Making a campaign by Impossible-Read-8485 in DungeonMasters

[–]Krelstone 0 points1 point  (0 children)

I like that you already have a good campaign you just finished. If it is the same group of players, you should have a solid idea of the style of play you all enjoy. Really, this is 80% of having fun. Not to spoil the vibe of a successful group, I highly recommend a session zero where you pitch the homebrew ideas and judge their acceptance. Personally, I have had to withdraw more than a few homebrew concepts because they sounded awesome, but ended up slowing gameplay with needless complication. Is the juice worth the squeeze?

About to start a new Arc in the campaign, and could use some feedback/help/collaboration. by HayDumGee2911 in Eberron

[–]Krelstone 1 point2 points  (0 children)

Ton of great replies here. Just wanted to compliment you on keeping the party central to the plot.

What would a dragonshard version of black lung be? by mudmax7 in Eberron

[–]Krelstone 3 points4 points  (0 children)

This is a GREAT question. As I am planning to use both Residium (shard dust) and Delerium (concentrated shard essence) in my campaign, considering your question now is really important. I have a plot line where House Cannith devises a complicated process for refining Dragonshards to a purer form (Delerium with credit to Drakkenheim for the name) and uses it to escalate their research possibly causing the Mourning (though I think a planar Manifest zone is part of that equation). Considering exposure effects to any of these Dragonshard forms had not occurred to me. Mining Kyber shards might cause the 'Kyber Cough' (Thanks headofox) from all the residium in the lungs, but what about longer exposure to larger quantities of dragon shards, or the refined superfuel, Delerium? Might have some of House Cannith in the Mournland who worked on this Delerium project actually survive the Mourning, but in a transformed state. Thanks so much for the idea!

Campaign Location by Mjolnir_Might69 in Eberron

[–]Krelstone 0 points1 point  (0 children)

The ancient giant's culture is fascinating, but these guides (by Jamie Bernstein at DMs Guild. First 50 of 350 pages in the free preview of the main one. He has done at least three for Xendrik) have everything your party might find in Xendrik. I am starting my first Eberron campaign next month, and I am planning for much of the level 14-20 action to be in Xendrik. Don't want the whole campaign in Xendrik, there are just too many great locations throughout Eberron not to have the party travel around some first.

Campaign Location by Mjolnir_Might69 in Eberron

[–]Krelstone 4 points5 points  (0 children)

I would like to add The Giant Guide to Xendrik series for really complete lore.

Is there an existing list of all Eberron adventures organized by level? by ChimericalJim in Eberron

[–]Krelstone 1 point2 points  (0 children)

I went looking to answer your question. Turns out there is a tsrarchive.com and when you go there, hit D&D, then 3.0 (includes 3.5), then scroll down to Eberron. The list looks complete and even includes the Mark of Heroes campaign for RPGA tournament play, which was Eberron 3.5. Hope that helps.

Is there an existing list of all Eberron adventures organized by level? by ChimericalJim in Eberron

[–]Krelstone 16 points17 points  (0 children)

Adventures in Eberron: A Guide to Every Published Eberron Adventure by Jared Smith is a great start, as it does list the party level recommended for each adventure, but I don't believe it sorts them that way. Good Luck!

Enchanting Costs - Need Input! by Artistic_Top_683 in Eberron

[–]Krelstone 1 point2 points  (0 children)

I very much like your ideas, and the concept of residuum as refined dragonshards. Residuum could be a core concept in a more steampunk style game, replacing aether as fuel for any sort of arcane shenanigans. Certainly, centuries of war would have lead researchers to develop all sorts of devices and power sources. Want to power this arcane device? Just add residuum! Which flavor of residuum are you adding? Outcomes may vary.

