| Post/Author/DateTime | Post |
|---|---|
| _Radagast_07-18-07, 11:16 PM | High all! Just looking for some creative examples of great action sequences that might take place in Eberron. And, what better place to look than the forums with all its bright minds and whatnot? I'm thinking we can come up with a nice little list of action or combat scenarios that a DM can throw into their campaign easily. Things like: an Orien carriage chase scene through the serene Zilargo cobblestone streets, a climactic battle atop a lightning rail speeding across a landbridge, or an engagement on a thin ledge thousands above the cogs in Sharn outside a tower during a torrential downerpour. Use your imagination! |
| Rekko07-20-07, 08:50 AM | Wrestling with some tentaculous creatures while falling from the towers of Sharn or in the depths of Khyber. Your about to deliver the fatal blow to your arch-enemy, when suddently a third party interferes and you figure out you were mistaken all that time. Your true hated should really go to them. The one your about to kill is of no harm, he simply was at the wrong place at the wrong moment and you thought he was the mad brain behind the evil plot. Say your sorry turn up your sword and spells against the newcomers. Airship battle in the middle of a magically enhanced storm. With a rope strongly hooked to the beams of the ceiling you swing yourself and run onto the wall, chop a head in the doing, and land behind the foes who are now flanked between you and the other members of the party. The wizard aims a blast at the beams that cracks and with a strenght check pulling the strong rope you just swang on, you make the beam and part of the ceiling fall on some vilains. In a terrain with lots of places to cover, you teleport yourselfs from one opponent to the other, suprising them you deliver some great sneak attacks and teleport to another place before you are hit. Your blow might not have the opponents killed right away, but they sure will be weakened and hurt when it will be time for your party to reveal their position and charge down on them. Rekko |
| Revvecor07-20-07, 09:08 AM | After defeating some very powerful undead soldiers; the airship your characters are traveling on encounters another airship (completely white) and you jump down a 100feet (wearing rings of feather fall) onto the other ships deck and attacking everyone you find. Not realizing that they are peaceful pilgrims until several rounds later. Pouring barrels full of oil down a steep incline exiting a cave, surfing down the oil slick and cutting a goblin completly in half. |
| Rekko07-20-07, 09:18 AM | Pouring barrels full of oil down a steep incline exiting a cave, surfing down the oil slick and cutting a goblin completly in half. Nice one :) |
| Revvecor07-20-07, 09:39 AM | Nice one :) Thanks Both actually happened in the second eberron game I ran, gadda love random actions to liven up a game.:D |
| kentonblack07-21-07, 01:57 PM | defending a small mountain outpost from incursion by warforged repelling from an airship, slaying them all outright. Then putting the assault on the ship, slaying the captain. Then having the bard invisibly climb the dangling repelling ropes to charm monster the second in command of the airship, flying it back to the party... |
| garner_adam07-28-07, 10:50 AM | Gaining air superiority for your side of the conflict by stealing their Giant Eagles and then surviving the avoiding air to air chase scene. (yes this happened in my game Q'barra versus Valenar) |
| Ogiwan08-02-07, 10:03 AM | Sneaking into a costume gala with a warforged dressed as a fire elemental, whipping the costume off as a fight starts on the dance floor. Fighting on an airship, have another airship ram yours, as the broken airships plummet to the ground have the PCs pile into a captured skiff, the PC trying to pilot the skiff makes a profession (sailor) check rolls a nat 1, and the last possible round he manages to pull off a successful check. Losing your balance on a speeding Lightning Rail cart, catching yourself on the roof edge, casting levitate on yourself, looking down the train to see the bad guy runing away from you (towards the back of the train), telling your friend to get you a javlin one of the halflings on soarwings flung at you, letting go, staying in place as the train hurtles underneath you at ~170 feet/round, and hitting the bad guy in the back with that javlin leveled like a lance. Damn, Shadows of the Last War is a great module.... Hmmm. One of my buddies wants the longstride shifter scout have a parkour chase across the rooftops of Sharn (see the opening scene from District B-13 for an example of parkour). Remember, you can't see the bottoms of the towers. Warforged Titan. 'Nuff said. Ooo. Fight on the upper balconies of a giant temple in Xen'Drik. If you get bull-rushed off, you fall 150 feet. |
