| Post/Author/DateTime | Post |
|---|---|
| Medesha07-15-04, 04:22 PM | I am using "The Forgotten Forge" to start my Eberron campaign (with a few tweaks, of course). Since my group is starting at level 5, I redid the printed encounters to accomodate the higher party level. If anyone is interested, I'll post the revisions here for you to use. I don't want to type them up if no one wants them, though. :) |
| stone_dog07-15-04, 04:25 PM | When I can manage to scoop together a few players to start my game, they will be fairly potent players. I would be happy to have some upscaling info! |
| kildaere00707-15-04, 07:34 PM | As a matter of fact I would love them (my party is starting at 5th also). Either post or PM them to me....Thanks!!!! |
| Beavisfett07-16-04, 09:19 AM | I wouldn't mind seeing it myself |
| Masakado07-16-04, 10:12 AM | My folks started at lvl 1 but I'd like to see your notes as well. |
| simon brumat07-16-04, 12:47 PM | me too;) |
| Medesha07-16-04, 01:02 PM | Ok, here it is, then! If you're one of my players, stop reading now! These changes make the adventure suitable for PCs levels 4-6. Part One: Death in the Upper City The Bloody Bridge (EL 4) Cutter: Female personality warforged barbarian 2/fighter2; CR 4; Medium living construct; HD 2d12+2d10+12; 40 hp; Init +4; Spd 40ft.; AC 15, touch 10, flat-footed 15; Base Atk +4; Grp +6; Atk +8 (1d8+3/x3, battleaxe) or +4 ranged (1d4+2, sling); Full Atk same; SA rage 1/day; SQ warforged traits, Uncanny Dodge; AL CN; SV Fort +9, Ref +0, Will -1; Str 14, Dex 10, Con 16, Int 10, Wis 8, Cha 11. Skills and Feats: Climb +5, Jump +5, Intimidate +5, Survival +4; Improved Initiative, Mithral Body, Power Attack, Weapon Focus (battleaxe). Language: Common Possessions: Masterwork battleaxe, sling with 15 bullets, traveling cloak, backpack, final messenger. Warforged Traits (Ex): Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. Rage: When raging, Cutter gains 8 hp, her melee attack bonus increases to +10 (1d8+6/x3, battleaxe), her AC becomes 13, her Fort save increases to +11, and her Will save increases to +1. The rage lasts for 8 rounds. The City Watch (EL 5) No changes are really needed. This is mostly a roleplaying encounter. If the PCs want to slaughter a bunch of city guards, you've got better ways to make their lives miserable than to have 8th level guards or something. ;) The Broken Anvil Needs no changes, except to up the reward money offered (at least 1000 gp per character). Part Two: Into the Depths The Rat's Market (EL 1) Again, no changes are really needed. More adventure development can be gained by the PCs bullying Skakan around than by making him 6th level. The Spot checks to notice the Shifters should go up to at least DC 15. Sharn Sewer (EL 6) "Warforged rogue"...can we give him a name? Piercy: Male personality warforged rogue 4; CR 4; Medium living construct; HD 4d6+4; 21 hp; Init +3; Spd 30ft.; AC 18, touch 13, flat-footed 15; Base Atk +3; Grp +4; Atk +7 (1d6+2/18-20, rapier) or +6 ranged (1d8/19-20, light crossbow); Full Atk same; SA Sneak Attack +2d6; SQ evasion, trapfinding, trap sense +1, Uncanny Dodge, warforged traits; AL LE; SV Fort +2, Ref +7, Will +1; Str 12, Dex 16, Con 12, Int 12, Wis 10, Cha 8. Skills and Feats: Balance +8, Climb +6, Disable Device +8, Hide +8, Listen +4, Move Silently +8, Open Locks +8, Search +8, Spot +4; Mithral Body, Weapon Finesse. Language: Common Possessions: +1 rapier, light crossbow, case with 10 crossbow bolts, thieves' tools, traveling cloak, backpack, final messenger, elixer of fire breath. Warforged Traits (Ex): Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain. Shifters (2), Chip and Dale Male shifter fighter 1/rogue 1; CR 2; Medium humanoid (shapechanger); HD 1d6+1d10+2; 13 hp; Init +5; Spd 30ft.; AC 13, touch 11, flat-footed 12; Base Atk +1; Grp +3; Atk +4 melee (1d4+2/19-20, dagger) or +4 melee (1d4+4, claw while shifting) or +3 ranged (1d4+2/19-20, dagger); Full Atk +4 melee (1d4+2/19-20, dagger) or +4 melee (1d4+4, 2 claws while shifting) or +3 ranged (1d4+2/19-20, dagger); SA razorclaw shifter trait (lasts 4 rounds), Sneak Attack +1d6; SQ low-light vision, trapfinding; AL CN; SV Fort +3 Ref +5, Will +0; Str 14, Dex 12, Con 13, Int 10, Wis 10, Cha 10. Skills and Feats: Balance +7, Climb +8, Hide +5, Intimidate +2, Jump +8, Listen +4, Move Silently +5, Spot +4, Tumble +5; Improved