Jump to content

PaganMegan

Eberron Game! No Auld Grumpies Allowed!

Recommended Posts

This thread is giving me all the GM feels. :)

 

Rather than quoting everything, I'll try to simply answer/respond best I can. 

 

First off: Having too much material just means you've become a GM!  :)  Heck, I have entire campaign settings I've fleshed out that I've never gotten a chance to play in because of life getting in the way (something about having to actually spend much of the week away from home and gaming friends in order to put food and the table and a roof over me head). That said, one of the things you can do with all these extra ideas is rather than simply eliminate them, plant the seeds of many of them into your campaign and let the players decide which ones to pursue. Perhaps they are more interested in tracking down Eberron's version of Jack the Ripper than going on a wild goose chase to recover the Macguffin. There's absolutely nothing wrong with that. The only thing you do as a GM is continue to progress the story lines in the background. So if they don't pursue the killer, more bodies continue to drop, maybe even including someone whose death is going to complicate things for the PCs. Likewise, the BBEG doesn't just sit around and wait for the PCs to decide to try to stop her agenda, rather she continues to progress along it, etc. What this does is allow you to have each of those ideas (or at least a number of them) spread out in your campaign, but doesn't require you to fully flesh them all out ahead of time. Rather, a mere outline should work -- and keep in mind even the outline needs to be flexible.

 

Drake Argent is a perfect name for a dragon disguising herself as a human, elf, whatever.

 

Also, nothing wrong with having the players encounter the dragon early on -- it just might be that said dragon is in human form and not interested in fighting (the PCs are not worth her time -- yet). So if the PCs do suspect something is up with the "dragon", if they attempt to confront her, the dragon merely waves and activates some form of magic to get away. Think Peter Pettigrew in the Harry Potter movies when he shapeshifted into a mouse to get away. The players still won't know she's a dragon, but will see that there's more to her than meets the eye.

 

If you are concerned with say a paladin constantly detecting evil, there are a couple of options available. One, as someone mentioned, a dragon would certainly have access to non-detection items/spells so it simply doesn't trigger when the pally uses detect evil. Secondly, you can discourage over use of this ability by pointing out that a lot of people in the world are really just in it for themselves and as a result may well detect as evil, even if they don't have designs to take over the world. Your local tavern for instance is likely to have a number of patrons that detect as "evil". Plus, keep in mind that if you ask an alignment question of 10 people, you'll likely get 15 answers. :)

 

As for your flashback, I love it! Are you sure you're new to GM'ing?  :) I love that you have the PC group going in to pick up the pieces of the first group, the handler, etc. It sounds like a great way to kick off a campaign. One idea that crossed my mind though: for the flashback scene, have your players play as the first group. This lets you kill them without mercy and doesn't cause issues if one of the "PC's" dies in the flashback. In fact, you don't even need to make it fair since its a flashback. They are supposed to die! Instead, you can have the last survivor, as he or she is fading into unconsciousness, see the PCs coming in the distance, and manages to hold out just long enough to get the image of each of the PCs arriving before he or she dies. The nightmares of the PCs then become the horrors and destruction that they witnessed upon arriving. You can even then cue the monologue and describe how the PCs were able to fight off whatever caused the death of the first group -- maybe even causing some of their Class abilities to start to manifest. The only real downside to this approach is that it likely requires you to create the character sheets for the first group and then hand them out to the players, but since you don't need fully fledged PCs, they can be created pretty quickly. That's just an idea though, obviously nothing wrong with what you had set out either.

 

 

  • Like 3

Share this post


Link to post
Share on other sites

Expanding the flashback quite a bit, maybe make it the first two sessions.

 

Have the players going in when the first wave of whatever the hell is going on finishes, to retrieve the first team.

 

In my head it is a bit like that Polish first person shooter from a way back. Stalker, I think.

 

Lots of mist, poor vision, and THINGS in the mist. With tentacles. LOTS of tentacles!

 

That first team will be very very dead, and it will be like summer. Summer here, summer over there, and summer just plain GONE. That's them, all over.

