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The Korranberg Chronicle: Threat Dispatch
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The Korranberg Chronicle: Threat Dispatch

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Welcome to The Korranberg Chronicle!

The Korranberg Chronicle will be a series of supplements for use in 5th edition Dungeons & Dragons Eberron campaigns. 

Threat Dispatch, the first of the Korranberg Chronicle supplements, is an 86-page bestiary chock-full of Eberron villains, monsters, and creatures for use by DMs and Players alike in a wide variety of Eberron campaigns!

As the first offering from Korranberg Chronicle, Threat Dispatch is available for Pay What You Want!

Want more from The Korranberg Chroncile? See the rest of The Korranberg Chronicle's products on the DMsGuild!

 
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Discussions (3)
Customer avatar
Jürgen H December 11, 2018 7:08 am UTC
PURCHASER
I have just started an Eberron campaign and I think I will get a lot of use out of it.

However, I think the AC for dolgrims and dolgaunts is way too high. Dolgrims in this document have an AC of 16, which is even higher than their 3E version - and much too high for a CR 1/2 monster in my opinion. Using the official conversion document I'd give them AC 13 at most, and maybe AC 14 for the dolgaunt.
Customer avatar
Jürgen H December 12, 2018 5:14 am UTC
PURCHASER
Additionally, giving it an entire second action will cause the dolgrim to move a lot faster than the original version (which just got an extra attack).
Customer avatar
Anthony T December 13, 2018 5:09 am UTC
CREATOR
Hi Jurgen!

I appreciate your input. However using the Creating a Monster Stat Block method from the Dungeon Master's Guide, having the dolgrim's AC be 16 rather than 13 wouldn't really appreciably affect its CR. That said, if you think it's too high, reducing it to 13 likewise wouldn't change its CR either, so feel free to do so.

However, reducing the dolgaunt's AC to 14 would reduce its defensive capabilities, enough to change its Challenge Rating. CR is the average of a creature's Defensive Challenge Rating and its Offensive Challenge Rating. The Dolgaunt as printed in Threat Dispatch has a higher defensive rating (6) than an offensive rating (5), which averages out to its CR of 6. Reducing the dolgaunt's AC all the way to 14 would decrease its Defensive Challenge Rating to 4. Averaged with its offensive rating, this comes to a CR of 5.

You're free to make any modifications you think are necessary for your own game and your players, of course! Just keep the above in mind...See more
Customer avatar
Michaël B November 11, 2018 3:10 am UTC
PURCHASER
I believe there are some errors in the Daughters of Sora Kell stats : Sora Maenya's AC is not on par with her Sisters and her Strength is quite low considering she's supposed to be the Muscles out of the three sisters (Stories of her crushing giants and such). Her Shared spellcasting stats are incorrect, it says DC 15 and attack bonus +7 when it should be DC 20/Attack Bonus +12 according to your Coven rule.
Sora Teraza's AC is off by one since you've made the calculation 10+INT+CHA = 10 + 10 + 7 and her AC is displayed as 26.
I think that's all , I love your work btw ! Keep it up !
Customer avatar
Tyler M August 02, 2018 1:16 pm UTC
PURCHASER
There are some spells in here I do not recognize like Induce Stasis and Improvised Wand, where can I find the rules for these?
Customer avatar
Anthony T August 02, 2018 2:22 pm UTC
CREATOR
My apologies! Those will be coming soon in a Korranberg Chronicle player supplement that includes my conversion of the Artificer.

Induce Stasis is a Spare the Dying cantrip that only works on constructs. It will be necessary for an optional rule to make Warforged more construct like and harder to heal. (To go along with the Living Construct trait in their stat blocks). If you're not using this rule, replace Induce Stasis with Guidance.

For Improvise Wand, this is a new attack cantrip for artificers. Here are the rules for it:

Improvised Wand
Evocation cantrip
Casting Time: 1 action
Range: 60 feet
Target: One creature
Components: S, M (an arcane focus wand worth 10 gp)
Duration: Instantaneous
Classes: Artificer

Your spellcasting focus for this spell discharges a blast of energy toward the target. The target must succeed on a Dexterity saving throw or take 1d8 damage. The spell can inflict acid, cold, fire, lightning,...See more
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87
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File Last Updated:
July 28, 2018
This title was added to our catalog on July 24, 2018.