Thursday, December 27, 2007

What's My Motivation?

Hey folks, just thought I'd throw down some ideas here for the future, since you are all fast approaching 4th level, and soon you'll be eligible for Prestige Classes and some of the higher-level feats. So...do with my suggestions what you will, and if you have any questions, ask away. I'll help you as much or as little as you like.

Everyone: Check out PHB II. It added a ton of great options for Feats (mostly after lvl 5 or 6) & some nice prestige classes...maybe even a class or two you might like to multiclass into. Also, Miniatures Handbook is good. Completely compatible with D&D 3.5.

Qiang: You are just as well off going straight Monk as you are taking a Prestige Class. Check out Complete Warrior & Races of Destiny if you want to see what prestige class options are there, or if you want to see about the paragon classes (you qualify for both Human & Elven...Elven might be in Races of the Wild). It's possible that Complete Divine has Monk stuff, but I haven't checked it out. I also recommend Book of Exalted Deeds...you know why. ;-)

Maric: Complete Warrior is your best bet. Look into the options provided by PHB II & Miniatures Handbook, as well.

Isolde: Complete Adventurer, Races of the Wild, & Complete Scoundrel are your meat & potatoes books. Look for some advanced options for Sneak Attack, as well as feats that could help you stay out of harm's way from a distance. If you'd like suggestions, let me know.

Brenys: You have a ton of options, since Rangers are at the crossroads of several class types. Complete Adventurer, Divine, Warrior, Races of the Wild, and the books I recommended to everyone all have good options for Rangers, depending on what path/skill set you wish to focus on. Complete Adventurer has the "Oversized Two-Weapon Fighting" Feat I was telling you about. It lets you wield a 1H wpn in your off-hand and you only take a -2 penalty instead of -4. You only need STR 13 & Two-Wpn Fighting for it.

Nox: You know the path you're going down and the books you need. Let me know if you want some further recommendations.

38: You also have a good grasp of the path you're pursuing. Check out Races of Eberron, the Eberron Campaign Setting, & Complete Warrior for some great combat options or options that focus on your racial benefits.

LeiAna: Artificer is an excellent straight class, much like Monk. Of course, you are perfectly set up to pursue the Dragonmark Heir prestige class from the Eberron Campaign setting which will greatly enhance your dragonmark abilities, and partially allow you to keep up with the Artificer, though you won't get all the benefits you would leveling in Artificer (it enhances your dragonmark considerably, though). Check it out if you're interested. Otherwise, check out the Dragonmarked book for a lot of great options for enhancing your mark yourself, and I think there may be a few prestige classes in there for House Cannith. See if the book Five Nations has anything you are interested in, as well. Your character, like 38, is basically a paragon of the Eberron world...no shame in focusing on those strengths.

If anyone has any questions, concerns, or snide remarks, feel free to let me know...though I know none of you are shy about such things so...go with G.O.D.

Tuesday, December 25, 2007

An alternate name for G.O.D.?

In her side travels, Nox found an old ruin with the following inscription:

D.O.R.K.
Director of Random Killings

Could this be an alternate name for G.O.D.?

Monday, December 24, 2007

Status log.

The warforged and I have joined with the party you sent us to aid, and none too soon. Introductions were short for as we approached them among a city of ruins in Dargoon the were being pressed upon by small band of undead dwarfs armored in what seemed to be glass. Though they appeared to have the situation well in hand these were not the only foes to be found in the area. After a second encounter with similar creatures we made our way to a cathedral in the center of the town. There we found more undead searching for something among the graves that surrounded the area. After a brief search it was noticed that the building they were looking for in fact was an ancient ruin from your own house. After evading yet another group of undead we decided that there were no subtle ways to enter this ruin without alerting those who occupied it. We attempted to lure our foes into a bottleneck in order to better handle there numbers as we were unaware as to how they were armed or abilities. Also the monk who was among our party complained of premonitions of death inside the chamber. Though I do not hold to premonitions it seemed to leave our group uneasy. The ensuing battle was fierce. I was very pleased to see how each member of the part played to their strengths and complimented eachothers skillset. Alas we were victorious dispatching all of our foes.

Upon inspection of the chamber we found it to be a map room with clues as to the destination our party sought, Wighthearth. Again our monk showed his great wisdom decifering the clues and showing us the path to our next destination. We then removed the clues that may have revealed to others our plan and replaced them with clues that were designed to mislead others.

The amount of interest we found here leaves no doubt that we are not the only ones seeking these artifacts. As we departed we had a chance encounter with what I must believe was a vampiric undead creature who luckily found little interest in us as it made no effort to pursue our hasty departure.

We met up again with the wagoner who was none to happy to find where we would ask him to take us next. At last his greed won out and he took us as far as the mist. As an aside, you may receive a bill for this service as we did not have among us the means to pay him out of pocket.

