After lvl14 what? [Archive] - Wizards Community

Post/Author/DateTimePost
aecon1

11-26-07, 08:04 AM
What i mean is actually this. In Eberron all the Major NPC's are at max 15ECL. (In Khorvaire). But i really have a lot of interesting plots(or so I believe) that i want to run but since my players are hack and slashers i have nothing to throw against them. Nothing that will actually challange them... Any thoughts or any potential ideas? Please help....:confused:
Sezarious

11-26-07, 08:15 AM
Mine are all 13th and I may have a session with them tommorow. I might go Balor and some fire elementals/hellhounds. What I meant is, I sort of have the same problem.
aecon1

11-26-07, 08:38 AM
Exactly where are you going to Unleesh the Balor? I mean If a balor could show up, say in Sharn, who was to stop him from obliberating the city? (Besides the PC's) King Boranel is just 10lvl(two of them Aristocrat....)
elondir

11-26-07, 08:45 AM
After 15th level your PCs are now second only to Vol in power. They are the heroes of Khorvaire. It's time to move over to Sarlona, Xen'drik, or Argonnessen (they can still get fried pretty easily in Argonnessen). See the article in Player's Guide to Eberron about epic level adventures, it can be easily applied to 14th level characters.
Ariakus

11-26-07, 08:57 AM
Switch realms...Eberron is too limiting. The Underdark in Forgotten Realms will hand any 14th level group their butt's on a shiny platter :) Have them find a portal that leads there, and have the other side guarded by uber Striders and their drow masters. About a year ago, I played in a 15 ECL game with a huge group, and a few were up at 20th level...in the Underdark. We had armies of drow, drow vampires, and demons to fight...one character was actually shredded by a Chain Demon.
aecon1

11-26-07, 09:18 AM
So you are proposing that i should put a Game over on Eberron? Sorry Guys, you are out of eberron capacity we have to return to FR, sorry for the inconvinience?
I was actually thinking of lvl up the Various NPC but probably i will end up with more problems than the ones i'm trying to solve. As far For Xen' drik, since lvl12 the party is wondering through the ruins. I'm consediering Mournland and Demon Wastes as the next place for them to be; but i can't come up with something really intriqure for a 14-15th lvl character to hook him up with the story. As For Argonesean and the dragonic prophecy WOtC is really cryptic and this is making it really hard to make a good story out of it...
Vharuck

11-26-07, 09:40 AM
Try Haka'torvhak (however it's spelled) in Q'barra. Half-fiend black dragon wyrm, and tons of fiends that want him dead! Fun for the whole family!
Si13

11-26-07, 09:46 AM
Since WotC is being cryptic about Argonessan and the draconic prophecy, you can use the elements present to create your own story.

As for plot hooks, have the players find a book or scroll in Xen'drik that mentions a creature locked in the Demon Wastes or the Mournlands. Instead of a creature, it could be an item from the Quori invasion or the giant empire.
serow_#R

11-26-07, 10:09 AM
Isn't that "alien invasion from outer space" (sorry don't rmbr the details of that particular bit of Eberron history) meant for high level play? That'd be nice to throw at them, a whole buncha CR20 outsiders.
Ariakus

11-26-07, 10:23 AM
So you are proposing that i should put a Game over on Eberron? Sorry Guys, you are out of eberron capacity we have to return to FR, sorry for the inconvinience?
I was actually thinking of lvl up the Various NPC but probably i will end up with more problems than the ones i'm trying to solve. As far For Xen' drik, since lvl12 the party is wondering through the ruins. I'm consediering Mournland and Demon Wastes as the next place for them to be; but i can't come up with something really intriqure for a 14-15th lvl character to hook him up with the story. As For Argonesean and the dragonic prophecy WOtC is really cryptic and this is making it really hard to make a good story out of it...

Yes, that is clearly what I suggested. But I am biased, I don't like Eberron anyway. The only Eberron setting I play is DDO, and that is because it is the only format of that kind out there for video games.
Kaede

11-26-07, 10:34 AM
Make planar adventures... or you can't do that in everron?
MANY new NPC can come from other planes, good ones and evil ones... Throw your heroes in a full "rescue eberron" campaign... You have plenties of enemies you can make them confront just directly from monster manuals... Or you don't use them...? Making Core things in a realm is not that bad...
You are DM if you want that several portals open up and start to bring celestials, demons, devils, archdevils, dragons, lycantropes, vampires WHATEVER, you do it...