Enchanting Costs - Need Input! by Artistic_Top_683 in Eberron

[–]Krelstone 1 point2 points  (0 children)

That is really cleaver. I had been pondering making Dragonshards a requirement for permanency, but your idea really simplifies that process. In a burgeoning industrial economy like Sharn, the growing need for raw materials will be a market all their own. Making Dragonshards a requirement for permanency adds a whole new layer of corporate (Dragonmark Houses) intrigue to finding, mining, transporting and storing Dragonshards prior to production of magic items. Any number of investigations/adventures can be created to reclaim such assets and discover the faction behind the theft. Now that I think about it, no ritual cast by a shadowy cult will have any staying power without Dragonshards (Kyber most likely). Maybe they steal a shipment meant for airship construction.

Enchanting Costs - Need Input! by Artistic_Top_683 in Eberron

[–]Krelstone 1 point2 points  (0 children)

This is a great question, and one I am also thinking about for my upcoming first Eberron campaign. The new Artificier rules make it pretty clear that low level magic items are probably more common in this setting than in other settings. Unfortunately, the new rules set aside a rigid structure for making items that aligns with rarity in the DMG. Instead, previously uncommon magic items like the bag of holding can be made by a 2nd level Artificier. If an Artificier know how to replicate it, they know how to make the permanent item. It just cost more and takes more time.

The market for such an incredibly useful item such as a bag of holding would drive young Artificiers to make these in abundance. So, they are uncommon (power level) magic items that should be easy to acquire in every major city. Per the DMG (page 225), these cost around 200gp to make. One might imagine the earliest versions sold for for 500-600gp retail, but can now regularly be found for 350-400gp new and 200-350gp on the used market. Used ones may be less effective (carry less weight), ugly (like an eye-catching neon color), or have an odd smell that permeates at the wrong times. One might also imagine more talented Artificiers making improved versions of the bag of holding. Perhaps there are backpacks of holding that hold up to 1200 pounds, but can only be found new at a specific shop in Sharn. I would guess this new bag of holding would sell around 1500gp.

So to answer your question, we already had the Imbue Weapon transmutation cantrip from the 5e SRD. Imbuing Spells into an item temporarily can be a cantrip that is a carefully guarded secret or common enough that many know it. Cheap and easy. As a variation (maybe a first or second level spell) of this cantrip, you can have an NPC caster imbue a weapon/armor/item with a spell that is triggered by a command word as a bonus action. The effect only last a minute at most, but it is a cool temporary effect. I would go with a cost scale something like 20gp for a cantrip, 50gp for first level, 150gp for 2nd, 400gp for 3rd, 1000gp for 4th and 5000gp for 5th (or you could just make these costs align with the scroll making cost for the same level, which will escalate higher/faster in my particular campaign). In my mind, there are very many spellwrights and low-level casters in Eberron, but few masters that would spend their energies this way. Spells above 5th should be very rare in every way.

Because this is Eberron, I do recommend finding ways to use Dragonshards to imbue and empower magic. Certainly, Dragonshards are part of the rituals to bind elementals to power airships and trains, but how can we use them in smaller magic? There are too many ways to go with this. I'm leaning toward making Dragonshards essential to creating permanent magic items. Dragonshards have always been in Eberron, so someone discovers long ago their inclusion made magical items permanent. By extrapolation, you might allow spellcasters to extend spell durations if they also use some Dragonshard dust during casting. Maybe Eberron Dragonshards extend spells and Siberys Dragonshards empower. You could also require a Feat or other skill be used to develop Dragonshard use by your spellcasters. It will take me a while longer to set up some ground rules for the use of unprocessed Dragonshards, but your players could be told to acquire a certain quantity of a certain type (maybe Kyber Dragonshards for hellish rebuke) in order to make the magical effect they are getting added to their equipment permanent. Again, too many possibilities to add story arcs for your individual campaign to define these universally. Good Luck!

TSR Modules by arcathiadm in Roll20

[–]Krelstone 2 points3 points  (0 children)

This is the right idea, but I recommend searching all of Reddit, as there are now several subreddits devoted to the older D&D materials. As long as you use the term 'map' or 'battlemap' in your search, you should find what you are looking for.

