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The 13th moon - Eberron shared campaign

Suggested Price $0.99

The 13th moon is a framework for a shared campaign set in Eberron.

This ruleset provides guidelines to create a character, being a DM and write adventures, with a new system to manage experience, items distribution and gold.

The 13th moon è un sistema di campagna condivisa ambientato su Eberron.

Queste regole sono linee guida per creare personaggi, fare da DM e scrivere avventure, con un nuovo sistema per gestire esperienza, distribuzione dei tesori ed oro

Coming soon:

  • list of magic items and other tools for writers
  • more advice to impreove DMing
  • guidelines for multi-table experience
  • more adventures
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Discussions (2)
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Giovanni L April 25, 2019 6:45 pm UTC
Ciao , non c'è una versione in italiano? :-)
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Davide M April 26, 2019 8:00 am UTC

Dovresti vedere due file, uno che finisce con "ITA" - quella è la versione italiana :)
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Giovanni L April 26, 2019 4:34 pm UTC
Perfetto, allora lo compro...non si capiva dalla "preview" ;-)
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David K July 30, 2018 6:17 pm UTC
I really like this idea. Are you including, or have you considered, allowing any adventures, including homebrew adventures, provided the rules are followed? You could limit magic item unlocks to a specific list, and only unlocked at a rate of X per hour per tier of play so that homebrew would always be balanced.

The wealth vs gold sounds like a great way to handle treasure gains. How much wealth do the consummable potions cost? Do consummable purchases reset at the beginning of each adventure like gold does? I think they should in order to prevent stockpiling.
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Davide M July 30, 2018 6:26 pm UTC
Thet's my general idea: I'd like to build a framework that allows anyone to create his own adventures and still have player characters that can freely go from one table to another, feeling a difference between writers, DMs and other players.

PC can spend their wealth to get a set amount of consumables that are discarded at the end of the adventure. For example a 12th level character can spend Wealth and gain 1 uncommon + 1 rare consumable, like a set of +1 arrows and a potion of heroism (given that they have +1 arrows and potion of heroism on their list, ofc ;)). It's a mechanic that I designed to make gold feel important and push characters to spend it, making things more flowing.

Thank you for the appreciation :)
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David K July 30, 2018 9:49 pm UTC
I don't see anywhere that consumables reset at the end of the adventure, so you might want to add it or maybe I'm overlooking it. So you can't stockpile gold, but you can stockpile items which can then be sold back to merchants, or give the items to other players. It's a kind of loophole? Getting gold at the beginning of every single adventure seems like it'll be a heck of items over time.

When I first read the guide I was confused, but the system I thought it was as such: Wealth was what you found in the adventure (e.g. 100 Wealth Pieces), but you could only spend it on certain things like one consumable that then disappears at the end of an adventure. Gold (GP), the real stuff, was received only when you level up at a set rate (like the Season 8 rules). But each level you could also convert a certain amount of Wealth to Gold. When you hit level 2 you'd get 50 GP and you could spend up to 50 Wealth to get an extra 50 GP on top of that. This set a hard limit on how much GP and Items each player could...See more
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Davide M July 30, 2018 10:37 pm UTC
Ok, I need to word it better for sure :)

Gold is a set amount: every time a 3rd level character starts an adventure, he'll have (not gain, have) 50gp in his pocket. Spending Wealth he'll have 400gp instead of 50gp.

Goal: writers can design adventures knowing that normal level 3 PCs will have 50gp and rich ones will have 400gp (here you can balance costs of plot stuff, bribes and all that sort of things).

I'll have to underline that PCs can't sell stuff to fix loopholes :)
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File Last Updated:
October 19, 2018
This title was added to our catalog on July 30, 2018.