Okay, I realize the WotC boards might be a more fitting place for this, but I just played the first part to the module in the back of the Eberron Campaign Setting, and it went incredibly well. In fact, one of my players is insisting that I run a game tomorrow, and asked that I start it in Sharn.
Since I won't have all my players (or even my best player, for that matter), I can't really continue the adventure from today, but at such short notice, I don't really have time to come up with an entirely new adventure. I was wondering, does anybody know of any free adventures that I can run in Eberron? I'd like to start as low-level as possible, since none of my players are really experienced with leveling up yet, so it might be tricky for them to create anything higher then, say, third or fourth level. Please, anything to get things rolling would do wonders.
If you have the Eberron core book, there's an adventure in the back.
Otherwise, I would check out the Breland Ledger (http://breland-ledger.blogspot.com/) and see if there's anything there.
Sorry I'm not much help, not very familiar with Eberron.
Any standardized urban setting would work without much adaptation needed. I've always found it interesting to borrow (aka blatantly rip off) obscure star trek, stargate, and, oddly enough, law and order episodes for plot material.
Or, if you're decent at improvisation, you could start the campaign, let them screw about for some time, then reconcile post-session and develop the plot off of what's already happened. If you do this, take many, many notes, and don't let the session drag on.
Here's a (VERY) rough concept for an adventure you could run:
You could always do an improve session where the PCs find out some illegal thieves guild-esque group is illegally breeding exotic magebred animals and selling them for pets on the black market.
While the PCs are shopping in a small market, a dog/bear/wolf bursts out of a merchant's store and begins to attack everyone and anyone in the market. The Store owner is then seen bolting out of his shop in the opposite direction of the bear. The PC's being who they are, attack the wolf. After it is killed, the PCs could be approached by a member of House Vadalis, whom being impressed with their strength, asks the PCs to investigate an illegal group that has been selling Magebred pets on the black Market. She asks that the PC's 'resolve the matter by any means they see fit' and the reward will be 'handsome both in gold and future favors.' Following this, the representative points the PCs towards the Spiced Bread Bakery.
Once there, the PCs meet an eccentric old female 'baker' who drops a few subtle hints about buying exotic pets. If the PCs bite, she takes them into her back room where the PCs discover around 10 cages full of magebred monkeys and dogs. The woman asks if they like what they see. The PCs can attempt to learn more from the woman by using various social skills. If the PCs succeed, the woman tells them to seek out her supplier out on Pier 12 around midnight.
While waiting for Midnight to come, the PCs are approached by an Elf who never reveals his name but is wears Valanar dress. He asks the PCs to acquire as many magebred animals as they can for him. He offers to pay them handsomely and gives them 300 gp to begin bartering with. The PCs can take it or leave it. You can also use this elf as a back up plan in case the PCs don't find out about the Supplier from the old woman.
At Midnight the PCs go to Pier 12 and meet a man dressed like Captain Jack Sparrow who takes them aboard his ship. He leads them below deck and begins to ask the PCs questions. Each round force the PCs to make appropriate social skill checks. If the PCs begin to fail, Jack will draw his sword and combat begins. If the PCs succeed, Jack takes them even farther below deck where the animals, are kept. He asks for 300gp for 1 bear and a few dogs. The PCs can then complete the quest for the Valanar Elf or fight Jack (and thus complete the quest for the House Vadalis) or complete the quest for the Valanr Elf then return the next night and finish the deed for House Vadalis.
If they kill Jack, the PCs find a letter on him, addressed to 'Bear' out in a small city, near the Brelish border with Droam. The Letter is a requisition order for more animals, especially Magebred Dolphins and Bears for an unnamed Nobel in Sharn.
Its a very rough adventure idea but it doesn't have to be perfect, just fun. Fill in any and all plot holes (there are more than a few) with what you want and need.
Ishy: I started that adventure yesterday, and I suspect that today is just going to be a solo thing, so I can't really continue that adventure until everybody else can join.
Elemental Elf: I like that. Very rough, but just what I need. Anything too structured, and I feel weird deviating from what's already given, although I am getting better at it. One thing I thought of, after reading it, is making "Jack" more "Jack"-ish by putting him roughly at odds with House Orien's Breland Seafaring Division. That way, whatever alignment the party (or just PC) takes with "Jack", they're automatically taking an alignment with House Orien, and also emphasizing their character alignment.
Well, it's not as time-sensitive anymore, but I think more suggestions for Eberron-based adventures would still be cool. At very least until I can get more Eberron books, and even then, maybe for people who don't have anything but the setting.
Any ideas?
Sdragon, depending on what region you are running a campaign in, the Eberron Core setting book has a list of plot ideas at the end of each country's section. I would read these and expand upon them, because if the PC's travel enough, there is plenty of material available to run a year's worth of sessions.
Quote from: Sdragon1984Ishy: I started that adventure yesterday, and I suspect that today is just going to be a solo thing, so I can't really continue that adventure until everybody else can join.
Elemental Elf: I like that. Very rough, but just what I need. Anything too structured, and I feel weird deviating from what's already given, although I am getting better at it. One thing I thought of, after reading it, is making "Jack" more "Jack"-ish by putting him roughly at odds with House Orien's Breland Seafaring Division. That way, whatever alignment the party (or just PC) takes with "Jack", they're automatically taking an alignment with House Orien, and also emphasizing their character alignment.
Hmm... that's a pretty good idea as well. The cool thing is that by doing this adventure you're really allowing your PCs to learn about and become entwined with some of the major powers in the world, which allows for future plots and adventures :)
You'll have to post back here and tell us how the adventure went!
EDIT: Shows me for not refreshing the Page after Lunch! :)
EDIT 2: If you want good Eberron Books, I suggest 5 Nations and the Sharn Book (since your PCs are into Sharn). Another good buy is Secrets of Sarlona, if you ever want to go there (its my personal favorite Eberron Supplement). The Dragonmarked book is good for giving you more info about the Dragonmarked Houses and its leaders, plus the feats in the book are great for expanding any PC or NPC.
Turns out, he didn't come over that day to play. He did come over today, and I was going to run his adventure off from memory, but before we could start, he had to leave unexpectedly. Fortunately, that gives me time to go somewhere to print all this info out and touch it up a bit. I'll let you all know how it goes, once I finally do run the game!