The land we were to enter is a foul place. Tainted by an evil I do not wish to understand. We were set upon by a pack of undead cats who luckily were not immune to the powers of our cleric. I fear that may have been my final moment had she not "dissuaded" them from there attack. Shortly after that we came upon a huge pile of dead creatures from lands far and wide. A great battle appeared to have occurred here in the recent past but the garb that the combatants wore told a different story. One that was told a long time past by my father's, father's, father. There we we met by a carrion eating crab of enormous proportions. Again we may have perished if it were not for the cleric who was able to enlist the aid of creature from another plane. Also there was a monstrous scarab that I feared would attack us but Alas it attacked the crab. I can only assume someone else among our group summoned it. I would be hard pressed to say who as I was looking for good cover to make a ranged attack on the crustation. I did not relish the idea of closing the distance with the likes of that.

At last we found ourselves at Whitehearth where we almost immediately lost the aid of the parties rouge who was electrocuted by a trap that was too well concealed for her skills. I being more hearty unwisely volunteered to attempt the next opening and I too received a mighty jolt. At last we found a passage to a strange network of chambers where we found a most intelligent Wolf who offered to assist us if we were to dispatch of a stone wolf that vexed him. When we came upon the golem, also in the form of a wolf, we set upon it with great ferocity. Again the monk awed me with his prowess. With a move like fluid lighting he sprang and dove to flank the creature and with his bear hands turned it to rubble. I would not like to be on the receiving end of a blow like that.

I will continue to update this log as we progress through this campaign.

Sunday, December 23, 2007

"I Ain't Got No Body" by Ariel Longshanks

Ookla, Rhukaan Draal city official and Head of the Orcish Clan Mock, released a statement this morning regarding the disappearance of two bodies, or at least the remains of two bodies, from the city morgue. "We are shocked," said Ookla, "and will not rest until we find the ghoul who stole these bodies. It's an outrage." Sources close to the investigation state that the missing remains were from a dismembered Half-Orc and Warforged. Two other bodies, initially reported as Goblinoid and later revealed to be Giants, remain in the morgue, though no word on their autopsies has been released.

In a related story, the Black Market price on Warforged parts has skyrocketed in recent months as Warforged in all parts of Eberron are requiring replacement parts. Cleve d'Cannith, artificer and former Warforged creator said, "Da cheap-ass parts we bought from fact'ries in da Eldeen Reaches back inna day was crap! I told my boss back den dat we should use up-market parts from Breland. Shit! Even da stuff brought in from Cyre back den was better dan dat stuff from da Reaches. 'No,' he says. 'You can't beat da price o' sweatshop goods.' Now we're paying da price, with all da Warforged fallin' apart. It's no wonder da market is going tru da roof." Mr. d'Cannith has recently opened a shop in Sharn called "A Little Piece" that sells used Warforged parts and has recently contracted out for new parts. "Sure, no more new Warforged are allowed to be created, but dere's no law against makin' spare parts. I got a boomin' business. I been shippin' stuff all over Khorvaire and make a lot of shipments to Xen'drik, but what surprised da hell outta me was dat I got some orders from Aerenal and Argonnessen. Who da hell knew dey even had Warforged out dere."

Friday, December 21, 2007

Deity Disgraced!




A Fledgeling's Tale

Sorry for cluttering up the Blogger.

For those that didn't know...which is everyone...the post I made was the background for my character that I'm gonna play during the sessions when James is running.

What G.O.D. does, he can undo...and do somewhere else...

Swiftslayer's Tale

Classified Ad

Update

Hey plebs,

Just wanted to let you all know about a correction I'm making based on an...oversight...that happened during the last session.

It would appear that Barbarians can actually *choose* to end their Rage before it ends normally. Now, I'm not sure why one would want to, unless, for instance, they were at 3 hit points (after Raging) and ended up close enough to an elemental land cart that, if they ended their rage, their buddies could toss them in and head for the hills, therefore not resulting in their untimely demise at the hands of a royally ticked off half-ogre. Of course, how often does *that* happen? *chuckles* Know what I'm saying?

In light of this oversight, reincarnated characters that suffered are being granted a reprieve, unless death was their ultimate goal, in which case, James, there is no compensation other than the satisfaction of having a new character. What does this mean to everyone else? I'm just letting you know that Eric has been refunded his 200 xp loss, and given another 150 xp to compensate, thereby putting him at 3000 xp...enough for 3rd level. Now, the whole party is (the equivalent of) 3rd level...except our absentee male Rogue. Cue Final Fantasy victory music... *dances*

Thursday, December 20, 2007

Dear Pepsi,

We had hoped to send you a wand of "Cure Not-So-Light Wounds," but we couldn't afford it. So we bought you this card instead. Hope you're feeling better and don't mess with any stray Warforged.

