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| Liane the Wayfarer03-17-05, 07:08 PM | Apologies if these have been posted before. Eberron is such a good campaign, that even many posters on a board well-known for its disdain for mainstream RPGs like it. I went through and found these campaign seeds from that board. Sorry for the brevity, but I'm trying to follow WotC board policy. Eberron Meets Traveller: "I was flipping through the Eberron book and I came across that picture of the elemental powered airship. Hmmm, I thought, could I run a campaign of a motley crew of an elemental powered airship, plying the back waters of civilization, trying to make a buck?" Eberron Meets Firefly: "The adventure premise is simple- Somebody has hired the ex-Cyrean crew of the airship 'Tranquility' to go back to the Mournlands and recover one of that nations Dragon Bombs (what I'm calling the device which created the Mournlands.)" The E-Team: "In 992 a crack commando unit was sent to prison by a military court for a crime they didn't commit. These men promptly escaped from a maximum security stockade to the Sharn underground. Today, still wanted by the government, they survive as soldiers of fortune. If you have a problem, if no one else can help, and if you can find them, maybe you can hire them." Eberron 5: One user advocated the blending of Babylon 5 and Eberron. "The Eberron Project was our last, best hope for peace. A self-contained fortress located in neutral territory. A place of commerce and diplomacy for humans and humanoids. A shining beacon on a hill, all alone in the night. It was the dawn of the Sixth Age of Eberron... the year the Great War came upon us all. This is the story of the last of the Eberron Fortresses. The year is 998. The name of the place is Eberron 5." Eberron/Dragonlance Classics: "I've decided to do something unexpected and run the Second Great War with my players but I'm going to cannibalize my old modules for Dragonlance to do it." League of the ExtraOrdinary: Another user basically uses the LXG approach and has his extraordinary player characters brought together by a mysterious person who seems to be involved in the government. Boy's Own Eberron: "Now I'm having thoughts of using Eberron as a setting for a "Boy's Own Adventure" type of story, with a bunch of kids, none older than 13, going out and having adventures." Eberron's Eleven: As a throwaway idea, one user pointed out that you could run Ocean's Eleven in Eberron with practically no changes. Warboy: Another poster mentions an idea of running a Hellboy campaign in Sharn, with a warforged as the Hellboy-analog. Hardboiled Eberron: "[My] current idea is to run a game focused on the gangland politics and infighting of a city's underworld... This could mean every PC is a member of the same criminal organization, or alternately that they're gangbusting crusaders, or perhaps the owners and operators of an inquistive firm. I'll be taking my cues, in any case, from the crime fiction of Dashiell Hammett, author of The Maltese Falcon, Red Harvest, and The Glass Key." Rogues of Sharn: One user postulated what is essentially a campaign where PCs literally rise out of the gutter to eventually become world-shakers. I'll close with one of my own: The Morrix Project: "In 832, a man by the name of Bryce Edarad Morrix, origin unknown, gathered nine of Cyre's leading citizens into an organization known as The Council of Tomorrow. What method of coercion he may have used to achieve this feat remains a matter mostly for conjecture. The concensus of noted historians indicates that Morrix was a rare form of psion. He seemed to have possessed the ability to transport himself and some small amount of nearby matter into or out of the future. "Building a convincing argument from the future, he and the council structured an organization dedicated to the continued survival of Cyre beyond the point of destruction. "This organization brought forth the concept of the Morrix Project; an ambitious plan to put into stasis special teams and equipment to aid in the reconstruction of the kingdom after a magical catastrophe. For many years the Project secretly stored their teams to await the proper time for reawakening. Gradually their processes improved and their equipment became more advanced. In 887, the Project carried out a complete updating of all the previously 'stored' equipment, opening the buried and sealed chambers of the sleepers without waking them and leaving behind new equipment and the instructions on how to operate them. "The prime central base of the Morrix Project is a vast underground complex designed to sustain the lives of some one hundred and fifty people through the catastrophe as they recorded the information linked with the war. Also to act as a central communications point for the rest of the Project when they should wake. A few teams ventured out from Prime Base on reconnaissance missions shortly after the end of the War, and they soon found they could establish a viable community. It looked as if the mission of the Project was going to be completed without a hitch, but such good fortune was not to be theirs. A small conflict with living spells resulted in the destruction of the colony and the loss of Prime Base. "With their control base inoperative, the Morrix teams continued to sleep for 150 years. When their long-delayed awakening spells were finally activated they found themselves in a hostile world. Survival was the keyword for most of the remnants of the battered kingdom of Cyre. "This is the world of the Morrix Project. The personnel of the Project are all well-trained, but they are not all combat veterans, nor do they engage in wholesale slaughter. Pledged to help Cyre recover in whatever way they can, they can easily lose sight of their own ideals and adopt the brutal code of survival. They must find Prime Base and each other in order to survive. Will your team survive?" |