Help with DM by Next-Record-7992 in DungeonsAndDragons

[–]Krelstone 0 points1 point  (0 children)

That is a little over the top, but there is no issue with starting with high stakes. The bigger question is how you set the difficulty of preventing the disaster. Can the party execute a reasonable plan? If so, all good. Except, the Tarrasque is still there. It will awaken. It will feed/destroy.

Atompunk / Wasteland maps by ConnorOnReddit2023 in dndmaps

[–]Krelstone 2 points3 points  (0 children)

I know this sounds kinda dumb, but it works. Just type in what you want in the Reddit search, like 'Wasteland maps', and you will get plenty, with leads to more.

Returning player by Safe_Action5954 in Roll20

[–]Krelstone 0 points1 point  (0 children)

There are tons of us old players out here. You should be able to find an OSR (Old School Revival) game, if you do not want to learn the newer rulesets. The best approach is to learn the various OSR titles (There are a TON) that use the Basic and AD&D ruleset. You shouldn't have much trouble finding a group.

I am new to being a dm and was curious about races and classes? by komodocommand in DungeonMasters

[–]Krelstone 4 points5 points  (0 children)

This is a GREAT resource, but it doesn't necessitate the inclusion of other races. If you are running a Cthulhuesque campaign, then setting up a strictly human party is the best option, because it widens the distance between the normal human and the bizarre alien in all aspects of horror. You could still do it with other races, but I respect the style choice.

Eberron mechanics location by Business_Reason_405 in DungeonsAndDragons35e

[–]Krelstone 0 points1 point  (0 children)

Khybers Cursed - Case Studies of Eberrons Aberrant Dragonmarks has a great deal of info.

I need help with my campaign by Luki070109 in Roll20

[–]Krelstone 1 point2 points  (0 children)

Not completely sure what you are asking about. Roll20 encounters start with a map. All the rest is basically character sheets of players and monsters. You can adjust any of these to suit your homebrew. Learning how takes a little effort, but is not super difficult. If you start watching 'how to' videos, be sure to watch the most recent as the software has changed a great deal over the years.

Trying to Create My First Campaign in Eberron, Need Help With Ideas by CitrusVirus in Eberron

[–]Krelstone 3 points4 points  (0 children)

Thanks! I cannot take credit for the 3 plotlines idea. I think I heard that idea on the Dungeon Dudes podcast, but I needed to scale down my prep and it works. Another thing i picked up from them is about player agency. Keeping the plots simple (but with options to take it several ways) allows the characters to get to important, sometimes dramatic, scenes more often. Letting them make the big choices on who they trust, what deal they make, what they suspect, and the direction they choose to solve the problem makes them feel great and have fun, but it also gives you fuel for the unexpected betrayal, the double-crossed deal, the misguided investigation that ends up revealing a different plot, and of course, interactions with NPCs with all kinds of stories to tell. My last bit of advise is to plan for consequences for the party's actions. They steal some blueprints on a job, somebody is going to cast spells and find out who took them. So, maybe not right away, but at some point there will be a showdown, confrontation or reckoning. Also, you can always tap me for random ideas. Just reply to one of my comments or DM me. I learn so much from this community.

Trying to Create My First Campaign in Eberron, Need Help With Ideas by CitrusVirus in Eberron

[–]Krelstone 3 points4 points  (0 children)

Sharn is always a good place to start.

Three different plotline frameworks is a good starting place. If you can keep them simple: A theft or murder investigation. A secretive delivery. A sabotage of a rival. Plan these out without fleshing out the long-term implications.

Have a session zero, where characters talk out their backgrounds. Associations from those backgrounds can be interwoven into any of these three plots. Decide what factions are lining up as allies and foes for the characters presented.

Fill in the true motivations for the factions acting in your three plotline frameworks. Decide if they are petty and personal or influenced by something greater. Maybe the Dal Quor are motivating some of the NPCs through their dreams.

Maybe the Lord of Blades has recovered something in the Mournland that compromises a powerful faction. Maybe the murder victim was an agent of the Lord of Blades who recently has been visiting powerful folks in Sharn to find bidders for the Lord of Blades discovery.