Love,
The Gang

Letter home

Laoshi,

It has been a most enlightening time. My skills improve quickly. There are many opportunities to perfect myself. Mentally, there have been many hurdles. I lost two friends. One was a warforged and the other a half-orc, but there was no denying the Buddha nature in either of them. I did not realize they were not with us until we had left them behind and they were slaughtered. Though they might be outcast in a group such as ours, they were both fine creatures. I can only believe that their Karma was such that they will attain much higher status in the next life.

Life is suffering, brothers. May we all learn to release our attachments and achieve Nirvana.

--Qiang

Eh-hem...

Nox...is a CHANGELING...not a Shifter. *Someone* hasn't been reading G.O.D.'s posts carefully enough... Ask Ortel & Shump what happens when people don't read G.O.D.'s posts & take head...oops...I mean heed. Oh...wait...you can't. Well, the Cleric (who is a Changeling) can, with a Speak with Dead spell or something...

Changeling: what happens when Dopplegangers & Humans discover Ecstasy.

Shifter: what happens when Scottish/Irish Humans discover hallucinogens & werewolves happen to be the only thing slow enough for them to catch, and all the sheep have been...devirginized.

Here endeth the lesson.

Wednesday, December 19, 2007

Darguun Examiner:
"The Questions Are Mounting "
by Ariel Longshanks

The mounting violence in Darguun has been the talk of the town. Officials have said that the subject of violence is near and dear to their hearts. "We will stamp out this epidemic," Thorn Baybridge, a Darguun Town Council member said. Sources close to the investigation, however, say that certain parties are trying to throw a different light on the situation.

An anonymous source revealed that the two "intact" humanoid bodies discovered recently in northern Darguun were actually giants, not goblinoids as was reported by M'Tundaar. When asked why officials would report such obviously erroneous information, the source said, "They want you to believe that Darguun is a peaceful place to live, when in fact it can be a tough place even without the influence of outsiders." The "outsiders" are a reference to a mysterious party of adventurers who were involved in several skirmishes in Rhukaan Draal some time ago.

When contacted about this new information, M'Tundaar said that he would make no further comments on this ongoing investigation. Other sources have reported that M'Tundaar is no longer involved with the investigation of the quadruple slaying that has shocked local citizens, but has been sent to the Mournland to assist in an investigation of the murder of ten dwarves. On condition of anonymity one Mournland official said, "Our workforce has been badly affected by the slayings of these hardworking dwarves, and morale is at an all time low. Mining efforts in the Rose Quarry will definitely suffer as a result. We are greatful for M'Tundaar's help."

My G.O.D., how do I love thee? Let me count the ways...

***Warning: This is slightly R-rated. If you’re a sensitive creature, feck off and find another blog***

I am Brenys Silverkin, a lowly level three Wood Elf of the forests of Sharn. I do not possess fantastic magic at this time, nor do I frighten away my enemies with my fair countenance. My insignificant wisdom score of 18 does not permit me to understand the many wonders of my world, such as my G.O.D. and his methods.

G.O.D. is always right. He has the stats. He tracks the monsters. He wants us all to be infallible Paladins capable of hurling magnificent spells that do critical damage just by ruffling an enemy’s hair. He does not feel the pang of loss when significant members of a band of brothers are cleft in twain, nor does he allow a cowardly ne’er do well to stop the cart so that an attempt could be made to save the lives of the fallen brethren. G.O.D. will rain down upon the grieving party with a hailstorm of glass-encrusted zombies, uneven terrain, and perhaps a dragon or three for failing to make appropriate skill checks or properly utilizing a scouting skill. Do not taunt Happy Fun Ball.

I am a mere mortal. An Elf, even a Wood Elf of an excellent family lineage, cannot remain among the living for more than 700 or so years. No matter what skills I develop, what feats I earn, what courage I display on the battlefield, I will not live forever. That’s because I have low hit points.

I am incapable of understanding the inner-workings of GOD’s mind. That’s because GOD’s a male. Who wants to know what they’re thinking? Are they really ever thinking about anything other than booty anyway? While G.O.D. may have the stats, I have the Wild Empathy and could perhaps persuade a passing Arrowhawk to blast G.O.D. with its mighty Electricity Ray. I would never do that, however, because I am aligned with the forces of Good. Good people would never attack a friend, although they may get pissy every now and again owing to being forced to defend unto the death a cowardly bastard who obviously cheats oversized locals who happen to possess high armor class scores and hit points.

I do not understand complicated anatomy. If I were asked to reassemble a beloved Warforged companion who had fallen in battle attempting to save the lives of his comrades, I would struggle through my tears but would ultimately fail. However, I do understand the anatomy of a male, which is nothing more than a dick on a stick. A male is not complicated. Just feed it, fluff its hair, perhaps even show it a bit of skin. The male will be content until he dies. My G.O.D. is a male. A human male.

