| Post/Author/DateTime | Post |
|---|---|
| Khyberblade07-19-06, 11:32 AM | Finally purchased and read through Heroes of Horror and was quite impressed. Im thinking of incorparating alot of the "horror style" into my campaign as eberron seems to be the perfect place to use alot of the material from the book. I'd like to hear from any DMs that have done the same and how it worked out. So go ahead, scare me. :eek: |
| KP9107-19-06, 12:56 PM | I havn't used it, but Eberron was my first thought when they gave a preview of it before it came out. |
| Edymnion07-19-06, 01:41 PM | Of course! The Dread Necromancer is a perfect Karnnathi arcane spellcaster. And the whole horror element is perfect for the Mournlands. Mournlands even provide one of the fear elements in the form of no healing. |
| Ringmereth07-19-06, 10:26 PM | While I haven't thought about running a real horror game in Eberron, the Archivist class out of it is a perfect fit for Eberron's 'scientific' approach to magic. In fact, I think a good course for an Eberron game might be getting rid of clerics entirely and replacing them with Archivists (for the proper clergy of a church) and Favored Souls (for a crusading-champion-of-the-faith sort of figure). Also, I can't think of a better place for a horror campaign than the Mournland, especially if your players haven't poured over the descriptions of it in the ECS and elsewhere. Karrnath is obviously has potential, and imagine being on the run from the Inspired in Sarlona. |
| Edymnion07-19-06, 10:33 PM | In fact, I think a good course for an Eberron game might be getting rid of clerics entirely and replacing them with Archivists (for the proper clergy of a church) and Favored Souls (for a crusading-champion-of-the-faith sort of figure).I'd rather replace them with something balanced, instead of the Favored Soul.Also, I can't think of a better place for a horror campaign than the Mournland, especially if your players haven't poured over the descriptions of it in the ECS and elsewhere.If you do, make sure and check the 1001 Mournland Horrors thread over in the Places board. |
| Kresalak07-20-06, 12:49 AM | I'm curious as to why you think Favored Soul is unbalanced, but that's another topic. The Mournland is obviously good for this. Xen'drik also works excellently, as long as you know how to do it (some monster is picking you off, one by one...) Or a simple mining town that has unearthed something best left undiscovered. The people of the town have been having strange nightmares about things that make no sense. Children are born twisted, strangely different from others. At night, you can almost see a strange purplish glow from the mine. And then people start dissapearing, only to be found a couple days later, huddled in a corner, mumbling about things that should not be. |
| taski07-20-06, 01:24 AM | The Mournland is a great place for the taint rules, and I have used 'em there. The player actually requested that we use taint, so I said hey why not. The PC and his party weren't in the Mournland long enough to aquire any taint, but the Cyran guide provided taint-absorbing medallions (blessed by Boldrei) in case things went haywire. |
| AvonRekaes07-20-06, 04:01 AM | I've been using Heros of Horror in an ongoing campaign for almost a year now. I've set up several parts of the world where I think the rules for Taint fit, such as Xoriat manifest zone (corruption or depravity), the Demon Wastes (depravity), and the Mournland (corruption). The prestige class that deals with purifying taint I actually tied to the Gash'kala orcs of the Demon Wastes, as they've had an ongoing battle with taint for millenia. (Also, the taint of Depravity gives actual reason for them to not want visitors to leave. Once you gain the taint of the Demon Wastes, they fear you leaving with it.) As far as the Mournland, I figure corruption would repressent the warping that area impresses upon everything within it. Xoriat is almost too obvious to even mention, but I've also done more subtle things such as altering a Dealkyr's Corrupting Touch to deal 1d10 Taint damage with every hit instead of ability damage. Also, mind flayers originating from xoriat (I use Ulitharids to represent the "true" extraplanar mind flayers) have a chance of dealing Depravity damage with every mind blast. I made up rules for Summoning Taint Elementals, where the summoner needs to make a Will save vs the DC of the spell as if it allowed one (10 + summon spell level + casting stat mod) or gain points of corruption. I also made them native to Xoriat. |
| taski07-20-06, 05:27 AM | Nice ideas, Avon. Perhaps manifest zones to the evil-owned parts of Shavarath could cause some depravity or corruption. Certain monsters that cast confusion or insanity might deal depravity damage instead. |
| Raziel_Brokodar07-20-06, 12:16 PM | Finally purchased and read through Heroes of Horror and was quite impressed. Im thinking of incorparating alot of the "horror style" into my campaign as eberron seems to be the perfect place to use alot of the material from the book. I'd like to hear from any DMs that have done the same and how it worked out. So go ahead, scare me. :eek: Yeah it's an amazing sourcebook. Enjoy it! :D (I really haven't had a chance to yet) |
| Raziel_Brokodar07-20-06, 12:18 PM | Of course! The Dread Necromancer is a perfect Karnnathi arcane spellcaster. And the whole horror element is perfect for the Mournlands. Mournlands even provide one of the fear elements in the form of no healing. I did a conversion to a positive energy version called the Undying Necromancer (Aerenal only)... one of my players is one right now, pretty fine conversion too. :D (summons deathless instead of undead with the spell... and it has positive energy spells) |
| yrogerg07-21-06, 08:34 AM | I'm surprised nobody's mentioned this yet: the Dreamscape content is great stuff to use for Dal Quor and the Quori, and that also allows you to put a sinister spin on that "prophetic dreams" feat. |