#eberron: rising from the last war
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haaaaaaaaaaaave-you-met-ted · 3 months ago
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Eberron: Rising from the Last War - Jungles of Q'Barra by Sidharth Chaturvedi
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craigofinspiration · 1 year ago
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3 Books to Level Up Your Next DnD Game
Check out these three Dungeons & Dragons related books guaranteed to enhance your game mastery skills, leading to more enjoyable gaming sessions.
Sly Flourish’s The Lazy DM’s Companion by Michael E. Shea pdf – $9.99, book and pdf – $24.99 The Lazy DM's Companion What more can be said about this book from Sly Flourish. Many have already called it the best third-party dungeon master’s guide. What I can tell you is that I use the information presented in every session that I run. The 8 Steps of session planning have helped me run better…
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softsummerlee · 1 year ago
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hi yall sry ive been kinda quiet recently, i’ve been absolutely going batshit feral over eberron as a campaign setting
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littjara-mirrorlake · 3 months ago
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From my in-progress homebrew D&D 5e supplement, Plane Shift: Mirrodin/New Phyrexia: playable Myr!
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They've been beloved in playtesting, with no fewer than three myr PCs appearing in the party over the course of a 3-year campaign. They are one of two new playable races in Plane Shift: New Phyrexia, along with the core-born Phyrexian.
Constructed Resilience and Sentry's Rest are abilities that previously appeared on the Warforged in Eberron: Rising from the Last War, and Regenerative Repair is a less restricting version of the ability Healing Machine from Astral Adventurer's Guide.
Text from the image under the cut!
Metallic, beak-headed myr inhabit Mirrodin, scampering at the feet of larger humanoids and largely considered below their attention. Few know of their true origin as creations of the mad wizard Memnarch, designed to be mechanized servants and his eyes across the plane. Following Memnarch’s fall, the myr found themselves with sapience and free will, though their core values of duty, community, and knowledge remain.
Myr Traits
Type. You are a Construct. You are also considered a myr for any prerequisite or effect that requires you to be a myr.
Ability Score Increase. Your Intelligence score increases by 2, and your Dexterity score increases by 1.
Age. As constructed creatures, myr don’t grow old in the traditional sense, and they are able to live indefinitely if well-maintained. You are immune to magical aging effects.
Size. Myr average about 3 feet tall. Your size is Small.
Speed. Your base walking speed is 25 feet.
Constructed Resilience. You have resistance to poison damage and immunity to disease, and you have advantage on saving throws against being poisoned. You don’t need to eat, drink, or breathe. You also don’t need to sleep, and magic can’t put you to sleep.
Darkvision. Your constructed senses grant you superior vision in dark and dim conditions. You can see in dim light within 60 feet of you as if it were bright light, and in darkness as if it were dim light. You can’t discern color in darkness, only shades of gray.
Bonus Proficiencies. You gain proficiency in one skill and one tool of your choice. The tool you chose is integrated into your body and cannot be removed while you live.
Networked Minds. You can communicate telepathically with other myr within 120 feet of you.
Sentry’s Rest. When you take a long rest, you must spend at least six hours in an inactive, motionless state, rather than sleeping. In this state, you appear inert, but it doesn’t render you unconscious, and you can see and hear as normal.
Regenerative Repair. If the mending spell is cast on you, you can expend a hit die, roll it, and regain a number of hit points equal to the roll plus your Constitution modifier (minimum of 1 hit point). Spells such as cure wounds and spare the dying which restore hit points or preserve life, and normally don’t affect constructs, function as if you were a humanoid.
Languages. You can speak, read, and write Common and one other language of your choice.