 

And the guy that the spook was sending them to retrieve has been replaced by Peter Lorre. And WASN'T there when whatever happened happened. The actual guy was already dead by the time the first team even started.

 

The spook has already been out-spooked!

 

Not quite mybfirst time running s game, but my first time solo. Grump and I have run Airship Pirates together.

 

Grump is big on things not being what they seem to be, it will be fun to turn the tables! :devil:

  • Like 4

Share this post


Link to post
Share on other sites

As for the detect evil, I already have that covered!

 

Any world that has big business will have places to meet where scrying and detection are prevented, just as part of the service.

 

So the bathhouse, the chocolatier, the hotels, and the cafes will all already have the wardings in place.

 

And will ADVERTISE the fact!

 

With work, I think I can make the players think it is for THEIR protection! :lol:

 

The Fire really does not like the word WARDINGS and keeps changing it.

Does one of the Dragonmark Houses cover things like security?

  • Like 6

Share this post


Link to post
Share on other sites
20 minutes ago, TheAuldGrump said:

The Dark Young were all in a line, with wisps of cotton in front of them.

 

I think she was visualizing something.

 

The Auld Grump

He's onto me!

 

That was when I was picturing the boundary to the newly created Mournlands.

 

Quoted from the Off Topic thread.

  • Like 4

Share this post


Link to post
Share on other sites

Kundarak is the big "keep your stuff safe" House. But Deneith has a stake in personal security that I could see extending that way, too. An entertainment establishment held by Thuranni or Phiarlan might also have such obfuscatory enchantments in place, the better to serve as a bolt-hole or safehouse (especially if the place isn't ADVERTISED as belonging to the House).

 

But your best bet might be Ghallanda, the house of hospitality. They have their own chain of inns and taverns (can't recall the name, but it's well known throughout Khorvaire) and I could see a room or even a whole building under that brand having such enchantments, "as a courtesy to our honored guests."

 

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites

Ghallanda also maintains a system of Zagat-style ratings and licensing for inns and restaurants, as well as health inspections and the like. So, although an inn might not be OWNED by Ghallanda, if they are reputable they have the Ghallanda seal. Someplace without Ghallanda's mark is either way out in the boonies or a total dive (or so says common wisdom...it is possible for a great restaurant to exist without the House seal, but the House doesn't want that to happen often. It would be thoroughly unsurprising if Ghallanda ensured--through intermediaries, of course--that such establishments fell victim to fire, "protection" or frequent tavern brawls).

 

By a similar token, Phiarlan or Thuranni might do a lot to indirectly ensure an otherwise unrelated business had anti-divinatory abjuration on hand. Perhaps the House drove a propaganda campaign to make a specific salon especially popular with Medusae, Vampires and Green Hags, all of whom would request such a service just to protect their own privacy. Such a salon would be dangerous for anyone walking through the door, but quite safe from prying or scrying eyes...which makes it perfect for spies.

  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites

And thinking about it that way, it wouldn't need to be Phiarlan or Thuranni running the shadow campaign to make that salon a monster-frequented safe space for spies. The Brelish Dark Lanterns and the Aundairi...um...I forget the name of the Aundair Intelligence service...anyway, those two nations have the most extensive spy networks, and they're a bit more open about it. The two spy/assassin Houses aren't commonly known as Intelligencers, they're known as entertainers. But everyone knows the Dark Lanterns exist, even if they aren't out in the open (similar to the CIA...it's a known organization, but what it actually does at any given moment is secret).

 

 

(that monster salon is another big only-in-Eberron trigger: Sharn, especially, is rife with monstrous citizens. Totally normal to walk past a gang of gnolls being watched by a small tribe of displaced goblins, and if you're quick, you'll see both groups are being sized up by a bodak and his pet basilisk from that stoop over there. Sharn is like Ankh-Morpork played straight.)

Edited by Sanael
Merged post readability
  • Like 2
  • Thanks 1

Share this post


Link to post
Share on other sites

So, places bearing the marks of BOTH Kundarak and Ghallanda would be the places for sensitive business to take place, if you were trying to keep an image of being above board?