| shadowpavement08-03-07, 04:17 AM | Two PC's on an soarsled chasing the bad guy who is on his own soarsled, who are all being chased by the rest of the PC's in a sky coach through the upper towers of sharn. The PC's deafeating the bad guy in the hold of his airship which then relesese the control of the warforged titan under his command which then tares through the airship after the PC's while the PC's flee and leap to their own ship at the last minuite when the elemental of the now damaged airship detonates. |
| Michael_Silverforge08-09-07, 10:54 AM | Getting asked by a low level monk of the Silver Flame, whom we’ve dealt with before, to check out a hundred year old map and reports he found in the Silver Flame Enclave in Sharn archives. The map and reports would indicate there is a lost temple of the Silver Flame somewhere in western Breland, near the Droaam border that hasn’t been heard from since near the beginning of the War of Five Nations. Finding said temple, battling all the undead that have taken up residence, finding an artifact level item of the Silver Flame and on the last day after the big battle at the end, to come back to camp to find six House Deneith soldiers under the command of a bounty hunter who has a warrent for our arrest signed by a Cardinal of the Silver Flame Enclave in Sharn, for desecration of church property, ie the lost temple we just cleaned out. Yes, we’ve had some minor dealing with the same Cardinal before as well. Then, having to escape from the bounty hunter and House Deneith soldiers, without killing them. Figuring out how to make a good escape and slowing down the bounty hunter and House Deneith soldiers without permanent injury. Taking the artifact and returning it to Flamekeep, just to keep the Sharn Cardinal from getting her hands on it. While trying to avoid anything looking for an artifact level magic item moving through Khorvaire. |
| ZimTsu08-16-07, 11:57 PM | The party just wasted a small enemy army, and start to loot the corpses, when suddenly the corpses rise to fight again. The cavalry arrived, and they are necromancing 'till they drop to make sure you don't live another day. Can you kill them all before you get swarmed with undead? In alternative, you could slash trough a cadre of undead, only to discover they were really deathless elves from Aerenal. Can you explain it to the other elves before they spray the floor with your guts? |
| Ayers08-17-07, 10:57 AM | A chase scene going through a theater, in mid-play. Characters repelling down curtains darting among the social elite of Khorvaire. The local Watch trying to stop the ruckus. Just about any imaginable improvisable weapon. A theater of special effects to deal with. And if the rogue should stumble into a few people, and accidentally jar loose some of their jewlery, or gold, and then do the decent thing and keep it from falling into the hands of a merciless cretin, then good for her. And of course, what would the villain be if he didn't throw a fireball or two at the balcony's supports? Always wanted to try it, but haven't got the chance yet. |
| Rubberduck08-17-07, 08:37 PM | Travel to temple in Xen'drik, only to find that an unknown competitor has airshipped in a company of hobgoblin mercenaries. Fight your way through the hogoblins, up the side of the temple, climb the rope up the airship, and get the captain to fly you out of reach of the rest of the hobgoblins. Rest on a comfortable lightning rail ride, when you discover that bandits are raiding the strongbox in the last wagon of the train. Stop them before they make their escape on their magic carpet. Having snuck your way into the palace of Lhesh Haruuc, theoretical ruler of Darguun, to steal an artifact for the local Dhakaani representative, you suddenly find yourself in the middle of an attack by a Margul tribe which is trying to topple Haruuc. Try to navigate out of his ramshackle palace, while avoiding being killed by either side. Bluff your way in to talk with Mika Cloudreaver. Say the wrong thing in the middle of the ensuing dinner, and find yourself confronted by a raging Mika and surrounded by two dozen pirates. After having survived that, find that one pirate got away, and make your escape before the rest of her boys down in the village charge her fort. Pull yourself up over the side of the black elemental galleon which just rammed your boat, and find out that it is crewed by zombies, and commanded by a high-ranking cleric of Vol. Try to dodge as the zombies in the riggings start to suicide jump down on your heads. And find that such a suicide jump is rarely suicide for a zombie. In Sharn, ambush a group from the King's Citadel, transporting a prisoner to the docks, by jumping from your skycoach to theirs. Beware those bullrushes, it's a long way down if you haven't got a talisman of feather falling. On a related notes, warforged veterans with talismans of feather falling stationed on an airship make great paratroopers. In the Labyrinth, in the Demon Wastes, in a howling blizzard with visibility below 10 feet, meet the local half-fiendish tribe shaman and his four Retriever pets. After that, flee from a horde of Retrievers and decide to make a last stand in the nearby cave. Then defeat wave after wave of Retrievers until the lightning bolts run out, and the local deus ex machina arrives. In Frostfell, encounter the stilling living barbaric ancestors of the dwarves, during another blizzard. They include a druid with a polar bear animal companion, and apparently have no problem seeing through the snow. On the other hand you are inside Leomund's Tiny Hut, which they can't see through. Neither side can see the other before the dwarves come charging through the side of the sphere, with the druid hanging back and seeing through his animal companion to target his lightning bolts. And that's just the things that has happened in my Eberron campaign. |
