![]() When reactor is set to destruct, he will appear near the life pods.The majority of the Flight Deck is decorated in dark blue and white, although several sections have been repaired with gray paneling. As the Station rotates, these transparent screens offer breathtaking views of the solar system and the open space beyond. The enormous flight bays on this level are sealed off by environmental integrity screens. Confront horrific monsters born from the world’s devastating wars.This level serves to launch, receive and house the various shuttle craft that regularly conduct business with TriOptimum Earth. ![]() 16 new race/subrace options-the most of any D&D book to date-including dragonmarks, which magically transform certain members of the races in the Player’s Handbook.Flesh out your characters with a new game element: a group patron-a background for your whole party.The artificer melds magic and invention to craft objects of wonder. Play the artificer, the first official class to be released for 5th edition D&D since the Player’s Handbook.Include a campaign for characters venturing into the Mournland.Explore Sharn, a city of skyscrapers, airships, and noirish intrigue and a crossroads for the world’s war-ravaged peoples.Quickly dive into your pulp adventures using the easy-to-use adventure locations crafted for the book, with maps of lightning trains, airships, floating castles, skyscrapers, and more.A comprehensive campaign guide to Eberron, a war-torn world armed with magic-fueled technology, from one of DM’s Guild bestselling titles of all time: Wayfinder’s Guide to Eberron.Will Eberron enter a prosperous new age or will the shadow of war descend once again? This book provides tools that both players and Dungeon Masters need to explore the world of Eberron, including the artificer character class-a master of magical invention-and monsters birthed by ancient warmongering forces. Will you find your fortune on mean city streets or scouring the secrets of haunted battlefields? Will you throw in your lot with the mighty dragonmarked houses, ruthless families who control whole nations? Will you seek truth as a newspaper reporter, a university researcher, or a government spy? Or will you forge a destiny that defies the scars of war? In the post-war world, magic pervades everyday life, and people of all sorts flock to Sharn, a city of wonders where skyscrapers pierce the clouds. Whether aboard an airship or a train car, embark on thrilling adventures shrouded in intrigue! Discover secrets buried by years of devastating war, in which magic-fueled weapons threatened an entire continent. If you don't know the setting in detail, the novels are a good introduction (rather mediocre even for D&D standards, beware).Įxplore the lands of Eberron in this campaign sourcebook for the world’s greatest roleplaying game. Still, I had some work to do until everything was to my satisfaction.įinally you have to decide on what you'll do with the setting, as most adventures and sourcebooks assume the Sorcerer King Kalak was killed, others even jump to the point where the Dragon was killed, and that makes everything else turned upside down. Spell changes and restrictions (create water? lol)Īs mentioned above, I found three homebrew conversions that deal with almost everything in that list. Psionics (both a dedicated psionic class, and lesser powers for everyone) Of course that's not enough to run a Dark Sun game. Also, you have the 4e Dark Sun stuff, not very good but another point of reference. Two of them are good quality stuff.īut if you want to stick to official 5e material, there's an official Unearthed Arcana Mystic class to be the Psionic, which I use. There's at least three comprehensive homebrew conversions to choose from (or more likely, to combine into the base of what you want to play). It's not like you really need an official launch. Not sure it can easily sustain more than one long campaign though, not being as extensive as other settings. Much more interesting to simply ignore all that. For starters, the Prism Pentad books completely fuck up the setting, making it similar to playing Middle-Earth right after Sauron is destroyed. The quality of the ideas and how they are developed is usually great, but there's some stupid things that need to be removed or tweaked. The problem is, so many cool things in the setting, and you want everything to make it into the adventure :D So much to discover and do in the world, and the world really suits all levels of play up to 20. Each monster entry in the manual is conceptually good enough to creatre a great encounter, or even a full dungeon, rather than a mere stat block. After trying it now, I can say Dark Sun is easily the best D&D setting I've played (however I'm not an expert, I just know FR and Dragonlance).
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