Where could we find minis for warforged?

We have the Bones figure, and the Tin Woodsman steampunk figure, but more would be good.

  • Like 2

Share this post


Link to post
Share on other sites
9 minutes ago, PaganMegan said:

So, places bearing the marks of BOTH Kundarak and Ghallanda would be the places for sensitive business to take place, if you were trying to keep an image of being above board?

If you wanted it to be clear that you were scheduling a meeting in a secure, neutral space, that would certainly do it. 

 

Ghallanda's seal would enforce a certain behavior ( the House does employ bouncers and the like to ensure civility), but has no guarantee of safety from prying eyes (such safety might exist, but isn't expected of a Ghallanda tavern*).

 

Kundarak's seal would imply lots of privacy, but little comfort (their major ouvre is banks and prisons). And most people would know, if you're scheduling a meeting in a Kundarak establishment, it's because you WANT that privacy.

 

I imagine a place with both seals might be like a really nice bank with a French cafe in the lobby.

 

 

 

*As with all such statements, this ends with an implicit, "if that's how you want it to be."

  • Like 2

Share this post


Link to post
Share on other sites

Kundarak also has The Warding Guild, which would handle places.

 

And maybe have a few places like Rick's in Casablanca. Places where people know it's protected and NEUTRAL. Come here to talk, not settle things in blood.

 

Rick as a big old Warforged?

Designated Neutral Ground.

  • Like 3

Share this post


Link to post
Share on other sites

 

 The DDM prepaints had a number of warforged (7? maybe?), although they're all basically melee fighters except for an artificer.

 

Reaper has a number of Bones that make great warforged...

 

One thing I've always done with folks trying to use detect evil as a bad-guy detector is to simply have everybody in the whole damn building ping as evil if the party's in a place where that sort of thing would be appropriate, or funny (tavern, bank, government office, orphanage, etc.)...

  • Like 2

Share this post


Link to post
Share on other sites

I never much liked the DDM figures, even when I could get them cheap at Border's.

 

Though what a train wreck the DDM became during 4e.

 

Sales dropped like a rock.

 

All the hype and then SPLAT!

 

Even when the BOOKS were moving, the miniatures just sat there.

 

Even when they started showing the BIG miniature in the box. People would buy the one or two that had a big fig that they wanted, and they ALL wanted the SAME one or two!

Back to the Fire.

 

The living room is infested with little people!

Edited by PaganMegan
  • Like 2

Share this post


Link to post
Share on other sites

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now

  • Recently Browsing   0 members

    No registered users viewing this page.

  • Similar Content

    • By boldfont
      I went canon with this. No airbrush. It’s a great sculpt. Really it’s too bad Reaper would have to make a knock off version because of the IP. I bet they’d make a great remorhaz. 

    • By jay_dmloot
      I've been playing D&D for over a decade now, and while there are a lot of great terrain solutions for dungeon crawls, I always felt there wasn't a great option when it came to generic random encounters, like setting up camp for the night.
       
      As a player, and a DM these random encounters often lacked meaning because they didn't have the same customization as encounters core to the campaign. So I decided to come up with a solution that was simple for a DM, and that made the encounter more meaningful for the player.
       
      I made a 36” by 24” iron rubber base on which you can layer smaller magnetic terrain. For a DM It takes second to throw some trees, rocks, and other terrain down to make the scenario unique. Then your players can quickly arrange their tents, wagons and other equipment in thoughtful ways that make random encounters more meaningful.
       
      There is 44 pieces of double sided magnetic terrain, so you can run pretty much any random encounter in the wilderness that you can think of.
       
      If this sounds like something you'd use check out the kickstarter for more information.
       
      http://kck.st/2UiDByd
       
      I love feedback so please let me know what you think of the product. I designed it how I would want to use it, so if you feel like something's lacking, or should be changes Id like to know.
       
