalashtar, shifters, and warforged in Eberron. Changelings are a race that evolved from the crossing of doppelgangers and humans, giving them minor shapechanging abilities. Kalashtar are planar entities merged with human hosts who are capable of becoming powerful wielders of psionicpower. Shifters developed from the mixing of humans and lycanthropes, a union that grants them limited bestial abilities and feral instincts. The warforged are sentient constructs created during the Last War who developed free will and a desire to improve their position in the world.

The Forgotten Forge
This adventure takes place in Sharn, the City of Towers. It begins, as many incidents in the City of Towers do, with a corpse. A warforged assassin, a mysterious blank book, and an offer from a House Cannith heir leads the adventurers into the depths of Sharn—eventually to an ancient ruin dating back to before the creation of the Kingdom of Galifar.

Khorvaire map

Update (2019 08 15)
This campaign has evolved and will be run with D&D5e rules.

The adventurers will tackle "Eyes of the Lich Queen"
"What begins as a simple expedition to explore an ancient jungle temple sends adventurers headlong into a search for the Dragon's Eye, an artifact created ages ago by demons in order to gain power over dragons. But where exactly is this mysterious artifact, and why do the Cloudreavers and the Emerald Claw think the adventurers already have it? Only Lady Vol knows the truth. Her deadly cat-and-mouse game leads the characters from the wilderness of Q'barra to the wild coasts of the Lhazaar Principalities and the soaring peaks of Argonnessen. There, at last, they can learn the secret of the Dragon's Eye and foil the lich queen's plans... if they survive!"

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Player Cheat Sheet

DM Screen Cheat Sheet

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HEALING DICE
Each PC starts out each morning (after a long rest) with a number of healing dice equal to their level. Each healing dice is the same die as used for their hit point generation (d6s for wizards, d10 for rangers, etc.). The CON modifier is added to each healing dice.

These healing dice may be spent after a short rest (minimum 1 hour) or before a long rest (minimum 8 hours).

All unspent healing dice are forfeited after a long rest when the PC starts out with his full allotment of healing dice.

Any newly generated healing dice may also be spent after a long rest.

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WARFORGED HEALING

Warforged are living constructs and, given that they have certain immunities, they also do not benefit fully from normal healing. Healing effects (Potion of Healing, Cure Wounds, etc.) heal 1/2 their potency on warforged.

However, there exists 'repair' effects (Oil of Repair, Repair Warforged Spells, etc.), which are identical to their living counterparts (Potion of Healing, Cure Wounds, etc.).
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Xanathar's Magic Item Tables
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Magic Item Quirks:

1 - Blissful. While in possession of the item, the bearer feels fortunate and optimistic about what the future holds. Butterflies and other harmless creatures might frolic in the item 's presence.
2- Confident. The item helps its bearer feel selfassured.
3- Covetous. The item 's bearer becomes obsessed with material wealth.
4- Frail. The item crumbles, frays , chips, or cracks slightly when wielded, worn, or activated. This quirk has no effect on its properties, but if the item has seen much use, it looks decrepit.
5 - Hungry. This item's magical properties function only if fresh blood from a humanoid has been applied to it within the past 24 hours. It needs only a drop to activate.
6 - Loud. The item makes a loud noise-such as a clang, a shout, or a resonating gong-when used.
7 - Metamorphic. The item periodically and randomly alters its appearance in slight ways. The bearer has no control over these minor alterations, which have no effect on the item's use.
8 - Muttering. The item grumbles and mutters. A creature who listens carefully to the item might learn something useful.
9 - Painful. The bearer experiences a harmless flash of pain when using the item.
10 - Possessive. The item demands attunement when first wielded or worn, and it doesn't allow its bearer to attune to other items. (Other items already attuned to the bearer remain so until their attunement ends.)
11 - Repulsive. The bearer feels a sense of distaste when in contact with the item, and continues to sense discomfort while bearing it.
12 - Slothful. The bearer of this item feels slothful and lethargic. While attuned to the item, the bearer requires 10 hours to finish a long rest.

DRAGONMARKS:

@Bronwyn: You gain one additional daily use of a least dragonmark spelllike ability. Bronwyn gains additional use of shield, which is cast with a reaction.

@Everyone but Bronwyn
You roll for a 1st-level spell from the sorcerer spell list below (spells below are from Player’s Handbook and Xanathar’s Guide to Everything; descriptions are on line as well). You learn that spell and can cast it through your mark. Once you cast it, you must finish a short or long rest before you can cast it again through the mark. Constitution is your spellcasting ability for these spells.

1. Absorb elements
2. Burning Hands
3. Catapult
4. Charm Person
5. Chromatic Orb
6. Chaos bolt
7. Color Spray
8. Comprehend Languages
9. Detect Magic
10. Disguise Self
11. Earth tremor
12. Expeditious Retreat
13. False Life
14. Feather Fall
15. Fog Cloud
16. lce knife
17. Jump
18. Mage Armor
19. Magic Missile
20. Ray of Sickness
21. Shield
22. Silent Image
23. Sleep
24. Thunderwave
25. Witch Bolt

Everyone roll or choose or design a flaw and a quirk.

d8 Flaw
1. Your mark is a source of constant physical pain.
2. Your mark whispers to you. Its meaning can be unclear.
3. When you're stressed, the mark hisses audibly.
4. The skin around the mark is burned, scaly, or withered.
5. Animals are uneasy around you.
6. You have a mood swing any time you use your mark.
7. Your looks change slightly whenever you use the mark.
8. You have horrific nightmares after you use your mark.

d6 Quirk
1. Your dragonmark is unusually small or faint.
2. Your dragonmark is exceptionally large.
3. Your dragon mark appears somewhere else on your body Whenever you finish a long rest.
4. Your dragon mark emits dim light in a 5-foot radius for 10 minutes whenever you use it.
5. Your dragonmark is an unusual color.
6. Your dragonmark changes size whenever you use it.