Released in the final months of 3rd edition, City of Stormreach is an odd product. It’s nominally 3rd edition compatible, but the book is largely. Monster Manual, City of Stormreach, all other Wizards of the Coast product names, and their .. in a single ward within Sharn—but it is a free city; for all. City of Stormreach explores the most important frontier city of Xen’drik, where opportunity and peril walk hand-in-hand. The book builds on plots.
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City of Stormreach
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Stormreach | Eberron Wiki | FANDOM powered by Wikia
City of Stormreach explores the most important frontier city of Xen’drik, where opportunity and peril walk hand-in-hand. Stormreach, the exciting MMORPG produced by Atari and Turbine, and introduces new adversaries and new locations to exp Explore a city of untold adventures and intrigue.
Stormreach is a city rich with adventure, where familiar elements intermingle with the unknown. This book describes the shadowy ruins, sinister organizations, and treasure-laden dungeons that make Stormreach such an appealing destination for player characters. In addition to providing Dungeon Masters with a richly detailed city for their Xen’drik-based campaigns, this supplement presents information on the movers and shakers of Stormreach, ready-to-use adversaries, adventure hooks, and location maps.
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This book is not yet featured on Listopia. Apr 12, Charles rated it liked it Shelves: This one, however, deals much more exclusively with the city of Stormreach, as the title implies. And I must say, it does provide enough depth and options for a city perched on the edge of the wild unknown. What City of Stormreach does is provide a region of relative stability in the swirling chaos. Not that the city is a very stable place, full of agents from most of the organizations of the world, good and evil, benign and malignant.
The politics and characters introduced in the book are solid, and go a long way to giving the city a very unique feel while maintaining the Eberron feel. Indeed, with most Eberron cities or at least the ones that get books there is the motif of decay and ruin surrounding the newer constructions and lurking underfoot. It is a very interesting part of Eberron, for me, because with Sharn and Stormreach and other cities like that, they are built on the past, obscuring it from view but still it lingers, giving the feel of both rich history and lost greatness.
Not so with Stormreach, which sits in the shadows of the ancient giant ruins it is built around. And, as Sharn was destroyed a number of times, so too has the area around Stormreach risen and fallen, though with more different races than with Sharn.
And, in good Eberron fashion, the particulars to what the history of the city is remains mysterious and, ultimately, up to the DM and party to decide. It might be like this with other campaign settings, but with Eberron especially it seems like a great deal is left up in the air. Options are given for the secrets of the Storm Lords, for example, but nothing is specifically assigned. The DM must either assign the secrets as she sees fit or make them up fresh.
City of Stormreach – Wikipedia
But even the stuff that is spelled out is well done and opens more story and campaign possibilities than are closed. The gangs are interesting, as is the various plots of the Storm Lords.
And coupled with the ambitions of the Twelve, some rakshasas, daelkyr lords, giants, and private enterprises, the city is teeming with possibilities.
It makes running a high level campaign more plausible without having to level up NPCs and encounters more suited for Khorvaire. And, as I said, it does contain some resources that any DM might find useful, notably the NPCs and monsters that are given full stats and included in the book.
There are also campaign and story ideas, including some more information on the House Kundarak tower that I was intrigued about while reading about it earlier in the book.
These are more city themed stories, which give them a more contained feel, in the sense that they are not out somewhere but linked to the larger story of Eberron. Ed rated it really liked it Jan 14, Victor Sanchez rated it liked it Jun 08, Katie rated it really liked it Sep 14, Brian D Zuber rated it really liked it Jun 21, Shadowcthuhlu rated it liked it May 13, Duncan Usher-McGee rated it it was amazing Feb 04, Wed Adams rated it really liked it Feb 02, Brandin Stoy rated it it was amazing Dec 15, Wayne rated it it was amazing May 11, Megan rated it liked it Aug 23, Brian Hollier rated it it was amazing Nov 08, Jason rated it it was ok Jun 26, Joey rated it really liked it Dec 09, Mike Hammock rated it really liked it Mar 22, Franny rated it it was amazing May 27, John Stinebaugh rated it it was amazing Jan 02, Ignacio rated it really liked it Sep 29, Tim rated it really liked it Jan 15, Jason Griffith rated it it was amazing Apr 03, Leon rated it it was ok Jan 12, Nicholas Kakavoulis Papadimitriou rated it liked it Apr 01, Adam rated it it was ok Oct 29, Edward rated it liked it Jun 19, Kenneth rated it really liked it Jul 22, Eric rated it liked it Jun 11, JM rated it liked it Sep 22, There are no discussion topics on this book yet.
Over the last few decades I have managed to turn gaming from a hobby into a career. Here is a list of the highlights of my life as a game designer. If you have any questions, let me know!
FromI fell into the computer games industry. Sadly, Magnet never managed to hit the big time as a game developer. However, the only work that ever saw the light of day was some level design on the abstract arcade game Icebreaker. Magnet began a slow implosion inand along with a number of other people I went to work for a Colorado company called VR1. After a few twists and turns, the project ended up being known as Lost Continents.
But early in I decided that I’d had enough of the computer stormreah industry and left VR1 to focus on writing. What about pulp fantasy? And the rest is history.
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