Initiative, Lightning Reflexes. Languages: Common, Halfling Possessions: 2 masterwork daggers, leather armor, pouch with 5 gp. Razorclaw Shifter Trait (Ex): While shifting, these baddies gain a +2 bonus to Strength and grow claws that can be used as natural weapons. Tactics: Piercy is hiding; the PCs can make Spot checks DC 18 to see him. When the last PC passes his hiding place, Piercy will breathe fire on him using his elixer of firebreath. The Reflex save to avoid a valve sewage is now DC 20. The Door To Yesterday (EL 1) The trap on the door can remain as is; it's more for flavor than anything. Part Three: The Ruins of Dorasharn 1. Beetle Swarm (EL 2) Swarms are nasty things. I'm going to leave this one as is; it's good flavor and it will probably do a little damage to the party. Except the Listen check to hear the beetles will be DC 20. 2. Ruined Temple As written. 3. Saber's Ambush As written. 4. Horrid Rats (EL 4) Double the number of horrid rats, and have them use flanking to their advantage. 5. House Cannith Foundry Getting In (EL 1) Make the Climb check DC 20. Very smooth, well-made walls. Iron Defenders (EL 4) Advanced (4 HD) iron defenders as follows: Advanced Iron Defenders(2) CR 2; Small construct; HD 4d10+10; 35 hp; Init +2; Spd 50ft.; AC 17, touch 13, flat-footed 15; Base Atk +3; Grp +1; Atk +7 melee (1d6+3, bite); Full Atk same; SQ construct traits, darkvision 60', low-light vision; AL N; SV Fort +1 Ref +3, Will +1; Str 14, Dex 15, Con -, Int 8, Wis 11, Cha 7. Skills and Feats: Listen +3, Move Silently +3, Spot +3; Weapon Focus (bite). The Vault (EL 3) Increase trap damage to 2d6 electrical. Treasure: sack of 250 gp, sack of 175 pp, 4 gold ingots each worth 250 gp, 3 potions of cure serious wounds, 2 potions of darkvision, an old map and the schema. The gold coins can be sold for twice their worth to a collector. Part Four: Endgame (EL 6) Saber Male personality warforged fighter 5/juggernaut 1; CR 6; Medium living construct; HD 5d10+1d12+12; 55 hp; Init +2; Spd 20ft.; AC 19, touch 11, flat-footed 18; Base Atk +5; Grp +9; Atk +11 melee (1d8+9/19-20, longsword) or +10 ranged (1d8+2+1d6 fire) (+1 att/dmg within 30'); Full Atk same; SA Armor spikes (+1d6); SQ DR 2/adamantine, Expert Bull Rush, reserved, warforged traits; AL LE; SV Fort +8 Ref +3, Will +2; Str 19, Dex 14, Con 12, Int 11, Wis 12, Cha 10. Skills and Feats: Climb +0, Intimidate +8, Spot +5; Adamantine Body, Improved Bull Rush, Point Blank Shot, Power Attack, Powerful Charge, Weapon Focus (longsword), Weapon Specialization (longsword). Language: Common. Possessions: +1 longsword, masterwork light crossbow, 10 +2 flaming bolts, traveling cloak, backpack, final messenger, 500 gp. |
| zeonox07-25-04, 01:22 PM | heh. I suppose for a lot of groups, that's probably nessecary. My party, made of 2 expirienced gamers (one who had READ the adventure) and two unexpirienced gamers (one who's just shy of a year of DnDing and the other who was initiated into the world of DnD that night) were almost completely slaughtered by the adventure as is. I think after reading the next adventure, Shadows of the Last war, I remarked "Keith is trying to kill you." The evening started out well, then the adventure started. Tristan, the PC of the gamer who had read the book, nearly got into a fight with Sgt. Dolom and spent the night in jail after allowing himself to be shackled and then shackle-whipping his smart mouthed companion Cyric (played by the gamer shy of a year expirience). Well, I followed the book pretty closely so all of them met up again with Lady E and agreed to go on the mission. Then, Tristian just kinda wandered off with the money. So, the rest of the adventurers tried to complete the mission without him. They finished the sewer encounter without a problem and then were nearly eaten to death by the beetles encounter. They avoided the rats and after resting made it into the foundry area. The two remaining iron defenders tore them apart. Literally, as a DM for probably 10 years now (though only the last 2 have been for DnD), this is the FIRST time the entire present party died. Usually at least someone makes it out...hehehehehe. So, yeah, like the idea of upgrading the encounters to challenge higher levels (since I always get complaints about level 1), but honestly even for expirienced players, I think it's a challenge as written. And what of the other expirienced player? He played a bard. |
