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47

If you can get them to read novels in the setting, that's ideal. But it may take some time and I've never met a full group that would all read the same books, even when bribed with XP. Here's more of a quick and dirty method. A few games ago I gave the players cheat sheets about the city they were in. I limited them to a page each because the more I give ...


24

Look for ways to introduce exposition into your flavor descriptions of scenes, and your mentions of characters and objects. Try not to restrict it to plot-relevant stuff for your game, but this can definitely become a way to put 'common-sense' information into your players' hands unobtrusively. Consider: "You are traveling down a road between Atowne and ...


20

Eberron changed far less then other settings. The following are just a few changes I can remember off the top of my head: Xoriat being moved out of orbit, and placed into the stars beyond. Baator being added to the cosmology "Siberys" planes becoming part of the Astral Sea. This includes: Daanvi, Irian, Syrania, Lamannia, Mabar, Baator, Shavarath. This is ...


18

It depends on your GM, but if you're playing in a book-specific setting, probably not Which books allowed in the game are strictly a DM's call. While many GMs play with "all books allowed" there are a number that choose to restrict books. One of the more common restrictions are on setting specific material, though it is fairly trivial to file off ...


16

Yes, Warforged Barbarians suffer no ill-effects after raging. From Races of Eberron, page 23: As a warforged, your Constitution bonus allows you to rage longer, your immunity to fatigue means you suffer no ill effect when your rage ends, ...


16

in one word - information. You can wish for (or perhaps simply learn) more about the past place/time you are travelling to: contacts, important information about future events, some soon-to-be invented tech... Knowing who will win a race is a good quick money; knowing some juicy gossip is a way to make friends, or blackmail someone; knowing who will be the ...


15

The thing about racism is that you really can't portray it accurately without making it frustrating for the players involved. In most cases, there's nothing wrong with scaling it down to the point that you can give the players an idea of what racism is like and still make the campaign understandable and playable ... think about the standard Hollywood script ...


15

The first answer that comes to mind is the Warforged, certainly. These are living automatons, similar to golems, that are playable character races. I played a Warforged Paladin for a while, and it was fun both for game-mechanics reasons (built-in weaponry! Installing a bag of holding inside my chest compartment!) and for roleplaying reasons (As a construct, ...


13

If you don't want it to be part of the story or to entice the players into acting on it, simply make it part of the flavor. You come into town, sell your loot, and load up on supplies. Players, you can purchase items up to 500gp here. Bob, you get a lot of dirty looks and the occasional stranger spits as you pass. Leave it just as that. Bob can ...


13

Yes. Kalashtar are humanoids of the human subtype. As a result, human-bane weapons are effective on them.


13

Mordenkainen's Magnificent Emporium has a section on Hirelings (starting page 136). Page 138 has a table of cost/day for each given level of hireling (from 15 @ level 1 to 125,000 @ level 30); the same page says a Mercenary is the standard Hireling rate x3 (meaning a level 1 Mercenary costs 45gp/day, and a level 30 Mercenary costs 375,000gp/day). The ...


13

Restating my assumptions: You need to send your spirit back in time to possess your earlier self to avoid execution. You have two sidereal weeks to prepare for this. You have no consequences in the present for your actions. You are in a very large city with access to real spellcasters. This is the climax of your game, barring that: "Our goal is to alter ...


12

No. Although 4E's Eberron campaign setting makes an effort to include all the new races and classes from the new edition, the Dragonborn are not given a role of special prominence, or even much of a plot thread of their own. Removing them would be easy.


12

The first thing you must know about Eberron: It's a medieval setting with magic easily available to the point that it mimics our 1800s tech level. If it existed in 19th century, it probably exists in a weird way in Eberron. A really interesting concept unique to the Eberron setting is a journalist for the Korranberg Chronicle: following the players around, ...


11

I lived exactly this situations some months ago. Let me share what I tried, what worked and what didn't. I have a group of six players, two girls and four guys, who never had heard about Eberron. Frankly, one of the girls, my wife, was also still learning to play D&D. I helped to create their characters and character sheets, set some key background ...


11

Yes, if the fiend acts as a controller. Eberron Campaign Setting, page 101: If the possessed creature fails the Will save against control, the fiend has access to all the creature's senses, abilities, skills, feats, and spell knowledge. The fiend now acts as though it is the creature in all respects, until control is lost or it relinquishes control. ...