| DarkWarriorKarg03-17-05, 10:59 PM | Kyber Gate - KG-1 An adventuring group of 4 people (Two artificers, A Warforged and cynical experienced fighter of house Deneith) travel to alternate prime material planes in order to secure trade goods, find new friends and create great enemies. |
| Charles Phipps03-17-05, 11:42 PM | Hold on... I was going to make a joke about one of the others being my campaign but the Dragonlance one IS my current campaign! Look up the old Dragonlance thread that no one replied too. and some of these aren't half bad! |
| hiryuu03-17-05, 11:52 PM | Kyber Gate - KG-1 An adventuring group of 4 people (Two artificers, A Warforged and cynical experienced fighter of house Deneith) travel to alternate prime material planes in order to secure trade goods, find new friends and create great enemies. Throw in the Kalashtar and the Inspired somehow, and you'll be good to go. |
| Jayj03-18-05, 03:09 AM | Indeed! Instead of focusing on the outer planes, just have them discover a complex in Xen'drik created by the giants for raiding into lands controlled by the Quori during their great war in the Age of Giants. It has an eldritch machine that links to other eldritch machines scattered almost at random throughout the continent of Sarlona. It is the Sarlona Gate, and the part-Kalashtar team tasked with helping explore through the gate and trying to break up the control of the Inspired and their possessing Quori spirits can be known as SG-1. Another idea: A mad elven artificer invents an airship with the ability to go through time. He got the khyber dragonshards from the Order of the Emerald Claw, which he promised to use to create a weapon. He welched on the deal in favor of using the shards for his time machine, and now his younger friends and assistants are sent running in the airship when the Order comes to collect in blood. They inadvertently activate the airship, and they're sent back 100 years in the past, just before the Last War breaks out, and now they've gotta get in contact with the younger version of the mad elf artificer without screwing up the timeline. Of course... they may have to repair any damage they've already done before they can go back to the future. :) - Jayj |
| MarkB03-18-05, 04:23 AM | And you didn't even mention my Eberron/X-COM crossover, X-KOM: Aberration Defense. :D |
| Tengu195803-18-05, 10:14 AM | Sky Captain and the Eberron of Tomorrow could be interesting. Who made these strange Warforged that attacked House Cannith in Sharn? Why did they attack House Cannith? What did they steal? All we know is the Warforged flew south towards Xendrick(sp?). Aliens vs Predators This could be fun. Put it in any isolated region. Add the power drive of the Emerald Claw, the Dreaming Dark, and/or Lords of Darkness. Shake well and introduce the characters. The Return of Giants Replace Sith with Giants and watch out. |
| Liane the Wayfarer03-18-05, 10:54 AM | I love how just about every sci-fi and fantasy trope could find a place in Eberron. You can watch just about any TV series or cult-hit movie and place the general idea in Eberron, and it would not only fit but be interesting as well. Aliens vs. Predators in Eberron would do great as a plot seed for an interlude in the Mournlands. Or you could develop it further as an element of one of the occult conspiracies of Eberron and place it in the Demon Wastes. |
| DarkWarriorKarg03-18-05, 11:14 AM | I love how just about every sci-fi and fantasy trope could find a place in Eberron. You can watch just about any TV series or cult-hit movie and place the general idea in Eberron, and it would not only fit but be interesting as well. Aliens vs. Predators in Eberron would do great as a plot seed for an interlude in the Mournlands. Or you could develop it further as an element of one of the occult conspiracies of Eberron and place it in the Demon Wastes. I forget the name of the creatures, but in the BoVD, there is a certain evolving part-fiend creature that begins as larvae and works it's way up... Other Ideas... Lost In Xen'drix: Join in in the misadventures of a family of explorers, their pilot, their artificer and their warforged paladin. They were off to explore the furthest end of that continent when, through a mysterious act of sabotage, they crashed on the far southern end. Eb-trek: Their 5 year mission: to explore, strange new continents, to seek out new species and remains of past civilizations and to boldly go where no sane person would want to go: The captain: A half-elf (with a high libido) from the house of storm. The second in command: An elven monk from Aerenal The healer: An irritable Jorascan cleric. The engineer: An artificer from house Oriens Guiding Light: A soap opera campaign based around a religious kalashtar family. Battleforged Eberronica: The remains of the fleshies flee from plane to plane before the onslaught of a massive warforged army that seeks to exterminate all fleshies whilst pondering the existence of dieties. |
