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PaganMegan

Eberron Game! No Auld Grumpies Allowed!

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Jon sent me an orc barbarian.

 

But I am thinking about reworking the orcs for Eberron, standard orcs don't fit.

 

Eberron orcs are described as "wise".

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 Eberron orcs are more nature-oriented, mystical and peaceful, with a bit of a First nations vibe, but that just means a slightly different flavor of barbarian than the stereotypical generic-setting "orc smash!" sort of thing.

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Still reworking them - -2 Wisdom is not 'Wise' - the often repeated description of the orcs.

 

+2Str, +2Wis, -2 Int, looks like my start.

 



That moment when you are reading the Eberron sourcebook and realize 'those weren't golems. Those were giant warforged - and one of them is from before warforged were supposedly created'.... (In setting - there were warforged before they were supposedly created - in the ruins of Xen'drik....)

 

The Auld Grump - Megan asked me to help create some map geomorphs of a ruined city.... Xen'drik has at least one....

 

This was not the case, until I read this post... which also solved two problems - it lowered the CR to something survivable, and the warforged titan is Huge, which fits the models I have.

 

Tying this in with the setting better, better CR, and better model... a win!

 

Adding an empty room in the ruins, where it is obvious that something BIG got torn out... not explaining what it was, and it won't touch the plot, but it should be a good red herring for Grump

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I tried something new while painting the silver dragon villain.

 

Under painted with cheap colored metallics from Americana, then layered thinned Reaper metallics over it.

 

I didn't quite get the look I wanted, but it came close enough to show that with more practice I can. ^_^

 

Edited by PaganMegan
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I need to figure out what faction the players are working for in the flashback at the beginning.

 

I was going with Breland, but given what Cyre was up to, I don't think Breland would be as open and trusting with the Cyre refugees.

 

Anyone have any ideas?

 

Preferably a non national, non House aligned faction.

 

Going to need it in just a few weeks.

 

Maybe the Silver Flame? But it doesn't seem like a perfect fit. (Hell, from my POV, Silver Flame are lawful good villains!)

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How about the Dhakaani Empire? The Goblinoids of the Empire could be convinced to let outsiders stay for the right payment, at least for a while. If any party members can provide skills or even spells that the Goblinoids lack or do not have very much of, they could be useful enough to stay if they work for the Empire and its Glory. The Empire has a small but skilled force of arcanists, IIRC, but Divine Casters are VERY rare among them. Healing Magic/Abilities would be extreemly useful to the Empire, even in small amounts. Also, this will put the idea in the players minds that this is a VERY different world than they usually play in, too.

 

Just My 2CP. Also, I'm planning an Eberron campaign too, but with D&D4E. Wouldn't mind having another GM to bounce Fluffy goodness off of. So far your game sounds cool. Might "borrow a few bits, too.

 

GF

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On 4/12/2018 at 4:43 PM, PaganMegan said:

I need to figure out what faction the players are working for in the flashback at the beginning.

 

I was going with Breland, but given what Cyre was up to, I don't think Breland would be as open and trusting with the Cyre refugees.

 

Anyone have any ideas?

 

Preferably a non national, non House aligned faction.

 

Going to need it in just a few weeks.

 

Maybe the Silver Flame? But it doesn't seem like a perfect fit. (Hell, from my POV, Silver Flame are lawful good villains!)

Canonically, Breland is the most apparently welcoming of the nations when it comes to Cyran refugees and similar groups...how deep that appearance runs, of course...

 

If you don't want one of the Five Nations behind your operation, another important point against the Silver Flame is that the Church is, in essence, the State.

 

I like @Generic FighterFighter'FighterFiFiFighFighterFFighterFig's (ok, my phone does NOT like the @ tag system...weird) suggestion of the Dhakaani goblins. 

 

I'd also really highly suggest the Zil. Zilargo is a nation built on information and misdirection, and there are any number of groups there who might employ adventurers to various ends. Several corporations of Zil are hell-bent for leather competing with Cannith to develop new tech (remember, even Cannith hasn't figured out how to bind elementals as effectively and efficiently as the Zil), and would love to have a team of capable folk at their disposal for remote retrieval or salvage, corporate espionage, counter-espionage, and so forth.

 

Darguun is another interesting choice, as is New Galifar. Neither officially existed until after the Treaty of Thronehold, so if your flashback is during the War the nation's themselves aren't there...but the king of NG (his name escapes me ATM) was certainly developing his power base and would have a use for non-patriot soldiers. Darguun, like Dhakaani, is a good choice if you want to really slam home that Eberron is Not Like Other World's...the Daughters of Sora Kell were definitely consolidating power among the monstrous races and developing diplomatic ties among the Five Nations. A mixed group of monstrous/"civilised" races could be a joint operation within the Brelish army (might be on or off the books, depending on how you want to run it). A Medusa or an ogre (or ogre mage!) could join the party during the flashback, possibly a juvenile of the species to avoid making it too powerful...that NPC could then be either lost or rescued during the flashback, which would have ramifications for the party later.

 

On the less altruistic side of things, there are some fantastic criminal organizations in Eberron, many of which are very good at seeming perfectly reasonable.