Mi director de las operaciones del juego, su ego no tiene ningun limite. He loves himself as much as we adore him. Without our G.O.D. we are nothing more than an itinerant band of unemployed skilled labor, wandering through life with no goals and no gold. However, although I may not know languages unknown to Eberron as my G.O.D. does, as a Wood Elf Ranger, skilled bowyer and accessible guide to the masses, I have resources that only a wisdom of 18 could utilize. I have a map of the internet!

500+ words: I has them.

Charisma


This describes most members of the group....


Tuesday, December 18, 2007

More News from the Darguun Examiner

Darguun Examiner:
“Unsolved Crimes on the Rise”

by Ariel Longshanks

Lawmen in the northern plains of Darguun uncovered a bloody scene recently. The remains of at least three humanoids and one living construct were discovered scattered across a relatively small area along a well-traveled road. No arrests have been made in what authorities are so far only calling “another senseless massacre.”

M’Tundaar, a Bugbear Barbarian, bounty hunter, mercenary, and favorite at open mic nights in Rhukaan Draal said, “This isn’t the worst massacre I’ve ever seen in terms of numbers of bodies, but it sure was the bloodiest. I don’t think I’ll ever be able to get that scene out of my head. If it wasn’t for the fact that we found the Half-Orc’s head intact I would have been hard pressed to even figure out that he was humanoid considering the state of the rest of him.”

M’Tundaar refused to release some details, describing the remaining victims only as two Goblinoids and a Warforged who “had markings indicating that he originated in Breland” and “had seen a lot of battle prior to his last skirmish here in Darguun.” M’Tundaar also said there were other “strange things” that could not be explained. “There was some rock wall that never was there before. I don’t know where the heck that came from. It’s a mystery to me.” There were also some suspicious markings on the ground that looked as if some kind of carriage accident had taken place. “I’ll be damned if I can find any pieces of a carriage, though,” M’Tundaar said.

In a possibly related story, Ookla, one of Rhukaan Draal’s city officials said that he had reports of a party of seven people who had instigated several fights in the city only days before the massacre in the north. According to one pre-teen Goblin, who refused to be named, “the party included a Half-Orc and a Warforged, who choked me, shoved silver pieces in my mouth, and tossed me away like a sack of garbage. Even before that I saw the Half-Orc hitting some of the sellers in the open market. I don’t think I’ve been so scared in all my life.”

Sellers in the market were more reluctant to talk, but one said he remembered a suspicious group that included a Half-Orc and Warforged, as well as a “female Hobgoblin who got fresh with me,” but “refused to say even one word. It was like she didn’t understand me at all. The Half-Orc kept telling her what I was saying. It was weird.”

For now the “weirdness” will probably continue. More slaughter will probably take place and more questions will be raised. The real question, however, is “Will we ever get any answers to this shocking rise in violent crime?” The answer is probably “No.”


Ariel Longshanks, Darguun Examiner

Groupage

Just thought I'd throw down a basic group layout and what I perceive as your functions, as well as some suggestions:

M Ortel - Tank/Avian & Splintery Ripened Ovary Enthusiast (dead...lame...)
Shump - Crazy Mo Fo Tank / Extreme Haggler (dead...also lame...)

Brenys - Elven Ranger - Scout / Tracker / Combat Support
Suggestions: You make solid use of your versatility. You need to make better use of your tracking & scouting strengths, though, without prodding. Look for ways to utilize your variety of skill sets both inside & outside of combat. Also, read up on the NG alignment. You did a good job protecting your party this last session...just try to take a few cues from Qiang. New note for Brenys: I knew that. Don't correct G.O.D. For doing so, your additional homework is to write a 500 word essay on why G.O.D. is always right, and you are always a mere mortal, incapable of understanding the inner-workings of G.O.D.'s mind, let alone complicated anatomical make-up. Fin. That's Spanish for "end." G.O.D. knows languages that don't even exist in Eberron...how do you like that?

Qiang - Half-Elven Monk - Philosopher/Moral Compass/Combat Support
Suggestions: You embrace your alignment and the ideal of self-sacrifice, which is great. You also are versatile with your weapon use and show a solid grasp of simple tactics. Pay attention to the abilities you acquire as you level...Monks have some great options for advanced tactics. Read up on those. Sometimes there are more effective ways of hastening the conclusion of combat than punching/kicking someone to death.