Apocalipse Now...
aecon1

11-26-07, 11:45 AM
There are some good ideas there, and many thx to all of you. Propably my tone was quite agressive but i just realized that i reached my Party at lvl14 and the core campain setting couldn't handle it(or so i see it). But thx again. Probably put to ideas together. Put them to find some ancient Relic in Xen'drik for a Patron(probably King Boranel or Queen auralla) just to realize that when the take it from its place of rest they opend a portal to /custom plain of certain death and other misshaps... sound fun to me :D:D
Thank you people
Clawhound

11-26-07, 12:01 PM
How about ... you create a new NPC?

How about ... an existing NPC makes a deal with some fiendish power for some nefarious purpose?

How about, some ancient evil, thought dead, is again moving through the land?
Kaede

11-26-07, 12:12 PM
I EXTREMELY RECOMEND YOU READ This (http://www.wizards.com/default.asp?x=dnd/ebug/20041213a)
"Because Eberron's planes are associated only with Eberron (rather than a common set of Outer Planes with multiple Material Planes), the planes should tie in to events in Eberron, whether current or historical. The D&D cosmology has Ysgard, the home of the Norse pantheon, whether or not the campaign's Material Plane has a Norse-worshiping culture. By comparison, the Eberron cosmology doesn't have any planes representing concepts not on Eberron, and the creatures on those planes. If adventurers from Eberron have to go to one of the planes, it should be for some reason important to Eberron or even epic in proportion. It should not be on a whim. Eberron heroes don't go to Irian for a friendly chat with light archons -- they go to negotiate for a legion to help drive back a force of wraiths advancing on Sharn. They don't go to Shavarath for the fun of beating up fiends. Instead they go to unearth a lost artifact buried under a devil-controlled tower built by angels long ago. Plane-hopping isn't a lark in Eberron -- it is serious business."

YSGARD PLANE is great for exalted adventures!
Get the books you may need...
azirafel

11-26-07, 01:52 PM
so.. you have 3 large misterious ( traduction: you are free of putting in there wathewer you want- from ogre empires to a race of flying pianos) ; a vast underdark populated for horrors from another dimension ; some rakshasa rajas with the power of little gods... go for it!!
o and i always asked myself... if drizzt, elminster, etc.. are in the realms... why this stupid king is telling me to kill that dragon? its only a 5 minutes of time to any of the thousands of epic npc here!!
Escef

11-26-07, 02:54 PM
So, all the NPCs in your campaign have their levels remain static while the PCs level over and over?

There's an 18th level evil wizard in Droam. There's an epic druid in the Eldeen Reaches, and what about the Delkyr? If you can't find anything to challege the party it is because you either aren't looking or give up too easily.
Witch

11-26-07, 03:04 PM
I EXTREMELY RECOMEND YOU READ This (http://www.wizards.com/default.asp?x=dnd/ebug/20041213a)
"Because Eberron's planes are associated only with Eberron (rather than a common set of Outer Planes with multiple Material Planes), the planes should tie in to events in Eberron, whether current or historical. The D&D cosmology has Ysgard, the home of the Norse pantheon, whether or not the campaign's Material Plane has a Norse-worshiping culture. By comparison, the Eberron cosmology doesn't have any planes representing concepts not on Eberron, and the creatures on those planes. If adventurers from Eberron have to go to one of the planes, it should be for some reason important to Eberron or even epic in proportion. It should not be on a whim. Eberron heroes don't go to Irian for a friendly chat with light archons -- they go to negotiate for a legion to help drive back a force of wraiths advancing on Sharn. They don't go to Shavarath for the fun of beating up fiends. Instead they go to unearth a lost artifact buried under a devil-controlled tower built by angels long ago. Plane-hopping isn't a lark in Eberron -- it is serious business."

YSGARD PLANE is great for exalted adventures!
Get the books you may need...
Seriously. That quote gives the suggestion that plane-hopping is a lark in the Great Wheel. It's obvious misrepresentation.
Lord_Psathus

11-26-07, 03:17 PM
I would reccomend the Lords of Dust and their servants: The Rakshasa and dozens of powerful demons and devils. They are detailed quite a bit in Dragon 337, and they can provide challenges far into the epic levels.
Arcomage

11-26-07, 03:20 PM
By level 14, your PCs are supposed to be pretty much the biggest baddest guys around in Eberron, and I think it's kind of a cop-out to take that away from them by randomly leveling up other people.