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ccadaver · 2 years ago
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Btw here's some Dungeons & Dragons books for free
Link here, it's got:
Player's Handbook
Dungeon Master's Guide
Monster Manual
Monsters of the Multiverse
Mordenkainen's Tome of Foes
Volo's Guide to Monsters
Xanathar's Guide to Everything
Tasha's Cauldron of Everything
Explorer's Guide to Wildemount
Sword Coast Adventurer's Guide
Eberron Rising from the Last War
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angrennufuin · 6 months ago
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Elflinguistics Part 1: Eberron
Migrating my slapdash bastardized-Sindarin method of character naming here! In our first Eberron campaign, I played a half-elf from Thronehold named Linmir Celemariel. Let's get into it.
First names & rules for myself
First of all, I borrowed the Tolkien tradition of stringing a few elements together in whatever order sounds prettiest. In my usage, specifically, Elvish is a very fluid and malleable language. Syllables get chopped up and blended together to make things sound nice, and each name component probably has a few different meanings/implications layered in that your average elf grasps on hearing a name.
For example, here are some names from Linmir's family.
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Celemare = celeb (silver) + mar/bar (home, dwelling)
Henloth = hen (eye) + loth (flower)
Linmir = lin (pool/mere) + mîr (jewel)
Aelinor = aelin (pl., pool/mere) + naur (flame)
Most Elvish-speakers would read these names as, respectively: Where-silver-dwells, Flower-eye, Marsh-gem, and Marsh-flame, most of which are already pretty poetic. HOWEVER, elf names also rely on v genteel puns based on similar syllables
"-mare" has an auditory link to "mára" (good/proper/right): where-silver-(properly)-dwells
the -th/-ss sound in Elvish often gets interchanged, so -loth could be read -loss (snow): snow-eye
"Lin" can also mean "a musical sound": jewel-chime
Aelinor, rebracketed, could be ae (day) + lî (folk, people) + naur (flame again): folk-of-the-dayflame (sun)
So these alternate implications would be chilling out in one's subconscious upon hearing or choosing a name! It adds to the overall ~poetry~ of the name. My rule for naming characters in this 'verse is that the name had to make sense as something their parents would have chosen, and it had to have at least two complementary meanings.
Surnames
Ae and Lin’s elf clan is matrilineal! Your surname comes from your mother’s name + a suffix:
Fem. -iel
Masc. -ion
Neu. -iwë
Pl. -iwar (any gender)
Which is why the sister sets are Linmir & Aelinor Celemariel, and Celemare & Henloth Andlîriel (Lin's grandma's name is IRON JAW, which is my fave name I've ever invented).
If one's mother was Celemare || Andlîr || Henloth, one would be surnamed:
A daughter: Celemariel || Andlîriel || Henlothiel
A son: Celemarion || Andlîrion || Henlothion
A nonbinary kid: Celemariwë || Andlîriwë || Henlothiwë
Collective term for the siblings: Celemariwar || Andlîriwar || Henlothiwar.
Surnames do not change with marriage, or ever, unless you're intentionally forswearing your birth family. If you have more or less than one mother, your parents get to argue out whose name you’ll take. Tradition dictates it’s whoever gave birth to you, if available, but that doesn’t always track. The tribe itself is named after its legendary progenitor, Glaurë; ergo they’re collectively the Glauriwar.
Elvish is super fluid though! Henlothiel could just as easily be Henliel if someone decided it was prettier. Likewise, because names are almost always epithetic, it’s not uncommon to call people a translation of their name or a translation of their matronymic, e.g. “daughter of the blackbird” “Flower-eye’s child;" poetically, the clan is the Children of Gold.