| Rekko08-28-07, 02:11 PM | "Grease Lightning! Ohh! Grease Lightning Rail!" That's what one of my players started singing when he greased the roof of the lightning rail while fighting on top of it. I had ruled that each character on top of the moving train had to make balance checks DC12 each round or fall prone. My spellcaster's grease Reflex DC was 14, so I added both DC for a total of DC26 and the party watched most opponents fall off the train. Clever move. |
| Nived08-29-07, 07:24 PM | On a trip into the wilds (Be it the Eldeen, Q'Barra, Xen'drik or wherever) The boat is attacked and overturned in fast moving near rapids. The PCs have to fight the creatures and the current to survive. Swim checks can taked the battle to the shallows but then you still have to contend with the rapids and rocks and knee deep fast moving water while something tries to kill you. Pulled this on on my PCs in Q'Barra with Hammerclaw (from Stormwrack) described more as a giant crayfish rather than lobster... though 6 of one half dozen of the other really. |
| Edark09-13-07, 08:08 PM | The Crystal Corridor. An encounter I designed for my last adventure. A tube/corridor connecting two platforms or towers in Sharn. This corridor is entire made of glass panels (5ft x 5ft) in a metal thin grid. In this encounter I used a Conflagration Ooze (MM3) melting glass where it moves and grasping itself in the grid. PC's should be careful in this scenario becose a trip, a bad move or a rash charge could break glass and make them fall into the void (or maybe another lower crystal corridor). Also they have to worry about melted glass drops if the Conflagration Ooze is over the ceiling or holes it makes in the floor when it walks. Note that if your Conflagration Ooze explodes when dies, it can also break panels around him. You can use another fire creature with enough heat to melt glass instead a Conflagration Ooze. |
| Obenchain09-13-07, 08:58 PM | Lost in Xen'Drik you are being chased by drow. For days it has been raining making the thin jungle trails wet and muddy. As the hunters launch an attack the ground gives way and you slide down a ravine on a ramp of mud, fighting your enemy the whole way. Your momentium stops at the edge of a muddy cliff. As you gather yourself to continue the battle the ground begins to break away. The huge chunk of earth you stand on gives way and you fall 30' into a gully. The mud has broken your fall and you slowly dig your way out as does the drow. Then suddenly, out of the mud mound a monsterous head pops out between you and your foes. Then another and another. Your mud mound has fallen on a hydra. |
| Nerdicus09-13-07, 11:20 PM | Storm at sea battle This fight is designed for an aquatic scenario. The heroes are on a large enough ship to facilitate a good fight on deck. scene starts with the storm raging and the heroes needing to take dex rolls to stay on their feet for a few rounds. Each round have a few NPC's/sailers washed over board. After a few rounds of this have a large wave wash over the deck and in its wake are several sauhagin(sp?) Have enough to make the fight challenging, but not too tough because not only do the heroes have to fight with the enemy, but they also have to try to stay afoot while the waves rock the boat. If the heroes too easily defeat the enemy, you can always toss more sauhagin at the heroes with the next wave. |
| Yanomahir09-14-07, 01:31 AM | This was the only 1v1 combat that I've run, but it was cool nonetheless. Normally I don't have encounters for one player only, but this worked out okay, and actually didn't take too terribly long, so the other players remained good sports. I had a PC Drow who was betrayed by a fellow drow in his tribe and succinctly banished. The PC's brother had also been killed. He eventually ended up in Khorvaire, against his will. After some time, he made it back to Xen'drik to confront his betrayer. Since he'd been gone, the fellow drow who betrayed him had become the leader of the tribe, complicating his revenge. Long story short, he invoked an archaic tribal right to combat over leadership. There was some argument, but a group of sages (one of which had designs on the chieftain post) eventually agreed. With a giant bonfire, in the pitch of night, with exotic tribal music playing, and 60 drow circled around, the PC and the drow leader stood 50 feet apart from each other and rolled initiative. It was a tougher combat than the PC expected, as he was a psion7 and the tribal leader was a ranger8/fighter1. Very cinematic, though. |