help for new eberron group [Archive] - Wizards Community

Post/Author/DateTimePost
tharivol266

12-09-07, 09:17 PM
today i got my players together and we decided to start an eberron game. none of us have ever done anything eberron before and know next to nothing about it. we have access to the books we need and everything so no worries there.

they are third level 1 changeling rogue, 1 warforged warmage, and 1 spellscale bard

could someone offer me advice as to what direction i should go with the first adventure? i want something that shows off ebrron specific things to hopefully get a clear idea of how we all feel about it while not being too rules heavy and i dont want to run premade adventures. we are all seasoned players and im a seasoned dm.

help please. ill be eternally grateful for good advise
Toloran

12-09-07, 10:09 PM
I've found that the Forgotten Forge => Shadows of the Last War => Whispers of the Vampires Blade => Grasp of the Emerald Claw adventure path is a good starter since it introduces you to a number of important Eberron Groups (The Emerald Claw, The Dark Lanterns/Kings Citadel, the Chamber, etc) as gives a good tone of the setting.
Edymnion

12-09-07, 10:09 PM
Well, Eberron is pulp/noir. The ECS has a list of good movies to watch to get a feel for what that means (I would add the League of Extraordinary Gentlemen to that list, btw), so I'd skim through those movies to see what strikes your fancy.

But, if you just need something quick, Indiana Jones.
cheezgrater

12-09-07, 10:15 PM
i dont want to run premade adventures. we are all seasoned players and im a seasoned dm.

Experience and Premades are not mutually exclusive.

Some of my more enjoyable campaigns have either been based on or incorporated modules.

A really good way to showcase Eberron is to run Forgotten Forge (back of the Eberron Campaign setting), Shadows of the Last War, Whispers of the Vampire's Blade, and Grasp of the Emerald Claw.

This set of modules are designed to be run sequentially. The introduce several factions, intrigues, plots, etc. that the players can get mixed up with, provide a great feel for the world, and can serve as a springboard for further hijinx (since the characters can, in the course of those modules, make several enemies and allies).

Alternatively, instead of springboarding off these, you could use them to get a feel for the world, and then throw those characters away and start your own campaign.

Eberron is unlike other campaign settings since it can run so heavily into the politics/conspiracies/intrigue angle. Using the premade set can really give you a good introduction into a lot of the difference and uniqueness of the world.

My 2 cents, do with it as you will. My only request is that you reconsider your idea that premade modules are only for less experienced groups.
tharivol266

12-09-07, 10:45 PM
My 2 cents, do with it as you will. My only request is that you reconsider your idea that premade modules are only for less experienced groups.

never said that. i was only trying to get out what i thought was constructive before something shiny went past and distracted me

i have nothing against people who use premades they just arent my thing. the only premades i really even look at are the legendary ones.
Toloran

12-09-07, 11:04 PM
never said that. i was only trying to get out what i thought was constructive before something shiny went past and distracted me

i have nothing against people who use premades they just arent my thing. the only premades i really even look at are the legendary ones.
Even if you don't care for them, I suggest you find a copy and just read through the eberron ones since they really do set the tone for the setting really well (expecially Whispers of the Vampires Blade and Eyes of the Lich Queen).
cheezgrater

12-10-07, 12:19 AM
never said that. i was only trying to get out what i thought was constructive before something shiny went past and distracted me

i have nothing against people who use premades they just arent my thing. the only premades i really even look at are the legendary ones.

My apologies for overreacting and misjudging you.

I really hope you find a method that works to get your group into the setting, because Eberron is a danged fun place to play.
Alter_Boy

12-10-07, 05:45 PM
Why don't you start off your adventure in rural Aundair? It has a lot of wilderness and farmland in it, and is populated by locals who appreciate both arcane magic, and the major good religions (Host and Flame). It's fairly non-descript when you want it to be, but you can insert anything when you want it quite seamlessly.

My suggestion? Take ONE thing you like about Eberron, and insert an adventure about it in this background. If the players want a change of scenery, have them jump the Lightning Rail for somewhere new.
tharivol266

12-10-07, 08:51 PM
today just looking through the ecs i thought of maybe starting them in sharn then sending them to xen'drik to look for siberys shards for insert person x here and stumble across ancient giant ruins...thinking have an airship drop them off for a month like the expiditions the book talks about.

any screaming flaws?
Ogiwan

12-11-07, 01:36 PM
It's a suitable "quick and dirty" start. Secrets of Xen'Drik, and Explorer's Guide would probably be the books to consult.

I, however, would like to cast my vote for the Forgotten Forge->Shadows of the Last War->Whispers of the Vampire's Blade->Grasp of the Emerald Claw route. Why? First off, Whispers has some of the most memorable stuff I've ever done. So much that I created a motivational poster about it, below.

http://i229.photobucket.com/albums/ee11/Ogiwan84/Whispers.jpg

Furthermore, it does expose the players to the Order of the Emerald Claw, for which the eminent Charles Phipps created a motivational poster for:

http://i50.photobucket.com/albums/f350/Willowhugger/Shadowfast/motivator7226245.jpg
Alter_Boy

12-11-07, 06:06 PM
today just looking through the ecs i thought of maybe starting them in sharn then sending them to xen'drik to look for siberys shards for insert person x here and stumble across ancient giant ruins...thinking have an airship drop them off for a month like the expiditions the book talks about.

any screaming flaws?

Just make sure they're ready for the wilderness. Encourage players to avoid feats/items only good for civilization. If possible, suggest one of them take a level in Ranger/Druid.
Edymnion

12-11-07, 07:45 PM
today just looking through the ecs i thought of maybe starting them in sharn then sending them to xen'drik to look for siberys shards for insert person x here and stumble across ancient giant ruins...thinking have an airship drop them off for a month like the expiditions the book talks about.

any screaming flaws?Well, biggest flaw IMO is that it avoids 90% of the setting by immediantly running off to Xen'Drik, but at least that way you don't have to worry with things like the great houses, the power groups, or anything else. You'll basically have a generic jungle crawl game with a few names changed.

Good way to go about it if you want to ease into things though.
tharivol266

12-11-07, 11:42 PM
this is a group more used to dungeon/wilderness crawls than city life particularly city life such as in what i have read so far of sharn (most of the section on it in ecs) and they asked for balanced wilderness and city before we chose where to run it.