      <mod> Full link: https://www.kickstarter.com/projects/dmloot/dmloot?ref=project_link
    • By Paradoxical Mouse
      After the response to my other post, I figured I could post my campaign here. I'm gonna be using spoiler tags for DM notes, just in case people want to follow along. 
       
      Characters:
      Red Sash - Warforged Paladin. Currently trying to earn money for the Cyran refugees. Was a medic during the war and is still not sure exactly what to do now that it is over.
      Son of Bork - Warforged Barbarian. If you want to know his backstory, see here. Warning: untagged spoilers in link.
      Thicket - Shifter Rogue. Currently over his head in gambling debt to Draask. 
      Lell - Gnome Warlock. Member of the Trust of Zilargo. 
       
      Session 1:
       
      Sul, Zarantyr 1, 998YK - King of Fire Tavern, Middle Dura, Sharn, City of Towers, Breland
       Opening Scene (as written):
       
      Thicket manages to win his hand - thanks to a little cheating - and goes over to join those betting on the arm wrestling competition. Meanwhile, Red Sash convinces the girls to give a donation be helping them complete the clockwork dragon they were making by touching an out of place gear and popping it into place. Having received the donations, he asks for their names. The brunette gives the name Kara, while the red-head is named Ashley. Red Sash writes down their names and also moves to watch the competition, hoping for donations from the betting parties. Son of Bork manages to win his match. Having won, he picks up a stein of beer from a table (that was definitely not his) and drinks. Thicket attempts to - unsuccessfully - pick a pocket, while his cards competitor manages to pick Lell's pocket. Son of Bork finishes his glass and sees a shield with the Crest of House Ghallanda and takes it down from the wall to take a bite from that. The tavern goes silent, and the bartender threatens Son of Bork into putting the shield back. Lell receives a sheet of paper telling him to investigate the suspicious individual - the warforged. He moves forward and introduces himself to Son of Bork. Instantly upon noticing Lell, Son of Bork picks him up, affectionately calling him "Hornswaggle"...
       
      Suddenly, a fire breaks out and there are patrons running about. The elf at the bar sneaks out the back, and Lell gives chase with Son of Bork quickly giving chase after Lell. Thicket, not wanting to be involved in the fire, rushes out of the back of the bar as quickly as he can. Red Sash, meanwhile, attempts to save a patron surrounded by fire by walking directly through the fire.
       
      Thicket runs into a man he'd been caught cheating against - a muscular dwarven fellow by the name of Kiel Tarvernworth and promptly turns around, catching up to Lell in the process, as Son of Bork had managed to catch Lell and pick him up (again). The two make a deal, and Thicket shifts to catch the elven fellow while Lell negotiates with Kiel, convincing him to wait for them later by giving him a 1 Galifar (gold) down payment on Thicket's debt to the man. Thicket manages to catch the elf, and Lell interrogates him only to find out he was only a guest lecturer at the university and didn't want to get caught up in the fire. They let the elven man go. 
       
      Meanwhile, Red Sash fails to convince the man to let him save him, and the patron blinks away quickly. Frustrated, Red Sash starts to gather volunteers to put out the fire and aid the tavern. Lell, Son of Bork, and Thicket also help with relocating the stock in return for the promise of coin. The fire out, the group goes their separate ways. 
       
      (Zarantyr 2 coming tonight)
      Thoughts/comments appreciated! I have no IRL dm friends to talk to about this campaign...
    • By Paradoxical Mouse
      I'm currently working on writing my first homebrew campaign set in Eberron (as well as DMing the early phase of it). I'm trying to plot out story arcs, but I have a dilemma with placing an arc. I want the final villain to be Nyarlathotep, inspired by both the Mourning and Bones 4. But my other arc requires my players to be unwillingly sent to another plane (player backstory arc). I was going to have the extraplanar arc be caused by Nyarlathotep's summoning by House Cannith trying to make a great war machine for the Prince of Cyre, but if that is the order, I don't think I can make Nyarlathotep powerful enough while avoiding a mid campaign party wipe. Does anyone have any suggestions?
  • Who's Online   39 Members, 5 Anonymous, 99 Guests (See full list)

×