| Korimyr the Rat03-18-05, 05:43 PM | This, to my mind, is one of the most powerful traits of Eberron-- the way that the campaign elements interact allows for nearly any plot to be imported from other sources, and those same campaign elements allow the plot to either play normally, or mutate radically, without seeming out-of-place. And Hardboiled Eberron is the hotness. |
| Bobitron03-18-05, 06:30 PM | I'm in a pbp campaign using LXG as the inspiration. Feel free to check it out here. (http://www.enworld.org/showthread.php?t=112560) |
| Charles Phipps03-18-05, 07:49 PM | BTW... The Dragonlance Classics in Eberron campaign is about the Lich Queen Vol having convinced the Chromatic Dragons that the human race must be exterminated through the manipulation of prophecy and has taken the Metallic Dragon's eggs with her falsified prophecy speaking that they will suffer destruction if they go against her. Vol helped put a pretender to Kaius' throne in place in the former Knight of the Emerald Claw Ariakas, has made a deal with the Lord of Blades to guard her eggs and produce warforged for her armies under the false assumption he'll rule the South, is attacking the city of Flamehold through the High Clerist's tower with a former PC love interest mercenary-gal (Kit is just too fun) while the Knights of the Silver Flame go through a severe period of inaction, and to seal the deal the Queen of Vol intends to create a gateway to the Dreaming Dimension to bring the Quorli back into the world. Why would she do something so stupid? Because the Queen of Darkness isn't out to conquer the world, she's out to destroy it. She believes that she can rule the world of corpses that emerges when she's done with her hidious war. She's even working on Dragon Orbs to contain the dragons in case they ever figure out her prophecy is bupkiss. So its just like the original Dragonlance save it has air-ship and dragon battles with machine guns, submarines fighting Dragon Turtles, the Dragonlances are electrified, and the new types of Warforged replace the Draconians. |
| chimpman03-19-05, 06:24 PM | A mysterious and excentric professor from Morgrave University gathers a motley crew about him to thwart the plots of those who would twist the Prophecy to their own ends. Known to others only as the Professor, he uses a strange magical hut that can teleport across the face of Eberron (but never to exactly where the Professor wants). In actuality a polymorphed dragon of the Chamber, the Professor faces many enemies, most notably the Lord of Blades and his minions (aka the Cybermen), the Daelkyr and their spawn (aka the Daleks), and many others. His nemesis is another dragon. A green rogue who sees the Prophecy as his means to godhood. Thought to have been killed after the debacle with house Vol, and his ill begotten spawn Erandis, the dragon still lives and still plots. He travels across Eberron in his own magical hut and is known by many names... most notably, the Master. |
| Liane the Wayfarer03-23-05, 05:13 PM | Basically, I just wanted to include links to some other campaign idea imports I've seen elsewhere on the boards. Gundam in Eberron (http://boards1.wizards.com/showthread.php?p=5749216): Basically a thread started to float a number of ideas on how giant anime mecha could fit in Eberron. - Charles Phipps The Y1K Bug (http://boards1.wizards.com/showthread.php?t=400059): "Rumours start spreading like wildfire throughout Khorvaire of an impending danger inherent in many long-term-enchanted items, especially mass-produced items: Research wizards have found that a semantic error in the standard wording of the incantations controlling the duration of these items doesn't take into account the extra digit that will be added to the year starting in 1000YK. On New Year's Day that year, many or all of these items will fail spectacularly - flying buttresses will stop flying, or fly off in random directions, airships will crash from the sky, and many items will simply release their magical energy in massive explosions of arcane force." - MarkB Final Fantasy: Tactics in Eberron (http://boards1.wizards.com/showthread.php?t=347661): "The War has just ended, exhausting the people's strength and the country's resources. (Breland I'm thinking? Read p144.) Brigands and thieves prowl unstopped. One of the princesses gets abducted - let's say the eldest. Boranel gets sick with worry -- so sick, in fact, that he may die. The noble lords immediately convene, believing that Boranel's children are not fit to rule. They back Lord Goltana, the Black Lion. Lord Ruken ir'Clarn steps up and seizes control of the Parliament, under his banner, the White Lion. Stuck in the middle is the party. In addition, this would be great for using the different star signs (aka Dragonmarks, see page 130) Geez... this is a really good fit." - Thanis Kartaleon Sixth Sense Eberron (http://boards1.wizards.com/showthread.php?t=398250): "I was trying to fit all the pieces of the world's backstory and the events of my campaign together in a really cool way... when it hit me... Everyone on Eberron is dead. They are all 'Shadows Of The Last War.' They all died in the arcane blast that came from the mournlands." - james bierly Of these, I like Sixth Sense Eberron as something you won't often see in other D&D campaigns. |