Instead, I'd suggest bringing in other creatures. NPCs are not the only inhabitants of Eberron - The Mournlands contain plenty of things that would be threatening even to epic-level adventurers (Living Disjunction, anyone?), portals to other planes open regularly as they shift into alignment and might cause problems as they do, dragons are about and those dastardly thingies in Dal Quor are always trying to find new ways to cause general nastiness.

My point is basically, well, your PCs are the strongest people around. That's not a problem in and of itself - Assuming that they're also relatively well-known for going in and slaying the beasties, they'd be the automatic go-to guys for any major problem that develops. If there's a Balor in town, they're likely to get a summons and stuff like that. Don't cheapen it, play it up.
Kaede

11-26-07, 04:54 PM
Seriously. That quote gives the suggestion that plane-hopping is a lark in the Great Wheel. It's obvious misrepresentation.

Don't think so... It makes you think that plane-hopping is not to be taken lightly... You should think what you do BEFORE doing anything...

Leading with plane problems makes things go REAL big... like infinite possibilities...

And Ysgard really is a great plane to go, and is more attached to eberron than any other setting...
Rechan

11-26-07, 05:41 PM
Mordaine the Fleshweaver is 18th level.

The Rajahs (some statted out in Dragon) are into the 30s in levels.

The Daelkyr are CR 20.

Some of the rare quori (mentioned in Secrets of Sarlona) have about 20 levels of psion.

There are end-game options.
Rechan

11-26-07, 05:44 PM
You might want to post this on the Eberron boards, to get some suggestions from Eberron-savvy folks.

A thread on High Level Play in Eberron might get you what you want real fast.
Cifer

11-26-07, 06:24 PM
There's still a lot of stuff that can be done in Eberron, even in Khorvaire. Firstly, while there are not many prominent NPCs of CR 14+, there are certainly some that can hire them. If you cross an importan d'Cannith, he might send a few upgraded Iron Golems your way. The uglies of Droaam are still there and can be upgraded with a few class levels.
And finally, there's Khyber, Shavarath, Argonessen, the Demon Wastes, Xen'Drik and Sarlona.
aecon1

11-27-07, 05:57 AM
Ok people. I've being thinking about it so thi is where i end up. (feel free to add suggestions or ideas)

The Background
The party Found in its previous adventures a minor Artifact called "the tooth of At-Tat-Ir" (Grasp of the emerald claw Adv) wich they lightly donate to the wayfinders institution in exchange to their membership fee.
Who was At-Tat-Ir? Well I made her a female Cleric20 cloud giand, the one who actualy caused the first cataclysm during the ancient Giands vs Quori war. To do that she needed to created several minor artifact items(from now on:set items) to achieve this terrible feat of power. After the Seccond attempt and the Dragon attack on xendrik she died bruttaly and to avoid a third misshap the powerfull set items of hers where spread around in Eberron.Now the dreaded spirit haunts the ruins of Pra'xirex as a ghost.
The hook
Sice the PC's are Wayfinder members they are send as a resque team for a perished party that was searching in xendric for an ancient scepter (actually the staff of At-Tat-Ir)

The Challenge
The party reaches finally (after a lot or RP and info gathering etc) to the ancient giand city of Pra'xirex(Explorers Handbook)
While heading to the Massive Floating Palace they encounter the ghost of At-Tat-Ir that encloses them in a wall of force. At-Tat-Ir starts her Test: Every round she summons a monster starting from summon monster I and ending with planar ally. If the party proves it self worthy she starts her story. To cut a long story short she explains to the PCs that the cataclysm is going to happen again, maybe tommorow or maybe in a 100 years but it is going to happen. The only way to stop it is to retrieve her lost set items in order to prevend the repetance of the cataclysm.

The Difficult Part
Okay lets save the world, isn't what every good adventurer really wants? We have the tooth(or the wayfinders got it but we will think of something) and probably the scepter is the second item...
So they continue to jurney towarts the floating palace where Skyfather(cloud giant Sorcer6 CE) and his family(3female and 1male) with their pets(2Dire lions) live
The thing is that the giand doesnt have the staff. It was stollen buy the Drow that live in the nearby caverns. So the giand considers this as a good chance to get rid of this "inconvinience" of the formal slaves that now is a threat to him. He promises of great tresure if the players bring him back the scepter (which is a heirloom) and the Drow leaders head.
So the PC are now (probably) on their way to the Drow caverns.