| Saurenda07-25-04, 11:50 PM | Originally posted by zeonox [B]heh. I suppose for a lot of groups, that's probably nessecary. My party, made of 2 expirienced gamers (one who had READ the adventure) and two unexpirienced gamers (one who's just shy of a year of DnDing and the other who was initiated into the world of DnD that night) were almost completely slaughtered by the adventure as is. I think after reading the next adventure, Shadows of the Last war, I remarked "Keith is trying to kill you." Well we had a warrior, female who liked scythes, a paladin warforged, who is chaotic nuetral (Don't ask me, the player thinks he's an expert at Dnd despite what we yell at him for telling us, like his ideas about his warforged being able to have hot sex and be attractive to women. You know I really hate it when obeese men try to play Dnd, it's pathetic, at any rate,) the third and final member was an elf who played a wizard specialist evocator. Aside from the warforged kissing his muscles, a real glimpse included seeing my friend kissing his fat arm (Shudders) had named himself Sabre, who extremely ****** off Saber. He did not read the adventure, though when the book came we all laughed, and Saber tried to kill him first. Adamantine body for Sabre helped quite a bit as all the enemies tried to attack him out in front, and missed his ac with his heavy shield and adamantine body. The party did so well that I had to reactivate a final messenger a player killed with magic missle spells. As for Kieth trying to kill the players, I haven't had the trouble as my players started at level one, and ended the Forgotten forge as level two characters. I even started the game before Sharn with a mission on the lighting rail to the city. Then again my players tend to think to heavily into things, and then get attacked for saying things aloud in a dungeon and not keeping on thier feet. Ah well. Good times? Good times... When the source book comes out my wizard player is already prepared as he has quite an extensive understanding and layout of sharn from the book. People from my game also check out House Sivis message station as a daily feature in thier sessions as they seem to love Elyadren for giving them thier first and third job(Shadows of the last war). For all of you who needed to upgrade your character level I think a short for shame is in order. Level 5 characters, my pcs aren't even that high level yet and we started when the book came out. Already they killed large fire elementals, and mostly without spells, a cadre of zombies(1/3 CR) and a vampire spawn. And this is all when I denied them action points till they were level three and earned the right to be respected in thier fields. Since then action points have never been used wiser. An example includes the changeling rouge taking a diguse from killed emarld claw soldiers and getting past though four sycthe carring ckeletons to slit the throat of the necromancer woman. then using bluff to tell the Cleric of Vol that he could still cut the PCs off while a ranger Npc shot his throat as they conversed. 6 action points used in a single scene, but high action none the less, and high action continues through a kidnap attempt and other such mishaps including stumbling onto drug trades. I have to hand it to low level adventurers who think and have good ideas. They truly made a Gm's job worth while. One person even figured Merrix 'd Cannith lack of public appearences is a bit more than suspicious. Ah well sorry to rant like that,just wanted to show off my PCs. Clever thinking adventurers. |
| zeonox07-26-04, 07:46 AM | yeah, I'll admit that quick thinking, or thinking at all, is generally in short supply around my table. Though, I'm not sure if the sex obsessed warforged is any worse than a guy who totally didn't read the description of the warforged and tried to play him like Bender from Futurama *shudder*. Second session went pretty well, the remaining PC and the guy who played the bard's new characters were joined by too others and right now they're about to Whitehearth (hopefully to be resolved soon). |
| Altaris07-26-04, 12:36 PM | I have a general question: why are so many people ignoring the basic guideline of the campaign setting? Eberron is geared to beginning at the beginning!!! IE, first level! |