Show Notes
Welcome back to RPGBOT.Podcast, where Ash is a Top GM™, Tyler is still emotionally processing Bastions, and Randall has discovered that Eberron finally lets you live your best divorced-dad-with-a-houseboat fantasy.
In Part 2 of our review of Eberron: Forge of the Artificer, we leave the artificer workshop behind and dive headfirst into dragonmarked intrigue, mobile bastions, noir detectives, political backstabbing, and the deeply dangerous question: “What if my base could walk?” This episode contains airships, crime fiction, economic monopolies, and at least one moment where we realize the answer to most Eberron problems is “build a bigger construct.”
Show Notes
In RPGBOT.Podcast – Eberron: Forge of the Artificer (Part 2), the hosts continue their in-depth review of the book by shifting focus away from the artificer class and into the broader Eberron ecosystem.
This episode examines the character options beyond artificers, including dragonmarked feats, reworked species, and the lore implications of opening dragonmarks to wider character concepts. From there, the discussion moves into Bastions, including mobile bases like airships, lightning rail trains, and ships—raising important questions about gameplay practicality, narrative freedom, and whether your party should legally be allowed to own a war machine.
The back half of the episode explores Eberron’s storytelling frameworks, including noir-inspired Sharn inquisitives, dragonmarked house intrigue, and campaign structures built around politics, monopolies, and inevitable wars.
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How to Find Us:
In-depth articles, guides, handbooks, reviews, news on Tabletop Role Playing at RPGBOT.net
Tyler Kamstra
Ash Ely
- Professional Game Master on StartPlaying.Games
- Join Ash’s West Marches-style PF2 Game
- Bluesky: GravenAshes
- YouTube: @ashravenmedia
Randall James
- AmateurJack.com
- Bluesky: @JackAmateur
- Read Melancon: A Grimoire Tale