The surprise
These are not the usuall barbaric drow that they are used to meet in Eberron. Nearby their Caverns an ancient teror lives. An Aboleth (Psion5/savant5 LE) named, lets se..hm.. Nyarlathotep? (:P) The drow leading figures are under his true enslave ability and they are rulling the Drow with an Iron Fist. The Drow Leader Named ClarkAs is a LE cleric17 of the Great Old Ones, and her sidewinders is a Necromancer16 and a ftr16. (The rest of the drow are as they supposed to be for a small hamlet and they are actually slaves of this 3 powerfull drow)
At this Point ClarkAs using her Divination spell and her daily Scry on her worst enemy (Skyfather); being aware of the PCs she is going to try to catch them alive either by battling them in full power either by Diplomacy and intimidation. (Knowning my palyers probably it's the first option and it wond be easy)
Her Offer: She is actually going to give the PC's the Staff if they in exchange Kill the cloud giands for her. She can't do it her self but the PCs have the ellement of suprise by betrayal.....
The gray zones
What will the PC's do? Will they notice that ClarkAs and her men are dictators? or will they believe that all the Drow are the same and concider the cloud giand family an easier target? After all the giand never said to give them the ancient scepter but only some other great treasure (in his words)....
The impact of PC's Descision
ClarkAs (actually the aboleth) wants to get rid of the cloud giands so she can expand her Iron fist over all the barbaric fractions of the Drow and create a new domain of evil in the name of the Great Old Ones.
Skyfather want to Exterminate ClarkAs and put the drow to their natural (as he see it) place. That is to be slaves of the Giands.
---------------------
Well as a DM i will have either an "epic" battle of ClarkAs party Vs the PC's Party either CloudGiandFamily VS PC's Party.
Both sound in my mind as quite a challenge and most importantly I'll have a catch to send the party in mourland, Demon wastes or even argoneesean in the search of the set items of At-Tat-Ir. So what do you think? Any ideas of what the set items could be/do?
Garonak

11-27-07, 07:07 AM
I'm actually running a lvl 15 party in Eberron now. They mostly stroll around Xen'drick, killing creatures at their leisure while expanding their trading empire.
Things they meet:
- Other adventure parties and mercenary bands
- A great deal of giants (I have made giants the main focus of the campaign for now) that wants to take back their empire. Eldritch Giants are really nice, with their quickened Greater Dispel and CL 20 they are having a good time.
- Constructs of different kinds, I have modified the maugs' and others' backstory so that it was the giants that made them. The Quori still made the living constructs.
- A couple of dragons...
- I've let them stumble over a set of portals in the big desert on Xen'drick with connections to Khorvaire (Breeland), Argonessen (big lake thingy in the middle), Sarlona (center), four portals on Xen'drick (SE, SW, N, W of middle (big fjord (or whatever) down from Stormreach). They use this as a means of making money mostly, but they have also run across some giants that want their portals back (the group had to ... err... evict the former owners) and some other factions that want control of the portals, two great wyrms among others.
- I've also created a couple of Giant artifacts, mainly gauntlets which makes the wielder the ruler of one race of giants. To make it a bit balanced I don't allow UMD for those artifacts, and no normal spells can tell about the gauntlets' powers (except maybe asking some planar beings, or some dragons (which they haven't though about yet... fools)). These gauntlets are sought after by more than just the giants of course.
Gurv

11-27-07, 08:40 AM
You might want to post this on the Eberron boards. They'll give you more focused answers. They might go a little something like this:

Eberron doesn't lack high-level challenges. What it lacks is high-level heroes. There is no Elminster or Drizzt to deal with the real problem while the PCs handle the little details. What happens when a balor gets loose in Sharn if the PCs can stop it? Most likely, Sharn is destroyed. Which is as it should be. There is nothing worse than playing a character overshadowed by the fact that his absence would be unnoticed.

What Eberron does have is reasons why this kind of catastrophe doesn't happen daily. Our example: the balors of the cosmology aren't focused on destroying Eberron. They'd need a damned good reason to abandon what they're doing and visit the material plane.