 

Emerald Claw / Blood of Vol: the BoV is loosely organised worldwide, but there is some really potent heirarchy at work near the top which keeps the various arms working together (not always with an awareness of each other). Vol herself might have commanded a lieutenant to gather a group to further some goal (always moving towards finding either her phylactery--not that she would tell people that's what it was--or a way to return the Mark of Death to the world). This lieutenant could easily appear as any officer in a national or mercenary army. 

The Emerald Claw, though outlawed by Karrnath, is still a powerful mercenary force. Largely unemployable by the National Armies, they still kick around, doing odd jobs and serving as the military arm of Vol's will (again, largely without knowledge of her connection).

 

Cults of the Dragon Below: a lot of these guys are nuts, but they all have one overarching goal: the release of an agent of change in the world. Many work toward the release of the Daelkyr back into Eberron, adventing an era of chaos and madness. That said, they hide well and might need "normals" to retrieve items or information.

 

The Lords of Dust are similar to the CotDB, but are more interested in releasing a demonic Overlord from it's prison. You could play this straight, as the party was hired to directly further the goal of releasing an Overlord somehow (lots of options, not necessarily requiring a sacrificial altar or anything)...it could also be the servants of one Overlord trying to stop the servants of another (each group wants to succeed first, so their Overlord has a distinct advantage...and some overlords might have "this other Overlord must not walk the world" as a prerequisite for their own release)...in this way, the PCs might further the goals of one Lord of Dust by working to foil another, which creates the lovely greyness of morality for which I love Eberron.

 

Um...oh, don't forget the druids...both the Gatekeepers and the Green singers have reasons to send agents out into the world and ask for help. There could be a changeling organisation working toward some kind of goals, possibly to protect the identity of a particular town populated by changelings (or any of the above groups could use changelings for a contact point, which could make it interesting if the PCs meet someone they saw die, because another changeling took on the persona)...

 

I think that's it for now.

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Since this isn't something that will be secret, I punted and asked Grump.

 

His answer was for me to make my own secret society, operating through Breland.

 

The left hand that the right hand doesn't even know about.

 

Which puts Breland back on the table. :lol:

 

The Johnson knows, but is convinced that releasing the truth will only make things worse. Cyre as a whole was not responsible, but an internal faction was.

 

And I went back to it being a gate to the plane of Shadow. I like the Pathfinder kytons.

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First game night after tomorrow.

 

I am bloody nervous!

 

So I opened my mouth and stupid fell out.

 

Grump demonstrated the voice he wants to use for the vigilante side of his character, and it was horrible, like a buzz saw talking. A voice for scaring and intimidating, not persuading.

 

The social personality is jovial and kind of British sounding. Jollying along.

 

And I said that no one could have two voices so different. In spite of one person ACTUALLY MAKING THEM BOTH RIGHT IN FRONT OF ME!

 

He took it as a compliment, but it wasn't meant as one, it was just stupid falling right out of my mouth. <_<

 

I think he changes body language too, but I'm not sure.

First game night after tomorrow.

 

I am bloody nervous!

 

So I opened my mouth and stupid fell out.

 

Grump demonstrated the voice he wants to use for the vigilante side of his character, and it was horrible, like a buzz saw talking. A voice for scaring and intimidating, not persuading.

 

The social personality is jovial and kind of British sounding. Jollying along.

 

And I said that no one could have two voices so different. In spite of one person ACTUALLY MAKING THEM BOTH RIGHT IN FRONT OF ME!

 

He took it as a compliment, but it wasn't meant as one, it was just stupid falling right out of my mouth. <_<

 

I think he changes body language too, but I'm not sure.

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Did you know that if you take a robot Gentleman Adventurer and average it with a talking Buzz Saw you end up with something that sounds a whole lot like a Cylon from the 1970s TV show?

 

Learn something new every day.

Grump's flashback version is like the two personae have been dropped in a blender.

 

Right now he is called Leader of Ten, Detached to Breeland Counter Intelligence, Demustered to Act as Civilian Liaison and Extra Military Advisor.

 

Fun game so far, a bit of silent killing by the PCs, I guess Buzz Saw's unwillingness to kill comes later.

 

I have a weird feeling that when Grump plays him as the Gentleman Adventurer with the Big Voice, he will be well into being kinda crazy. It's not just an alternate persona, it is a split personality.

 

The White Necromancer was able to use a scroll of Speak With Dead to get some info, and the players are in a border station, surrounded by a few dead people.

 

The forward team has entered Cyre, and the party was waiting to start their portion of the operation, but right now fig is POURING out of somewhere, and is piling up against the border like it is a WALL. Obviously not natural.

 

Leader of Ten tackled Smythe before he could reach the border, Seven would have done the exact same thing if Grump had failed.

 

I have decided that Seven was one of Leader of Ten's Ten.

 

The forward team was supposed to be procuring hard evidence of Bad Things, while the players were supposed to handle an extraction.

 

That mission has been thrown into a garbage disposal, and the players will instead try to rescue the forward team.

 

That is where we ended for the night, they will be heading in at the start of next session.

 

But it is already too late.

 

And Dunc's bard was supposed to go on a date with the captain in charge of the forward team.

 

 

 

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I have a dream sequence set up, if they're dumb enough to sleep there.

 

Grump is playing a gearforged, so he won't dream.

 

SPLIT THE PARTY!!! ::D:

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