| Lord Zeb03-23-05, 09:02 PM | Oh man, "Professor Who" rocks! Great idea for a thread! Elan-lander - "Elan with trapped Quori inside them figure out that by killing each other they can absorb the XP from their opponents via the Quickening. A vast hunt and repeated duels ensue. There can be only one!" |
| Urko03-24-05, 03:31 PM | This one was a thread a few weeks ago (and will be seen eventually in a Columbia, MO Sharn campaign - no peeking, anyone in my group!): Spoiler Space Emte Brun, an Orien excoriate with wild eyes and wilder white hair, is desperate to prove his worth to his House and thinks he has found a way - an invention that will totally revolutionize travel. With the promise of high pay or a heart-wrenching tale of injustices suffered, he convinces the PCs to help him "borrow" a lightning rail engine to test his prototype. The test is a complete success - the engine reaches amazing speeds (nearly 90 mph!) and then, incredibly, flashes through some sort of mystical barrier and winds up, not somewhere else, buy somewhen else! The year is now 955. Brun reveals that he has more in mind than just testing his time travel device. He has only recently learned that his father was actually an heir of House Cannith and that he was killed under mysterious circumstances shortly after marrying Brun's mother, a prominent Orien scion. He begs the PCs to help him - unless they do something, in just a few days his father will be murdered! After preventing the murder, the PCs return home to find Sharn a very different place. Brun's parents' open defiance of dragonmarked customs has brought the Houses directly into the Last War, a war that Brun's father is slowly winning. After seeing an advanced warforged (either one of the PCs or Brun's bodyguard) in 955, Brun's father developed his own army, far ahead of Merrix, an army that he has used to crush all resistance and slowly spread his tyrannical rule over all Khorvaire. Already, Cyre has been made an example of and destroyed utterly by his arcane weaponry. Now the PCs must get Brun's time travel device and return to 955 to undo their meddling, all the while dodging their other incarnations as well as a maddened Brun and father who have followed them back. Assuming they are successful and everything is put aright, the PCs can once again return to the 998 they know. But whether through their own unfamiliarity with the time travel device, or damage during some climactic battle, or deliberate sabotage, they find themselves hurtled, not home, but far into the past, to the colonial days when humans were first venturing into Khorvaire. Caught in the fierce battle between Malleon's Reavers and the goblin defenders of Shaarat, the PCs must figure out how to repair the damaged time travel device without altering events around them. Perhaps they will get unexpected help from the lovely young sage with visions of a united, peaceful Khorvaire... Even if they do repair the device, without conductor stone lines will they be able to find a way to propel it at the speed necessary to break the time barrier and get them back to the future? Edit: Just noticed Jayj's post along similar lines (skimmed over it before). Great minds and all that. I like the shards from the Emerald Claw angle...I will definitely incorporate it. |
| Charles Phipps03-24-05, 04:16 PM | Zombies, Zombies, Zombies A cosmic probe sent by House Cannith scatters a special sort of dust over the dead of Ebberron and the entire planet's unearthy populous rises as mindlessly hostile zombies or as full fledged ghouls out to take over the planet. |
| Sarlax03-24-05, 05:36 PM | Fiendbinders A oddball team made up of a planar theorist, a Gatekeeper druid, a cleric of the Silver Flame, and a wisecracking artificer use the latest in magical binding equipment to capture demons, ghosts, and aberrations - for a nice fee. They secure them in their experimental Silver Flame Containment Unit. The Cogsgate Saints A trio of Sharn residents in the Lower City take it upon themselves to hunt down and kill members of Sharn's prominent gangs: the Boromar, Daask, Tarkanans, and Tyrants. Blade How do you rename this one? A solitary half-vampire elf, the last living bearer of the Mark of Death, travels across Khorvaire battling the Blood of Vol, the Emerald Claw, and undead of every kind. Rumblings Giant mutant worms burst forth from Khyber in the Aundair countryside, devouring farmers and livestock. They need to be destroyed before they can spread. |