Other naming traditions
Linmir's ex Lairit was decidedly Not From Around Here (*here being the specific Glauriwar clan neighborhood in Thronehold), so their name is different! Considerably looser in terms of meaning & parts of speech used. It breaks down (sort of) to lairë (summer) + -itë (habitual suffix)
But the word laire (no diaerisis) also means "poem," as does the word lirit. So you'd initially hear the name as Poem, but the spelling indicates the other roots. Basically a pun! A pretentious Elvish pun that ends up factoring out to like... Poem-of-the-yearly-return-of-summer
The Khoravar
Lairit (and Linmir, briefly) were involved in a culturally-separatist half-elf movement. I pilfered and expanded this idea from the sourcebook Eberron: Rising from the Last War, in which said half-elves call themselves Khoravar, meaning Children of Khorvaire (the continent Eberron is set on):
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The book says khoravar is an Elvish term, but kh- doesn't show up as a Sindarin phoneme very often; we're also informed that most Khoravar speak an Elvish/Common "pidgin.*" It makes more sense to me that a group keen on establishing their own society would name themselves in their own language, so I borrowed Adûnaic for that -- not for nothing, kh- IS a common Adûnaic phoneme.
(*I went and consulted linguithusiast friends about this until we all decided that Khoravarin is much more correctly a creole then a pigin. If it's been around for generations + you can't understand it easily without both parent languages + they use it "among themselves" (all things the sourcebook specifically mentions!) --THAT'S A CREOLE, BABY! Pidgins are trade languages!!! Maybe it's a young creole, but like. Narrows eyes.)
Khoravar works well transcribed into Elvish as both a clear derivative of Khorvaire and as Khoravar -> Coruvár -> Coru (cunning, wily) + vára (other [folk]), which sounds like an appropriately snide thing to say about a race of half-elves. And then for said half-elves to reclaim and wear as a badge of honor!
This reads most clearly as a clan name, but Lairit has gone a step further by using it as their Actual Surname. A different kind of revolutionary would style themself Koravariwë or Khorvairiwë, but conceding to proper Elvish grammar in even this small way would irritate Lairit, as would the unwieldiness of the name.
And bc Lairit took the name Khoravar, ofc Lin took the name Khoravar when she joined up with them and foreswore her former identity and allegiances. She also took the first name Perin, which literally just means "half" -- it was something of an oblique joke on her part about not really feeling committed to the movement, which Lairit took as a challenge. I'm sure nothing dramatic or disastrous happened as a result. :)
Anyway, I hope you enjoyed my ramble! I did something very different for my next Elvish character, which I'll hopefully post soon.
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nerdythebard · 2 years ago
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#55: Elizabeth [BioShock: Infinite]
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(Art Credit: Irishhips on deviantArt) ---
Welcome back, my friends!
I forgot to credit our requestor of the previous build, but luck would have it they also requested this one, so many thanks to our lovely family member, @nerdybear91 for both Harry Dresden and Anna DeWitt aka Elizabeth from BioShock: Infinite. Now, let's see what true Multiverse of Madness looks like!
Next Time: Let me solo her!
What do we need to survive navigating a giant floating city filled with brainwashed cultists, until we can finally reach Paris?
Everything & Everywhen (All At Once): Elizabeth's ability to manipulate Tears allow her to perform a multitude of multiversal effects. We will have to flavour a lot to make it look like we have control over all realities.
It's Big Brain Time: Having nothing to do but read, Elizabeth became familiary with a variety of subjects including medicine, music, arts, literature, etc.
Sneaky Supplier: Another interesting skill of Elizabeth's is that she can pick almost any lock we ask her to, and decipher any message. She's observant and can support Booker with resources and money during combat. Also get out of harm ways pretty well despite sometimes standing in the middle of thew fight.
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Elizabeth is a Human. Although her innate powers to manipulate the Tears would qualify her as a Variant Human, we're gonna take it a step further and give her the Mark of Passage from Eberron: Rising from the Last War. We get a +2 Dexterity and a +1 to one ability of our choice (Intelligence), ability to speak Common and one language of our choice, thanks to Courier's Speed our standard speed is 35 feet, with Intuitive Motion we can add 1d4 to any Acrobatics check used to operate and maintain a land vehicle, and if ever we gain the ability to cast spells we get some additional Spells of the Mark. Finally, with Misty Passage we can cast the Misty Step spell once per long rest (with Dexterity as our ability modifier).