Isolde - Elven Rogue - Scout (especially in an urban setting)/Trap & Lock Disabler/Ranged Combatant
Suggestions: You play the Rogue attitude & part very well. My biggest suggestion is pay attention to your skills and use them liberally. Look up the various uses for Bluff, in and out of combat. Make more use of hiding / moving silently. Finally, the strongest thing about a Rogue is Sneak Attack. It automatically initiates when you are flanking, and if you surprise/feint an opponent it kicks in, too. Use the chaos of combat to your advantage. As long as you are within 30' of an enemy, your Sneak Attack dmg can apply to ranged combat.

Nox - Changeling Cleric - Healer/Knowledge Monkey/Crowd Control (especially with Undead)/Spell Support
Suggestions: Great job picking spells and using them, as well as your knowledge of the spells. Keep looking them up and try to keep their advantages/disadvantages in mind. You make use of your domain spells as well as your spontaneous ability to cast Inflict spells, so that's good. Make use of any wands/scrolls you come across & don't be afraid to mix it up in melee or pop off a shot or two with your x-bow.

LeiAna - Human Artificer - Social Leader/Knowledge Monkey/Spell Support/Warforged Healer
Suggestions: You are constantly looking for the most beneficial action in combat, and you are pretty good about healing when you need to. Don't be afraid to use your infusions on yourself if no one else is nearby to take advantage. Try to note the casting times so that you know which ones you can cast outside of combat and which ones are best for in-combat. Also, take note of the abilities you get as you level...make sure you incorporate them. I'll get to those rules on item creation then discuss it with you so you can take advantage of one of the biggest benefits to being an Artificer. Also, as I stated in your "role" area...be a social leader. You are a favored, dragonmarked member of one of the most prominent houses. In civil settings and with other dragonmarked, especially, act confident & take charge. Feel free to request skill rolls if you think it's necessary...if it isn't, I'll let you know.

Maric - Hobgoblin Fighter - Combat Leader/Tactician/Tank
Suggestions: You embraced your role well, took charge quickly, and provided solid direction. You weren't afraid to put yourself in harm's way as part of a plan, nor remove yourself from combat when death was imminent. Try to allow group members to come up with some ideas on their own...aid their creative process. Orders are great in the middle of combat, but if you have prep time, give others the opportunity for input. Explain why certain ideas are good/bad, and prod everyone for a response, not just the ones willing to raise their voices.

38 - Warforged Fighter - Tank/Bolt Bucket
Suggestions: Great use of weapon variety, as well as solid tactical decision making in combat. You probably have the most straight-forward job in the group, but it isn't necessarily the simplest, since your life is on the line more so than anyone else. Trust your companions to aid you, and do not hesitate to call upon them for assistance, either through healing, spells, or as a distraction. Just remember...you're not M Ortel...don't act like "it."

Monday, December 17, 2007

R.I.P. M Ortel

M Ortel was a Warforged of undetermined years, who enjoyed playing with his flute and his wooden grapes. He spent a somewhat lonely existence wandering the streets of Sharn until he was recently welcomed by a group of adventurers. Ortel's prospects were brightened when these adventurers, his adopted family, invited Ortel to join them in an adventure to Darguun. The highlight of Ortel's young life came when he discovered his creator, LeiAna, who also joined the adventure to Darguun. The poor Warforged's life was cut tragically short in the Mournlands when, during an attempt to save his half-orc friend, Shump, he was senselessly cleft in twain, then those pieces were cleft in twain, and so forth by a raging half-ogre. Ortel's last words as he lay "dying" were, "I see the birdie." He is survived by his creator, LeiAna.

In lieu of flowers, please make donations to any of House Cannith's artificers guilds.

Artificer Times (Sharn Edition)

R.I.P. Shump

Shump, a half-orc, was born some 20 years ago in the Shadow Marches. His early years were spent trudging through the swamplands near his home searching for dragonshards. In his teens he worked briefly as a mercenary for House Tharashk. The last few years he spent as a laborer at the shipyards of Sharn and enjoyed relaxing in the evenings in his cave far below the city while listening to the waves crashing against the rocks. He thought that fortune had finally smiled on him when he received a summons to escort a party from House Cannith into Darguun on a mysterious mission to the Mournlands. Known for his size, strength, dim-wittedness, and haggling abilities, Shump fell in battle as he was sliced to pieces by a raging half-ogre. He is survived by his mother, Elsie, two brothers, Throng and Macca, and one sister, Honoria.

In lieu of flowers the family is accepting donations of dragonshards and gold.

The Shadow Marches Sentinel
"Ten years of proud publication"

G.O.D. Here

I'm watching you...

Recommended Book

Considering our history with this adventure, perhaps we should read this book to prepare:


http://www.amazon.com/Zombie-Survival-Guide-Complete-Protection/dp/1400049628/ref=pd_bbs_2?ie=UTF8&s=books&qid=1197886355&sr=8-2

Also a thoughtful Christmas present :)


Sunday, December 16, 2007

In Case of Zombies, Break Glass

So, after Phaelan totally ticked off everyone in the party, he summons his elemental cart and we start moving.

