The Artificer's Adventuring Guide
- Author:
- Experience Server Cloud Player
- Uploader:
GroundStand8647 49- Source:
- www.69shuba.com/book/79566.htm
- DaoSearch:
- daosearch.io/qidian/book/1040342015
- Genre:
- Fan-Fiction
- Status:
- Completed
- Protagonist:
- Male Lead
- Fandom:
- Dungeons & Dragons
- Genre
- FantasyAdventureRomanceActionDungeon
- Relationship
- Harem
- Protagonist
- Modern Knowledge
- Power System
- BloodlineMagicLeveling
- Worldbuilding
- TechnologyMecha
- Narrative
- Reincarnation
- Story Element
- Crafting
It is the year 1024 of Galifar, and twenty-eight years have passed since the end of the Last War, a conflict that raged for a century.
Khorvaire has entered an era of peace and stability.
Lightning rail trains, once used to transport armies, now traverse the wilderness, carrying travelers across the world.
Airships soar through the clouds, constantly moving, bringing the nations of the continent closer together.
The elves of Aerenal remain on their island, defending the glory of their ancestors under the guidance of their ancestral spirits.
The monsters of Droaam wage war amongst themselves, striving for the hope of survival.
This summer, 14-year-old Karl, a level 1 artificer, ventured out to sell his self-made magical items.
But just as he was making a fortune, riding in a carriage, enjoying hotpot, singing songs, and fantasizing about the beautiful future of piloting a mech once he saved enough money, he was ambushed by a mind flayer!
When he awoke in a stasis pod within the mind flayer's transformation chamber, he could only watch helplessly as a creature with an octopus-like head inserted a bizarre, worm-like tadpole into his eye.
(D&D 5e rules, world background is Eberron's Last War, with appropriate modifications)
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