I ran an Eberron game well into epic levels. There are plenty of things to challenge them. On Khorvaire alone, you have the Lords of Dust, who include epic leadership and high CR minions. There are the remains of the daelkyr invasion, ranging from the daelkyr themselves to dozens and dozens of aberrations (which can be given advanced HD, levels, or templates to your heart's desire, with the excuse of the daelkyr tampering to help you along). Why haven't they destroyed the world already? Because these things were semi-defeated in the past, by powerful beings who do not hang around forever. The threats of the Mournland can also be of whatever CR you need them to be; who knows what will wander out of there next? And things don't have to be just wandering monsters...is the Lord of Blades controlling that new creature somehow?

Aside from these ready-made high-level threats, you also have to deal with organizations. Although none of their members are epic themselves, as a whole, they are very hard to stop. Defeat Vol? No problem for high level PCs. But stopping the Blood of Vol? Unlike some settings, you can't stop a religion by slapping the godhead around a little.

Honestly? It's easy to go epic in Eberron. All the pieces are laid out for you. Beyond Khorvaire it becomes even easier. Giants. Giants with levels. Giants with epic magic. Not enough? They were crushed by the dragons. Dragons who come by the thousands. With levels. And epic magic. And those elves, who escaped the giants while they were being crushed by the dragons? They're around too. Mastered necromancy, and live forever. Epic levels. Epic magic.

Forget the planes. Unless you're looking for a safe place to hide.
Garonak

11-27-07, 01:46 PM
Forget the planes. Unless you're looking for a safe place to hide.

So that's why the wizard took Plane Shift last lvl...
Arcomage

11-27-07, 04:48 PM
Ok people. I've being thinking about it so thi is where i end up. (feel free to add suggestions or ideas)

The Background
The party Found in its previous adventures a minor Artifact called "the tooth of At-Tat-Ir" (Grasp of the emerald claw Adv) wich they lightly donate to the wayfinders institution in exchange to their membership fee.
Who was At-Tat-Ir? Well I made her a female Cleric20 cloud giand, the one who actualy caused the first cataclysm during the ancient Giands vs Quori war. To do that she needed to created several minor artifact items(from now on:set items) to achieve this terrible feat of power. After the Seccond attempt and the Dragon attack on xendrik she died bruttaly and to avoid a third misshap the powerfull set items of hers where spread around in Eberron.Now the dreaded spirit haunts the ruins of Pra'xirex as a ghost.

Sounds fair enough. I would avoid actually statting her out if I were you - Just assume that she's got the Rejuvenation ability as per a normal Ghost and is sufficiently powerful that dispersing her is never a permanent solution.

The hook
Sice the PC's are Wayfinder members they are send as a resque team for a perished party that was searching in xendric for an ancient scepter (actually the staff of At-Tat-Ir)

I'd take it. Helping people, discovering ancient ruins, mysterious and powerful artifacts - I don't immediately see the downside of going on this adventure, which is exactly what you want to have.

The Challenge
The party reaches finally (after a lot or RP and info gathering etc) to the ancient giand city of Pra'xirex(Explorers Handbook)
While heading to the Massive Floating Palace they encounter the ghost of At-Tat-Ir that encloses them in a wall of force. At-Tat-Ir starts her Test: Every round she summons a monster starting from summon monster I and ending with planar ally. If the party proves it self worthy she starts her story. To cut a long story short she explains to the PCs that the cataclysm is going to happen again, maybe tommorow or maybe in a 100 years but it is going to happen. The only way to stop it is to retrieve her lost set items in order to prevend the repetance of the cataclysm.

That's where it gets tricky... At 14th level, the party should have access to both teleportation magic and possibly even Disintegrate. Either can bypass or negate a Wall of Force. Also be very sure to somehow clue them in on At-Tat-Ir's backstory before all this as well as their own personal interest in still doing this - In my experience, PCs tend to be less helpful to something that randomly traps them in a wall of force and throws monsters at them. Trying to kill the thingie would be the first reaction for many players I've seen. Since the encounter itself seems to serve no real practical purpose other than padding out the combat encounters, I'd personally vote to replace it with a day's worth of random encounters in the area - Some Iron Golems could still be guarding an abandoned palace with some nice loot, or a nest of Purple Worms could be causing trouble in the area. Then, when the party sets up camp for the day, you can deliver At-Tat-Ir's message (Maybe in their dreams?) in a situation where the PCs are far more likely to actually listen to her rather than see her as another challenge.

