Planar Eberron Adventure IC [3.5]
Game idea's been on the back burner for quite some time. Basic premise follows
Higher level Eberron game (somewhere between 8th and 15th), with a focus on leaving behind the usual Eberron staples and trying to seek a solution to one of the enduring mysteries of Eberron.
You are an expedition requested by Prince Oargev, funded by House Cannith and House Orien (with cooperation from the rest of the Twelve in theory) to go into the Mournland and discover the location of Metrol. Once there you will spend at least half a year documenting the surrounding area, with trips back to Gatherhold for supplies until you can establish a supply train with the help of Orien. Cannith wants Metrol found to determine if their enclave still remains and what can be recovered. Orien wants to once again unite the West and East Lightning Rail lines.
This may require you to come into conflict with the Lord of Blades, so the Twelve (and Oargev) have chosen the best.
None of the longterm plans will survive more than a day or two of entry into Metrol, as the party stumbles upon a manifest zone to Mabar and the real story starts.
Based on Keith Baker's blog posts about Mabar and the planes tendency to take parts of the worlds that touch it and slowly digest them into the plane, the land that Cyre lost during the Mourning in this game now lies on the fringes of Mabar. The yugoloths, nightshades, undead and succubi of Mabar menace the borders and worm their way into the heart of the country, and Queen Danelle still reigns, convinced that the wall of night that surround her nation is a trick by the would-be usurper nations of the former Galifer.
So some types of characters (ones tied to specific areas to make their powers work like the Thunder Guide) won't be very successful in this game.
Thoughts, interest? Suggestions and critiques? Foreseeable pitfalls?
This message was last updated by the user at 16:58, Mon 05 Mar 2018.