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| ThanisKartaleon11-21-05, 05:50 PM | Another in the Video Games in Eberron (http://boards1.wizards.com/showthread.php?p=4945478#post4945478) series. It's been almost a year, but it's back! This thread is for converting the plot elements of the video game Earthbound (SNES) to Eberron. To start it off, let's look at the difficulties we have to overcome for a proper D&D treatment: Setting is modern day: This is not really a problem, especially with Eberron Party members are collected slowly through the game: I don't think it will really change all that much if all members of the party are present at the beginning. Time Travel is involved: Time travel can ruin a player's sense of disbelief. This matter has to be handled with extreme care, or dropped altogether. Deux Ex Machina: The party has to be allowed to win with their own abilities. They might need some extra help, but it has to be mostly their win. Here's what I posted on the original ideas thread: Earthbound (SNES): Obviously an adventure/campaign meant for psionic characters. The PCs are awakened one night by an enormous crash. Leaving the inn to investigate, they find a huge syberis shard, and resting nearby, a dromite. The dromite tells the PCs that he is from their future, where someone they know has reconnected Dal Quor with Eberron. The adventure ensues... Of course, Xoriat could work as well or better in place of Dal Quor. |
| Lilinthra11-21-05, 06:24 PM | You just broke my brain... in the good way. Dal Quor would totally be Magicant. |
| Zemyla11-22-05, 08:26 PM | And when you kill monsters, you put their gold in a House Kundarak ATM! |
| ThanisKartaleon11-23-05, 04:20 AM | And when you kill monsters, you put their gold in a House Kundarak ATM! Actually, the PCs' patron would pay them through House Kundarak holdings. And they could find out how much they had at any time by visiting a House Sivis outpost and getting to talk directly with their patron. Since one deals with extradimensional pockets and the other with simple message spells, both can easily be located in the same room as each other. |
| realdm11-23-05, 05:31 AM | can you ride the bike even if its eberron? |
| Obezageip11-23-05, 01:05 PM | Hamburgers and Ketchup of cure serious wounds! :D But seriously, that's a really cool idea. |
| ThanisKartaleon11-25-05, 04:24 AM | can you ride the bike even if its eberron? Not unless you've only got one person in the party! Hamburgers and Ketchup of cure serious wounds! If you want to get technical, the hamburger would be cure moderate and the ketchup would add the effect of an Empower Spell or Maximize Spell.. :-D Coming up with a loose plot synopsis... |
| ThanisKartaleon11-25-05, 05:48 AM | Plot Synopsis The party starts off in Aundaire, perhaps in Arcanix. A giant Syberis shard crashes down in the hills near the town they live in. When they first go to investigate, the site has been sealed off by area wizards. Harassing the wizards the whole time is a "neighbor" of the PCs, a foppish noble. Later on that night, the brother of that noble seeks out the party, beseeching their aid in locating his errant sibling. The shard has been claimed by the Arcane Congress, so the wards are down when the party arrives in the clearing. They soon locate the missing noble, and a heavily injured dromite egoist (9th level; Expanded Psionics Handbook) who currently has manifested an Extended animal affinity, buffing his Con (so he's somewhat a somewhat bearlike insect...). The dromite tells the party that he has come back from the future to locate them; someone they know (he does not know who) will cause the rift between Eberron and the nightmare realm Dal Quor to disappear, resulting in the hostile takeover of all Eberron by the Dreaming Dark. He also brings a magical, acid-bound weapon for each member of the party (you'll see why in a moment). The nobles ask to be escorted home at this point. When the party has almost arrived at the noble estate, a phthisic (EPH) appears before them in a flash of darkness. After a brief exchange of words, the phthisic attacks! The dromite responds instantly by manifesting Tower of Iron Will on the party. As the battle rages on, the dromite tells them to use their new weapons on the creature, manifests psionic revivify on anyone the creature kills, and otherwise manifests energy stun as much as possible (for fire damage, of course). Once the battle is over and the nobles returned home, the dromite hands the party a mysterious package, then keels over and dies (his animal affinity power having finally worn off; he was surviving this whole time because of that Con boost). The package informs the party that, indeed, they are it's only hope. They must travel through the five nations and beyond, locate special manifest zones and use them to charge a special Sound Stone that is also in the package. The manifest zone they should visit first is located very close to Arcanix itself. There are 12 manifest zones in all (yes, I'm aware that the original is 8), each corresponding to one of the planes other than Dal Quor. The manifest zones they need to activate (their video game reference) - and the linked plane are (in order): Aundaire (Onette) - Thelanis Thrane (Twoson) - Daanvi Karrnath (Threed) - Dolurrh Frostfell (Winters) - Risia Demon Wastes - Fernia Mournland - Shavarath Breland (Fourside) - Syrania Shadow Marches - Xoriat Adar (Dalaam) - Kythri Aerenal - Irian Xen'drik (Deep Darkness) - Mabar Xen'drik (Lost Underworld) - Lamannia Not sure what else to add right now. Hopefully this bit will inspire some people. ^^ |