2nd day of the journey: the cart gets knocked willy-nilly. As we crawl from the upended not-quite-wreckage, we see that it was knocked by a couple of Ogres. D'oh! One is smitten with Isolde and we do our best to keep them from consummating their creepy beastie-love. In the midst of the battle, Shump gets smacked around pretty good and starts to rage (barbaric, I know), so when Phaelan reasserts his cart goodness and tells everyone to get in, he's not real keen on the idea. Ortel loyally decides that killing the ogres is the best way to not leave Shump behind, so he charges (despite being hurt). Shump charges right through him to get to an Ogre; yadda yadda yadda, both our tanks are dead as Phaelan charges his cart (and us) out of there in a hurry. Dangit.

We finally arrive at Rose Quarry, looking for a list of secret Canith outposts. Unfortunately, it looks like Rose Quarry got nuked. Any structure not stone is gone, the ground is coated with glass (to include lots of dead dwarves). Nasty looking party hanging around a campsite near where we approach the town. That group looks really nasty. We decide to go around. Going around, we find 4 glass-covered zombies. D'oh! We need to bludgeon to break the glass, then slash to do good damage to the fleshy zombie underneath. How complicated! In the midst of this fight, we are aided by Meric and "his" warforged, 38.

After defeating the stinky, but sealed, quartet, we continue around, trying to get to a church that looks mostly intact. (Hopefully that will contain a list.) Unfortunately (I think I'll get to say that quite a lot), we meet more glass-zombies, and in the middle of our battle, more glass-zombies crash the party. In the end, we prevail!

And then, it was after 7, so we stopped. Stay tuned for the Church!

Sunday, December 2, 2007

The Journey from Breland to Darguun

All the members of the party, except Dinnek, met at the prearranged time to begin their journey to Darguun in search of more goodies for Lady Elaydren d'Vown of House Cannith. The mode of transportation, boat. LeiAna received a note telling her that a Half-Orc would meet her at the boat to accompany the party on what was likely to be a dangerous mission.

So the party got on the boat and they were resting below deck when some noises awakened several members of the party. The first ones up woke the rest of the party and proceeded to the main deck to see what was going on. The crew of the boat, including the navigator were under attack by six undead beings (not sure what they all were.) In short order all members of the party were on deck using their various skills to defeat the undead. Most of the crew were killed and Ortel, the Warforged fighter, was badly damaged by one of the big undead before Nox, the Changeling cleric cast rebuke undead caught three of the five in her spell. Then she commanded them to jump overboard. Luckily, Shump, the Half-Orc barbarian got an attack of opportunity on the big undead and "killed" him before he jumped overboard. Someone cast a healing spell that caught everyone except Shump, who was behind a barrier fighting a particularly nasty undead thing. Ranged attacks from Isolde, the Elf rogue, Brenys, the Elf ranger, and LeiAna, the Human Artificer, brought down one of the three remaining undead. Shump killed the undead he was fighting, bringing the remaining total to only one undead. A combination of Qiang's fists of fury and Shump's brute force knocked the last undead overboard. When the battle was done, several members of the party noticed some phenomenon at the rear of the boat, but no one could really explain it.

The rest of the sea voyage passed without incident and the party finally arrived at Rhukaan Draal. They entered the marketplace, with its contingent of mostly goblinoid street vendors selling whatever one might want to buy. The party thought this might be a place to find their contact, Failin. Information on the contact was not forthcoming, despite Shump's best efforts to "haggle" with the vendors. Several other deals were made for food and weapons, however. In a last ditch effort, Ortel and Shump grabged a young goblin and asked for information on the whereabouts of Failin. The young goblin, obviously scared, mumbled something about the Clenched Fist Tavern. Ortel shoved a silver piece into the kid's mouth and let him go. Then they left the market.

Unsure what direction to take to get to the Clenched Fist Tavern, the party headed toward a tower and were approached by a group of three Hobgoblins, accompanied by the goblin child who had been accosted in the marketplace. A battle ensued and in short order Qiang was lying unconcious on the ground and most of the party's hp was pretty low, Ortel had received even more "life"-threatening damage, and Shump was raging. Two of the hobgoblins fell and the third, significantly injured, ran away like a little baby. The young goblin had fled soon after the fight errupted. The party looted the bodies and were about to leave when local law enforcement showed up. A brief explanation and little bit of flawed, but well meant trickery on the part of Ortel allowed the party to escape the hand of justice. Additionally, the discovered the location of the Clenched Fist Tavern... in the complete opposite direction.