Being left alone for so long and having nothing to do but reading made Elizabeth quite a Sage. We gain proficiency in Arcana and History, two languages of our choice, and the Researcher feature; we can now lead Booker around to the right place when trying to find a piece of information (such as code for a lock).
ABILITY SCORES
We're starting with Intelligence; we've spent so long in seclusion with nothing but books. Follow that up with Dexterity, to help us with lockpicking, stealth, and platforming across Columbia. Constitution will be next, we can survive a lot of running and experiments in alternate timeline.
Wisdom will be next, what good is book knowledge if you do not apply it in real life. Charisma is on the lower end; Elizabeth had so little human interaction, she didn't have time to perfect her persuasion or intimidation skills. Finally, we're dumping Strength.
CLASS
Level 1 - Rogue: Running away from your adopted-but-not-really father who was using your powers to control the entire brainwashed city sounds like a good definition of going rogue. We start with a d8 as our Hit Dice, we get [8 + our Constitution modifier] initial Hit Points, proficiencies with light armour, simple weapons, hand crossbows, longswords, rapiers, shortswords, and thieves' tools. Elizabeth doesn't have any armour or weapons in the game, but consider giving her at least a dagger. We'll cover the armour later. Our saving throws are Dexterity and Intelligence, and we get to pick four class skills from the list (Investigation, Perception, Sleight of Hand, and Stealth).
Rogues start by honing their skills even further with Expertise. We select two skills we're proficient in (or one skill + thieves' tools) and we double our proficiency bonus (not our ability modifier) when using those skills. We're gonna get better in Stealth, to make sure we are unseen in dangerous situations, as well as thieves' tools, to make sure no lock poses a challenge.
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Rogues also get the abilit to Sneak Attack. Once per turn, if you have an advantage on your attack (and use a ranged weapon or one with the finesse property) or your target is within 5 feet of another creature hostile to it, you can add 1d6 extra damage to your damage roll.
We also learn Thieves' Cant, a system of words and phrases that can be used to convey a hidden message to others who also speak it (for me, it's always Cockney Rhyming Slang).
Level 2 - Rogue: We learn Cunning Action. From now on, we can transform the following Actions into Bonus Actions:
Dash - We gain extra movement for the duration of the turn, equal to our ground speed;
Disengage - Moving away from the target's melee range does not provoke an attack of opportunity;
Hide - We make a Stealth check to hide.
Level 3 - Rogue: Here, we pick our subclass - our Rogue Archetype - and for the smart and observant Elizabeth, I can think of nothing better but the Inquisitive archetype. With our Ear for Deceit, we can treat any Insight check roll that's lower than 7 as 8. With Eye for Detail, we can use a Bonus Action instead of an Action to make a Perception or an Investigation check. Always useful to find extra ammo, salts, or money. We also master Insightful Fighting, which lets us make a contested Insight check against the target's Deception; if we're successful, we come up with a good positioning and strategy, and we can apply Sneak Attack damage even if we don't have an advantage.
Speaking of Sneak Attack, our bonus damage now becomes 2d6.
Level 4 - Rogue: Time for our first Ability Score Improvement. We're gonna put one point into Constitution for better Hit Points and one into Wisdom, as we slowly come to the realisation something's not right in Columbia...
Level 5 - Wizard: Now it's time to play with port.. err Tears. Multiclassing into Wizard gives us... nothing, unfortunately. We do, however, learn Arcane Recovery: once per day (during a short rest), we can recover some spell slots we've expended. The spell slots can have a combined level equal to (or less than) half of our Wizard level rounded up.
Related to that, we now learn Spellcasting. Intelligence is our casting ability, and we know cantrips, regular spells, and rituals. Wizards can write new spells into their spellbook (or perhaps pulling those spells from other timelines) and they start with a few spells of their choice: three cantrips (for us it's Create Bonfire, Mending, and Sword Burst) and six 1st-level spells (we'll get Alarm, Detect Magic, Distort Value, Mage Armour, Tenser's Floating Disk, and Unseen Servant). From our Mark of Passage we also learn Expeditious Retreat and Jump.