11

I strongly agree with the previous offers, information could be invaluable, as a mean of regaining gold quickly but also as an edge to complete your mission. Yet if as me you are more concerned by the numbers and crunches , I would like to extend on another alternative to the grafts... Tomes. It won't get you really far but you could probably locate one +2 ...


10

I think the answer would depend on the alignment of the creature being possessed and the alignment of the possessing creature. Looking at the spell Detect Evil from the PHB: You can sense the presence of evil. The amount of information revealed depends on how long you study a particular area or subject. 1st Round Presence or absence of evil. ...


10

Yes. Eberron Campaign Setting pg. 32 Artificer Craft Homunculus (Ex) An artificer’s homunculus can have as many Hit Dice as his master’s Hit Dice minus 2.


10

Looking in the compendium, there do not seem to be rules for this. That said, if you're running Eberron, you might take a peek in the campaign book and see if there is something more specific to the setting. However, there are rules for pocket change and how much a major and minor purchase might cost that are pegged to the level of the character. In ...


10

Cards! Seriously, I printed out a bunch of “cards” for my players: one for each dragonmarked house, religion, nation, class, and race (two for warforged, to cover that sidebar about warforged souls in Eberron Campaign Setting). Each card was a half-page, front-and-back (so a full-page total in text), with a description of the faction, race, ...


10

The repair light/moderate/heavy/critical damage spells from the Eberron books? Will work as cure light/moderate/heavy/critical wounds. Sor/wiz, artificer and spellthief only. A cleric can get access to some of these by choosing the Warforged domain. Also, Total Repair (artificer 6 and warforged domain 8) is the equivalent of heal, and should keep you ...


8

Home Campaign is code for "everything goes". All the other options are supposed to limit choices to ones either permitted (as Lair Assault and Encounters seasons may have regulation determining selection options) or suggested (Dragonmarks do not appear in canon Forgotten Realms). The only mechanical impact that I can see for selecting the Eberron setting, ...


8

Eberron Campaign Setting pg. 32 Artificer Craft Homunculus (Ex) An artificer can also upgrade an existing homunculus that he owns, adding 1 Hit Die at a cost of 2,000 gp and 160 XP. It’s 160 XP because the “base cost” of this operation is 4,000 gp: since you’re doing the work yourself, that’s halved and you ...


8

Honestly, Don't Change Much Warforged are widely considered the second or first strongest LA 0 race in 3.5, fighting with Humans (valiantly) for the top spot. If Humans didn't get much of a boost, 'Forged don't need to either. At most, I'd say to alter them for a net 0 if and only if humans got an ability score bonus. However, you may need to alter the text ...


8

The Advanced Race Guide has some excellent rules for just this kind of conversion. Paizo has the OGL version of those rules available in their PRD. It gives point values for the different advantages (and disadvantages) that each race receives. A standard race is 1-10 points. Dwarves come in at 11 and humans at 9 for example. I'm pretty sure that Warforged ...


8

Counterintuitively, Avoid Weapon Special Abilities that Inflict Damage If your PC has been taking feats like Favored in House (ECS 53), and Least Dragonmark (mark of finding (ECS 64)) (ECS 53), and Skill Focus (Bluff) (PH 100) so he can better make Seduce to Learn Secret checks while the other PCs have been specializing in monster murdering, and they ...


8

Religion Does Provide A Better Life Priests of the Sovereign Host often provide their services to the people, and attribute positive phenomena to the good gods of the pantheon. While there's no outright proof that the gods interfere in the world or even that they exist at all, their priests do still wield divine magic, and that's gotta account for ...


8

Sure. The core Eberron rulebook has the following: Craft Repair Warforged: A character with ranks in certain Craft skills can attempt to repair a warforged character who has taken damage. A check requires 8 hours and restores a number of hit points equal to the Craft check result –15. A character can take 10 on this check but can't take 20. ...


8

Undefined Warforged in some of the illustrations appear to have a functional mouth/jaw, but how necessary that is for talking (for example, how understandable they would be if gagged) is up to the GM. I recommend simply deciding what is necessary for a warforge to be able to speak (unimpeded mouth/jaw, partially unimpeded mouth/jaw, or just a speaker ...



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