The Difficult Part
Okay lets save the world, isn't what every good adventurer really wants? We have the tooth(or the wayfinders got it but we will think of something) and probably the scepter is the second item...
So they continue to jurney towarts the floating palace where Skyfather(cloud giant Sorcer6 CE) and his family(3female and 1male) with their pets(2Dire lions) live
The thing is that the giand doesnt have the staff. It was stollen buy the Drow that live in the nearby caverns. So the giand considers this as a good chance to get rid of this "inconvinience" of the formal slaves that now is a threat to him. He promises of great tresure if the players bring him back the scepter (which is a heirloom) and the Drow leaders head.
So the PC are now (probably) on their way to the Drow caverns.

Again, note that if the giant engages the party in combat it's going to be tough to get him to pitch this to the PCs - If they beat him and kill him, that's the end of it. If he beats them, he has no reason to let them go free and do as they like. The best possible scenario is if the PCs either don't engage him in combat or, if they do, beat him and spare his life for some reason. Maybe the giant has some sort of bounty on his head (He's fairly well-known after all) and is worth more alive than dead? It might also be possible to have someone else (At-Tat-Ir maybe?) give out the information that the Giants don't have the scepter, but that they are the only ones who actually know where it could be.

The surprise
These are not the usuall barbaric drow that they are used to meet in Eberron. Nearby their Caverns an ancient teror lives. An Aboleth (Psion5/savant5 LE) named, lets se..hm.. Nyarlathotep? (:P) The drow leading figures are under his true enslave ability and they are rulling the Drow with an Iron Fist. The Drow Leader Named ClarkAs is a LE cleric17 of the Great Old Ones, and her sidewinders is a Necromancer16 and a ftr16. (The rest of the drow are as they supposed to be for a small hamlet and they are actually slaves of this 3 powerfull drow)
At this Point ClarkAs using her Divination spell and her daily Scry on her worst enemy (Skyfather); being aware of the PCs she is going to try to catch them alive either by battling them in full power either by Diplomacy and intimidation. (Knowning my palyers probably it's the first option and it wond be easy)
Her Offer: She is actually going to give the PC's the Staff if they in exchange Kill the cloud giands for her. She can't do it her self but the PCs have the ellement of suprise by betrayal.....

Note that Divination is fairly inaccurate as divination magic goes - It might give ClarkAs a basic idea of when the PCs are coming and what kind of tactics would be good against them, but it's not a foolproof instant plan, nor does it give in-depth information about character powers and weaknesses. Scrying has much the same problem, and, while it might tip her off that some interesting people have been speaking to Skyfather (giving her the opportunity to scry on the party by hearsay), it is unlikely to do much more than that unless she happens to be insanely lucky with the timing of her Scrying. Note also that it has a saving throw - If Skyfather is her nemesis and regular scrying target, it's fair to assume familiarity and also that she would have picked up some kind of personal belonging, but a natural 20 is still an automatic save and a failed Scrying. Roll this secretly - If the PCs are lucky, ClarkAs might be unprepared for them. Also, if ClarkAs only has secondhand knowledge of the party, their Will saves are also quite important since she won't have a tricked-out scrying array specifically for them.

The gray zones
What will the PC's do? Will they notice that ClarkAs and her men are dictators? or will they believe that all the Drow are the same and concider the cloud giand family an easier target? After all the giand never said to give them the ancient scepter but only some other great treasure (in his words)....

Both are fairly likely, and then there's the third option of just killing both Drow and Giants and letting the history books sort out the moral dilemma. Interesting things can and will happen whichever they choose, though.

The impact of PC's Descision
ClarkAs (actually the aboleth) wants to get rid of the cloud giands so she can expand her Iron fist over all the barbaric fractions of the Drow and create a new domain of evil in the name of the Great Old Ones.
Skyfather want to Exterminate ClarkAs and put the drow to their natural (as he see it) place. That is to be slaves of the Giands.
---------------------
Well as a DM i will have either an "epic" battle of ClarkAs party Vs the PC's Party either CloudGiandFamily VS PC's Party.
Both sound in my mind as quite a challenge and most importantly I'll have a catch to send the party in mourland, Demon wastes or even argoneesean in the search of the set items of At-Tat-Ir. So what do you think? Any ideas of what the set items could be/do?

It's actually entirely possible to have both epic battles as pointed out above, and this is definitely not a disadvantage if they do it - It only saves you some trouble by not having to design another adventure quite so quickly. Do keep in mind again that depending on the party alignment, skills and their general interest in the Drow, they might opt to free the slaves instead of turning them over to either Skyfather or back to ClarkAs. Where that would lead, I don't know, but in that case at least the hint for the next set item could come from a messenger from the (freed) Drow village saying that they've managed to unearth some of ClarkAs' research rather than from whichever party they didn't kill.

