Session Zero

Campaign name

The Red Hand of Doom: Eberron

We begin a journey into a world of dragonic prophecies, a land of harnessed magic, a city of towers stretching into the sky, and people ravaged by war. Welcome to the biggest city of Khorvaire! This is Sharn.

In this campaign we use character options from D&D: Player's Handbook and Eberron: Rising from the Last War.


Campaign Summary

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?

Tier 1

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.

Tier 2

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!

Tier 3

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.


Group factions

How are you connected? What makes you to travel together? Some ideas:

  • You fought together in the Last War
  • You ran away together from the Last War, either as deserters or refugees
  • Common enemy: something brings you together to plot against certain entity
  • Common philosophy: you share the same, perhaps controversial, idea of things
  • Same race, you all belong to a minority racial group, like goblin, dwarf or warforged
  • Same ethnicity, you share common roots to certain culture, like barbarians of Talentia
  • Former inhabitants from Cyre, the land that was lost in the Mourning

Your character in the world

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.

Before we start

  • Discussion: is there something that you'd rather not. Certain themes or situations that would make you uncomfortable.
  • Character creation. Characters can be created individually or if you want to theme up around a certain raison d'être, that surely is possible.
    • 1st level characters
    • roll 4d6 discard the lowest, or point-buy
    • hp on full Hit Die on first level (so your hp is 8, if your Hit Die is d8)
    • on new levels, roll or 1 + Hit Die (so you'll roll d8, or get 5 (d8/2 + 1)
  • How do you (as a group) know Max Murlock?

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