Level 6 - Wizard: We pick our second subclass here, our Arcane Tradition. To make our Tears and multiverse manipulations more stable, we're going to pick the School of Conjuration. Since we are now a Conjuration Savant, the time and money we spend when copying Conjuration spells to our spellbook is halved. With Minor Conjuration, we can conjure an inanimate object in our hand or on the ground within 10 feet radius. The object must be no bigger than 3 feet on a side and weigh up to 10 pounds, be non-magical, and when conjured it sheds dim light for 5 feet. It lasts for 1 hour or until taken or dealt damage, and we can only create one object at the time.
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We also get to pick two more 1st-level spells: Silent Image and Snare.
Level 7 - Wizard: At this level we unlock 2nd-level spells. From our level-up we can get two new spells (Arcane Lock and Borrowed Knowledge) and from our Mark of Passage we get Misty Step and Pass Without Trace.
Level 8 - Wizard: Time for another ASI. This time, we're putting two points in Constitution, to get some better survivability. We also get a choice of a new cantrip (Message) and two more spells (Locate Object and Mirror Image).
Level 9 - Wizard: We unlock 3rd-level spells. Let's get Galder's Tower and Melf's Minute Meteors from our level-up, and we will get Blink and Phantom Steed from our Mark of Passage.
Level 10 - Wizard: Halfway through the build and we get Benign Transportation. We can use our action to teleport into an unocupied space within 30 feet of us. Alternatively, we can pick a space occupied by a Small or Medium creature and (if they're willing) swap places with them. We can do that once per long rest or until we cast a Conjuration spell of at least 1st-level. And speaking of Conjuration magic, let's grab two summoning spells here: Summon Fey and Summon Shadowspawn.
Level 11 - Wizard: We unlock 4th-level spells. From our level-up, let's grab Banishment and Fabricate. From our Mark of Passage we also get Dimension Door and Freedom of Movement.
Level 12 - Wizard: Time for more ASI. For now, let's improve our Dexterity by two point for some better Initiative, AC, and hiding skills. For our spells, let's gram Mordenkainen's Private Sanctum and Summon Construct to call some more support
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Level 13 - Wizard: We unlock 5th-level spells. From our level-up, let's grab Legend Lore and Wall of Force. We also gain our last spell from the Mark of Passage: Teleportation Circle.
Level 14 - Wizard: We get to pick our final cantrip (Mage Hand) and unlock next subclass feature. With Focused Conjuration, when we're concentrating on a Conjuration spell, our concentration cannot be broken. For this level's spells, let's pick Mislead and Rary's Telepathic Bond.
Level 15 - Wizard: We unlock 6th-level spells. Let's grab Arcane Gate and True Seeing to detect the smallest of Tears.
Level 16 - Wizard: With another ASI, we can bump up our Constitution by two more points here. For this level's spells, we can actually get back a bit and grab Far Step and Scrying.
Level 17 - Wizard: Unlocking 7th-level spells here. Time to finally start exploring other worlds and timelines with Dream of the Blue Veil and Plane Shift.
Level 18 - Wizard: We get access to our final subclass feature. Durable Summons give all creatures we summon or create additional 30 Temporary Hit Points upon summoning. Let's bring the image of another world to us with Mirage Arcane and summon another Elizabeth with Project Image.
Level 19 - Wizard: We unlock 8th-level spells. We can now create our own little worlds with Demiplane, and it's finally time to call an old friend with Illusory Dragon.
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Level 20 - Wizard: Our capstone is Wizard 16, where we end with an ASI. So let's get some more Dexterity for that nice-looking 20. For our final spells, let's take Maze and Mighty Fortress.