Arriving at the tavern, Ortel proceded to yell the name Failin until the man produced himself. The party bought him a drink and paid him loads more money than he was worth to take them into the Mournlands to a place called the Rose Quarry. Failin and the party left the tavern and were immediately accosted by two more hobgoblins, something with a ranged weapon, and some kind of goblin-ish passerby who wanted in on the action. Apparently, Failin owed them some money or something. Failin quickly disapparated and left the fighting to the rest of the party. The two Hobgoblins were cut down, as well as the thing with the ranged weapon. The passerby admitted that he was just passing by and ran off.

With no more trouble, the party shortly arrived at a cliff where Failin had hidden his cart. He said something in Draconic and the cart appeared.

Saturday, December 1, 2007

Tales Long Forgotten...

Adventure 1: The Forgotten Forge
Session 1: From Bonal Geldem to The Broken Anvil
- In this session, 4 PCs- Brenys, Qiang, Pepsi, & Isolde- cleared Pt. 1 of “The Forgotten Forge” pretty much as described in the Eberron Campaign Setting. They recover Geldem’s Journal, meet Sgt Dolom of the Sharn City Guard without incident, & follow the instructions of a mysterious cloaked figure to meet Lady Elaydren d’Cannith at the Broken Anvil. Lady Elaydren explains her plight, offering the PCs 100gp (total) up front, and another 1,000gp (total) upon completion. The PCs proceed to Pt. 2.

Session 2: Into the Depths
- In this session, Pepsi runs off to see to urgent business, but is eventually replaced by M. Ortel, a dim-witted Warforged Fighter who “wants to be a real boy,” and has a tendency to emulate humanoid behavior. He happens upon the party on their way into the depth of Dorasharn Tower. Offered a not-quite equal share of the profits (unbeknownst to him), Ortel accepts the party’s invitation to join and everyone proceeds to The Rat’s Market. The group meets Skakan, the goblin running The Rat’s Market, several levels below Dorasharn Tower, at sewer level. After an extensive haggling session, he agrees to lead the PCs to the E-213 Valve Cluster. The group goes into the sewer, leaving Skakan behind, and they are attacked by a warforged & 3 shifters. After a long battle, the PCs are victorious.

Session 3: Enter LeiAna
- The PCs are at the part marked “Door to Yesterday” in the adventure. LeiAna, a well-known dragonmarked member of House Cannith, seeks out Ortel to deliver a critical fix to a “chink” in his armor. Locating him with a special linked coin, she fixes his problem, and decides to accompany the group as well, bringing them to 5 members. She is offered an equal share in the rewards. Reaching a circular hatch, the group encounters an acid trap. After some effort, they figure out that Bonal’s Journal is also a key to this door. Opening it, the PCs proceed onto Pt. 3 of the adventure.
- Forced to climb down a shaft that eventually levels out into a tunnel (losing about 50’ of rope in the process), the PCs eventually come upon the Ruins of Dorasharn. Carefully proceeding forward, the group comes upon a few beetle swarms. After some heartache, biting, and a bit of nausea, the PCs burn the crap out of the bugs, heal up, and move on. They enter a broken down old temple and find a fountain with about 3 uses worth of Cure Light Wounds liquid. One is wasted as one of the PCs wash their face, and the other two are used to heal some members of the group. Resting after a long day, the PCs wake refreshed, and continue to explore. Due to their route, the PCs never encounter the rats in the adventure, so instead go straight to the foundry, after some dead-end exploration around a large column.

Session 4: House Cannith Foundry & Endgame
- Dropping down into a hole in the top of the foundry’s roof, Ortel engages two iron defenders. Once everyone is in, through some crafty combat (Isolde staying on top and firing down into the fray), they defeat the metallic dogs & recover crystals from their heads. Eventually they figure out that one of the crystals they need is under a large block of fallen ceiling with the third iron defender. A group effort moves the stone & all crystals are recovered. Going over to a huge forge/furnace, the group figures out the rod placement without incident, avoiding a nasty Shocking Grasp trap. Opening the hidden vault, they get a lot of loot, a piece of paper with the name “Vestan ir’Simul,” & the schema. After some searching, they exit and start to look for a way back.
- The players enter Pt. 4, “Endgame.” A flaming bolt flies past the group as they are jumped by a warforged named Saber, a servant of the Lord of Blades. A drawn out battle leads to Ortel’s near-disabling experience, injury for several other party members, and Saber’s escape without the schema. Finding their way out of the ruins, the PCs meet up with Elaydren, retrieve their reward, and are promised work in the future. XP is given out and the adventure concludes.