Sounds like a good adventure any way you put it, though. Kind of makes me wish I was playing in your group. :)
Archon-John

11-28-07, 03:54 AM
Stick them on the island.

Ya know, the island that all the dragons that could destroy all of Eberron are on. The one that they said "If you don't come onto our island we won't murderize you all." about.

Drop them there, see how long they last.
aecon1

11-28-07, 07:24 AM
Arcomage, thx for the tips and advise (and for the kind words always :D). Since the party aligment is, generally, NG what do you think if i also add a small group of drow rebels that contact them somehow and ask for help? It will make thinks quite straightforward though and i want them to have this morall difficulty... Well yes my story is quite a railroad already but the actuall descision will be theirs to take isn't it?

Archon John, good call, but nooooooooooo. You know how the PC's are NG but the players tend to became CE when they see their characters die in vein again and again.... But it could be fun :D
DMDaddy

11-28-07, 09:35 AM
My players characters just reached about 15th level in Eberron. They are heros, even though they are wanted for murder in Sharn(framed) they will still get off with a slap on the wrist. No one wants to go against them.

So, they now have an airship and will be dispatched to all the hot spots in Eberron. The story will follow that the prophecy is predicting another war. However, this war is being started by the Demons and Racshas of the Demon waste who are at war with the Devils. At this moment they are discoverying that devils and demons are impersonating (possessing) many officials in the world.

The Demons and Devils are trying to get the Dragon marked houses to war against each other and the nations to go against other nations. The PCs must discover the traitors and then find their lairs (big battles).
Arcomage

11-28-07, 11:37 AM
Since the party aligment is, generally, NG what do you think if i also add a small group of drow rebels that contact them somehow and ask for help? It will make thinks quite straightforward though and i want them to have this morall difficulty... Well yes my story is quite a railroad already but the actuall descision will be theirs to take isn't it?


It rather depends on your players' playstyle. I've had some groups that are perfectly happy to slay anything that shows up on Detect Evil, I've had some people that actually try to think things through and choose the 'most good' option (sometimes even ones that I didn't anticipate myself) and I've had people toss the 'most good' option aside for the sake of convenience and expedience.

If you do plan to add a small group of Drow rebels, I think that could work fine... But if you want to preserve ther moral dilemma, consider that the rebels might also be evil. Just because they want to be free from both possible oppressors doesn't mean they're actually nice people, after all. I would personally put them down as a kind of low-grade evil - They don't have any particular plans of world domination or whatever, even on a local scale, but if travellers come by that are weak enough for them to take down they might find themselves pressed into manual labour. And so they're not nice people, but certainly worth considering helping.

The rest is of course just a matter of how you bring the stories from each end - The Giants are likely to hang up a story about their ancestral grounds and how the menace of the Drow should be contained before their plans really start going. The Drow probably want to convince the party that the Giants are a menace, that they have been terrorising the villagers and that they're really not doing anything wrong; this is the way Drow society normally works, after all. The rebels (if you do add them) would probably argue that both the Drow leaders and the Giants can become powerful menaces to the surrounding areas if left unchecked, and taking out only one side would only cause a power vacuum ending in the total domination of whichever side is left alive.
aecon1

12-03-07, 07:30 AM
Arcomage your help was... precious :D
I run the game yesterday and it was a total success. If you could see the total face of despair on them when they were trying to pick sides :devil:
I followed the advice and made the rebels quite "gray" too and also for a strange reason they decided (for the first time in six years not to explore all of the dungeon so they missed the aboleth, propably because their cleric was Killed In Action :schemes: so that ancient terror still lurks in the depths of Xen'drik for me to use later)
To finish the sesion on their return to Sharn I they met King Boranel after royal invitation (they are a huge force after all) were he offered them land and the assets to build their own fortress (to use as a base) and also as Sharns last resort, where they can prove their loyalty to Sharn, in a case of a war.... Afterall the war isn't really over and every side has to pick it's champions. Right?
They overenjoyed with the idea, so that gives me a lot of stuff to work with.
I have the rest of the At-Tat-Ir set aka a long journey to moornland and demon wastes and the feeling of an upcomming war or dissaster(cataclysm). What goes first... i don't know but time will tell
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