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And that's our Multidimensional Marvel, Elizabeth. Let's see what we came out with:
First of all, this is clearly a support character. Their purpose is to hide, sneak, move around the battlefield, and provide assistance to the party by conjuring additional reinforcements. With enhanced ground speed, several teleporting spells, and proficiency in stealth, we should be able to provide long-range support without risking detection or damage.
Our AC is 15 (18 with Mage Armour), +5 to Initiative, and average of 142 Hit Points.
Unfortunately, we don't have a lot in terms of direct offense, both magical and physical. While our Dexterity managed to reach 20, we still have a negative Strength modifier and our Wisdom and Charisma are on the lower end; this could be problematic, since those are two of the more used saving throws.
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Oh, wow. That took way too long than I wanted. I actually scrapped the entire build (originally it was Echo Knight Fighter with Illusion Wizard) and watched several playthroughs to get a feel for Elizabeth, but I hope in the end I've created something playable.
Unfortunately, a lot has happened during the time I was away, my loves. As of today, I've lost my job for which I've moved cities to live on my own. Silverlining, I will have time for you, so I guess we're back in action. I'll see you in the next one, my friends.
-Nerdy out
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cagemasterfantasy · 3 months ago
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Dnd 5e (source) books for @doodl3 as a thank you for editing for me
Players Handbook Dungeon master's guide Monster Manual Volo's Guide to Monsters Xanathar's Guide To Everything Mordenkainen's Tome of Foes (Tome of Foes was dedicated to dnd artist William O'Connel who passed away during devlopment of the book at the age of 47) Tasha's Cauldron of Everything Fizban's Treasury of Dragons Mordenkainen's Monsters of the Multiverse Bigby Presents Glory of the Giants (please forgive me this was the best one I could find) (also please forgive me for not including the book The Book of Many Things I couldn't find a pdf for it)
Now for the different dnd settings
Sword Coast Adventurer's Guide Guildmasters Guide to Ravnica Eberron -Rising from the Last War Mythic Odysseys of Theros (you're really going to love that one as that introduced Satyr as a playable race) Van Richtens Guide to Ravenloft Astral Adventurer's Guide Boo's Astral Menagerie (if you love space you are going to love the previous 2) (Also sadly I couldn't find a good version for Sigil and the Outlands, Turn of Fortune's Wheel or Morte's Planar Parade :( I tried I really did)
(Enjoy these 3 adventures though) Strixhaven A Curriculum of Chaos Dragonlance - Shadow of the Dragon Queen and Light of Xaryxis (with the third one you need to use Astral Adventurer's Guide and Boo's Astral Menagerie)
thank you so much for editing my book. :) @doodl3
To any other adventurer including you who stumbles upon this please enjoy. May your story go far and wide and your dice rolls be even higher.
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tomanato · 4 months ago
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Sure, Eberron is great for everyone's morally grey nature and the factions and intrigue, but my favorite has got to be the sheer quantity and quality of lore on the setting
Theres the usual 5e Eberron: Rising from the Last War, but theres also a whopping 15 books from 3.5e with tons of intricate and interwoven lore!!!
And, if you wanna go really deep there's old Dungeon magazines on archive.org with extra eberron lore, and several novels set in eberron
Of course, the creator, Keith Baker, also has a blog full of lore and explanations and ideas for the setting
Not only quantity of lore is intriguing, but the lore is also so good and useful for dungeon masters!! The material isn't some history textbook for you to just study and run through; everything is a hook for you to use how you see fit, they have connections to other hooks and factions and characters you might or might not use
It's up to you, the DM to determine the NPC's and villian's plots and motivatons, the answers to mysteries like the mourning or dragonmarks. The setting and materials exists only to help you make the setting seem full and interesting for your players, and helping you make your own campaign.
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somethingaboutnoodles · 1 year ago
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9 People you would like to get to know better
Thanks for the tag @carnelian-pimpernel! 1. Three Ships - Garashir, 100% am feral about at the moment; I'm definitely into Geraskier rn (currently working on a hurt/comfort fic!); and I've gotten weirdly into Sherlock/Marcus on my most recent rewatch of Elementary
2. First Ship - Probably Nine/Rose or maybe (this is maybe a deep cut) Will/Alyss from Ranger's Apprentice. I know Nine/Rose was definitely the first thing I read fanfic for.