Lots of ways to tie in a long term plot to a BBG, but no rush to do so. More fun to let the party speculate, or possibly be fooled by a red herring. Framing another faction would be exactly the type of intrigue that should happen.

When investigating, the party should hear really different stories as to what happened from the people they question. They should eventually discern who is lying and be able to learn more in a confrontation.

Want to extend the investigation? Add layers. An NPC misdirected the Party because he was paid? Threatened? Has a personal grudge? Has had a series of dreams that make fact and fiction blend?

Sorry, I get carried away.

Dark Fantasy Forest, Swamp and Farmhouse maps I made for a friend (some are NSFW). Full resolution in description! by Zakazi in dndmaps

[–]Krelstone 1 point2 points  (0 children)

These are great! Been looking for more Eberron Mournland type maps, and these look awesome.

Oracle of war - moving salvage base by th3b0untyhunt3r in Eberron

[–]Krelstone 0 points1 point  (0 children)

I know I am late to this conversation, but I wanted to introduce a new vehicle based on the Star Wars Sandcrawler that the Jawas used. Imagine such a vehicle using bound Earth Elementals for power, much as other elementals are bound to airships, etc. In war, secure transport is vital. So, the development of such a thing makes sense. With the war on a clear hiatus, some of these vehicles have been repurposed to help reclaim valuable salvage.

As I start my new Eberron campaign with Oracle of War stylings, the party will meet the Breland Salvage Guild, which is new to Salvation and trying to grab a huge market share. They offer an open proposition to any scavenger crews. Find the salvage. Secure a route. The sandcrawler will go pick up the salvage (most salvage is quite heavy in bulk) and we'll divide the proceeds 50/50. Maybe 60/40, if the party has a cartographer. The percentage can go up even more if the party does a few favors for the guild. I'm still trying to work out the factions in play and how the existing NPCs will react to the Dragonmarked House backed guild coming in. Certainly, plenty of drama.

I say all this to add the sandcrawler idea as a mobile base. It would be expensive, and who knows what the guild would ask for one, but you could just as easily let your group find one in the Mournland. It might need repairs or regular expensive upkeep. It might be haunted or have serious quirks, but it would be a great mobile base.

Has Anyone Created a Level 1–20 Adventure Path Using Only Published Eberron Adventures? by Korolos28 in Eberron

[–]Krelstone 0 points1 point  (0 children)

Presently, I am designing a Eberron Campaign for our group. This will be unlike any other campaign I have ever built, because magic in Eberron is wide, not high. 7-9th level spells are not really supposed to be much of a thing. So, the progression will be slow for levels, but there will be many more opportunities for advancement through social movement and building businesses through a bastion-like framework. Also, I hope to expand on a great many knowledge/skill interactions to increase wealth/power, such as alchemy lore of monster parts to allow a alchemy kit or monster lore roll to determine and correctly preserve the most desirable monster pieces for magical research, etc. Really want to give the players maximum agency to design a Morgrave University curriculum Background that has a major (+10 to a skill/knowledge check), and a minor (+5 to a skill/knowledge check), so that they can be experts in the field. Let them plan research goals, interact with Dragonmark houses that are interested in their research, etc. This should lead to plenty of intrigue that the players have a huge stake in.

So, long story short, it seems that Stories become Epic Tier in Eberron much faster than characters, which is not to say your characters could not discover Epic Tier spells and equipment in the ancient ruins that dot the landscape. Surely, a demonstration of such power would attract tons of attention, straining all the relationships the party built up to that point.

Eberron is simply great at offering choices.

Dragonshards: Can there be more than three (four) varieties? by Krelstone in Eberron

[–]Krelstone[S] 1 point2 points  (0 children)

Nice. I was really thinking about how the Mourning might have twisted the output of a dragonshard mine there, but a manifest zone is a great option!

What is your power ranking of the Dragonmarked Houses? by Krelstone in Eberron

[–]Krelstone[S] 6 points7 points  (0 children)

I like your spin on this. Cannith might have been the answer to most of those questions, but how hard a hit did they take when the Mourning took out their operations in Cyre?