Adventure 2: Shadows of the Last War

Session 5: From The Message Station to The Broken Anvil, With 2 New Friends
- The PCs have had 2 weeks to level, resupply, and chill in Sharn. Isolde discovers some info and passes it on to the rest of the group. She is also told she will be contacted soon by a member of her guild’s main guild. The group investigates a Message Station which was recently attacked and they discover that the only item taken was a message meant for them. After helping the gnome running the place & failing to find anything of importance there, they leave. A Hypogriff (because the DM forgot to bring his Giant Owl) lands before the group on the cloudy evening and delivers a message to them from Lady Elaydren. The PCs hurry off to The Broken Anvil to meet her.
- Once at the Broken Anvil, they speak with Lady Elaydren who is accompanied by an apparent half-elf named Nox, and Isolde meets with Dennik, the mysterious person she was told about. After noting Elaydren’s haggard appearance & her explaining some recent developments, the group, now 7 strong, is attacked by 6 kobolds, a goblin warrior, an orc sorcerer, and Saber, their enemy from the previous adventure. Without hesitation, Qiang engages the kobolds while Ortel protects Elaydren & LeiAna (also probably hesitant to fight Saber again, due to their last encounter). Isolde, Dennik, & Brenys take pot-shots at various enemies, most of their fire directed at Saber, while the sorcerer is largely ignored, despite his firing of sure-striking Magic Missiles. The kobolds pummel Qiang into unconsciousness (he takes out a few on his way down), and Ortel decides to enter the fight. Nox takes some of the pressure off by casting Fear on the goblin warrior. The group drops the rest of the kobolds, then goes toe-to-toe with Saber (a rematch). With missile support from the Rogues & melee support from Brenys, Ortel engages Saber, who refuses to run this time, and goes down under Ortel's mighty sword. The goblin warrior, his Fear ended, heads back into the fight, but sees his employer fall, and no longer feels obliged to stay, so he hobbles off, barely avoiding death. A practically unwounded orc sorcerer escapes easily. Ortel wants to pursue, but it’s decided that it isn’t in their best interest. The group receives a Heward's Handy Haversack filled with goodies from Elaydren, who runs off after the combat, not wanting to wait any longer. After a lot of loot and a note from Elaydren is found & read, the PCs decide to rest for the night before heading out the next day.

Session 6: Going into Pt. 2…Moving Right Along, Shump Joins Up
- Resting for a night, the group heads to the docks to catch the House Lyrandar boat to Rhukaan Draal. Dennik is nowhere to be found, so it is decided he will catch up if he wants to, and the remaining 6 PCs take off. At the boat, though, they are greeted by a half-orc representing House Tharaashk who is to act as a guide of sorts while they travel through the goblinoid lands. His name is Shump. Ortel and Shump take a quick liking to one another, and the adventurers set sail.
- On the high seas, noise is heard in the middle of the night, and the group wakes up, rushing up to the top deck to find a whole mess of skeletons assaulting the crew with no obvious master. Supposedly, a dark cloak is seen by a few of the adventurers dropping off the end of the boat, but in the raucous, no one knows for sure what it was. After a bit of fighting, Nox makes most of the skeletons her (love) slaves and has 6 of the 9 jump ship, taking their expensive weapons & armor with them. Shump wants to send one overboard, so he Bull Rushes one over the side. 2 skeletons are beaten into powder, their items confiscated by the party as loot. After ensuring everyone who is still alive is alright, the PCs continue on to Rhukaan Draal. The Captain of the vessel rewards them for their help.
- At the Bloody Market, the PCs start their frustrating search for the man known only as Failin. Shump flexes his diplomatic muscles (literally), while Ortel avoids an axe to the face…realizing his diplomacy isn’t as high as he had hoped. The now-revealed Changeling, Nox, transforms into a Hobgoblin female and realizes a little late that she doesn’t actually speak Goblinoid. So, she uses body language to communicate instead (i.e. she flashes everyone, hoping to score a free trident…which she does). Picking on a poor, defenseless whelp of a goblin child, then nearly choking him to death with a silver coin, the party finds out Failin’s location and then…tries to figure out where the heck that location is. On their way across the city, some buddies of the goblin boy decide to get the group to pick on someone their own size…or more precisely, four someones that are about Ortel’s size. After a solid pummeling is dealt out on both sides, guards show up to find some dead Hobgoblins & Bugbears, freshly looted, and a group of outsiders standing over their corpses. Ortel wittily tricks the guards into letting them keep the loot, offering up some crappy loot in return. Ortel then returns to being a dullard after his moment of clarity. Shump remains a dullard…just a very perceptive dullard. The heroes set out to find Failin…again.
- The party finds Failin, and discovers he is a douche bag, but he’s pretty much their only option at finding this place. After a lot of haggling over price, the group sets out…Failin remains a douche, even after the group drops 3 bugbears and a hobgoblin crossbowman who want to treat him like their sisters (they were Arkansas Bugbears). At this point, the DM goes to California!

Session 7: Enter Pt. 3…4…5…27…however many parts Shump & Ortel Ended Up As

- See “In Case of Zombies, Break Glass” post for a synopsis of this session.