3. Last Song - S&M by Rhianna (on my workout playlist)
4. Last Movie - French Kiss, the 90s rom-com. I just freaking love it and I spent ages trying to find it because it's not available on streaming in the US.
5. Currently Reading - In the middle of re-reading Eberron: Rising from The Last War and reading Iron Widow for the first time. Not currently reading any fics, though imogenbynight's been post a lot of stuff recently on AO3 so that's on the tbr!
6. Currently Watching - Elementary and The Bear season 2.
7. Currently Consuming - Cold tea from this morning
8. Currently Craving - Literally anything, this question made me realize I've only eaten toast today. Going to go make a tuna melt probably.
9. People to Tag - @an-annoyed-void @ilanaglazerrr @aetherbomb @yel-ashaya @fuchsimeon @soupcowboy @let-me-wander @charlottan @cloth-moths
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rubbercasing · 10 months ago
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how have i never Eberron-posted on this blog. happy dragon appreciation day folks now go play the setting that is 3 Dragon Siblings in Eternal Combat. there's magitech. go read Rising from the Last War and Exploring Eberron. then the Eberron Setting Guide from 3.5. there's 13 planes and they're all fucking wacky. there's 12 moons (there used to be 13 but one was fucking Exploded by the giants). it has noir. it has pulp. read about Eberron please im begging you
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daydreamdoodles · 1 year ago
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Seriously considering getting the Eberron: Rising From The Last War handbook
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craigofinspiration · 9 months ago
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Level Up Your Combat Encounters with These 3 Resources
You can’t always prepare for those boosts in power the players get at higher levels or with magic items. So for that, I turn to the following resources to provide lair actions, bloodied actions, and legendary actions for CRs of all types.
We can all agree that as 5e characters level up it can become more difficult to challenge them to combat. There are many dials that the base 5e game provides that can help provide a variety of difficulty for the players. You can adjust the number of enemies, the number of attacks, the amount of HP they have, and many other options. However, sometimes you can’t always prepare for those boosts in…
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softsummerlee · 1 year ago
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kind of a basic bitch accomplishment but ive memorized all 12 dragonmarks and their houses. lowkey rly excited abt it
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crewofthegoldrush · 2 years ago
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pure gold (the best i’ve ever known)
Rating: Mature
Campaign Setting: Eberron: Rising from the Last War / Around Khorvaire in Fifty Days
Premise: The entirety of a dragonborn’s arc with her love interest(s) from her point of view (part 2); this is not a y/n fic
Summary: She makes you wait for it now, glancing at your deputy for the length of a heartbeat, before holding your stare unflinchingly. "You know, they're just masks. Harper, Aubrey; they're just masks. That woman - she was just trying to get a rise out of you.
"But," she continues, her eyes dropping to the whiskey glass in front of her, "if this one comforts you…I think I can make that happen."
[CONTINUE TO CHAPTER ONE]
I had the banner on hand so sure why not
pure gold is [mostly] fully written and will be a total of twelve chapters!
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whatdoiknowjr · 6 months ago
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What Do I Know About Reviews? Vecna: Eve of Ruin, Part Five (D&D 5e)
I've been posting these in the morning during the week, but I missed Friday's chapter, so here's my look at Eve of Ruin Chapter Five, wherein we visit Eberron. #DnD5e
Now that our intrepid heroes are back from exploring the Astral plane, it’s time for them to touch base back in Sigil, and then head out to Eberron. The Warforged Titan that plays a large (very large) part of this chapter is one of the Warforged Titans name checked in Eberron: Rising from the Last War in the creature’s entry in the bestiary section.  Art and Maps There are six pieces of art in…
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