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The Red Hand of Doom: Eberron
In this campaign we use character options from D&D: Player's Handbook and Eberron: Rising from the Last War.
Still looking their place after the Last War, our heroes will make new acquiaintances (or enemies) in Sharn. After a while the great city starts to feel too small and new horizons will be waiting in the wild east. A situation will develop, where just a group of heroes is simply not enough. Who to rally, who with, what's really happening and what is your true colour?
Sharn. The first part of the campaign will take place in the metropolis of magic, skycoaches, inventions and skyscrapers. Some contacts and allegiances are made. Sharn is a place of adventure and intrigue.
Travelling off from the city is an adventure on its own. Too early to say if you can travel with the fire elemental powered train, or by sea. We certainly hope it's not by foot!
So-called Wild East of Q'Barra is a land of settlers, farmers, mountainers, swamps and jungles. There are a lot of ruins, too. Some say they look very different than the Dakhani ruins that are basically everywhere to be found.
How are you connected? What makes you to travel together? Some ideas:
How do you see things would be better in future, for you, perhaps for all? Do you care for such a thing? What drives you forward?
At the beginning, your character is willing to accepts almost any kind of work. Why? Are you in debt? Are you running away from your recent social mishaps? Perhaps you are just generally interested in new experiences, or will just go along, for now.
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