| Post/Author/DateTime | Post |
|---|---|
| Khyberblade06-21-06, 04:29 AM | Need some opinions on my first adventure (running in a few days). Mainly does it sound good and does it capture the "Eberron feel" be nice...... --Characters have been hired along with other npcs by House Cannith to work as a salvage crew in the mournland retrieving deactivated WF and other items of intrest to the house. Cannith will pay bonuses for certain retrievals. --The salvage crew will be flown into the Mournland by a Lyrrandar airship who Cannith have struck a deal with. --On the journey they will be attacked by a pirate ship which the characters will help fend off (hopefully...) --After the attack the ship will arrive in the Mournland where the characters will be given an hour to collect as much as they can to heighten their pay. --Characters will have to compete against the other members of the salvage crew, living spells and the other dark horrors of the Mournland which I dare not utter.....(flame protect us) --As time comes to depart a group of Warforged loyal to the Lord of the Blades will arrive and are none to happy about the salvage crew plundering their land. --The crew will pack up and leave quickly under a volley of arrows and bolts from the WF. As it comes time for take off characters will find the captain of the airship has been injured and cannot pilot the ship out. --An inexperienced pilot will take over hastily but in the rush will fly straight into the grey mists..... and thats all so far :cool: Let me know what you guys think any opinions on where to go next would be appreciated :D |
| Errant06-21-06, 05:14 AM | ...the ship will arrive in the Mournland where the characters will be given an hour to collect as much as they can to heighten their pay... In general it sounds like it has a lot of potential, but how do you propose to adjudicate just how much the PCs can collect rules-wise? Likewise how about the "competing" against other members of the crew? Are you dropping any hooks in for future adventures? :confused: |
| poisondusk06-21-06, 07:29 AM | airship pirates? My first thought is where did they get their airship? My second thought is is this a random attack or is there something more behind the attack. My third thought is is it really profitable for Cannith to fly an airship, most likely under the control of a d'Lyrandar scion, (thats a lot to charter) into the Mournlands (hazard pay for the pilot), for one hour of scavenging? I wouldn't think that it would be worth the trip, especially since dead warforged decompose just like fleshies. Granted, apart from that, I like the action. I personally would put something behind the pirate attack. Flush out where they got their airship, because, as I see it, pirates with an airship would be an odd thing. The PC's may decide to investigate it. The PC's may also end up with the pirate airship. Do you REALLY want them to have an airship at this level....especially considering how much they could sell it for? I don't know what level PC's you are looking at/ Also, instead of just a salvage operation in which they are picking up whatever random loot they can find in an hour, have them looking for a specific item. Cannith wants the key to the Secret Lab Y that only the head artificer of Secret Facility X had possession of, so in the hour they have, they need to enter Secret Facility X, possibly setting off some sort of self destruct sequence, find the head artificer, get the key and get out. |
| Sereno06-21-06, 08:22 AM | My third thought is is it really profitable for Cannith to fly an airship, most likely under the control of a d'Lyrandar scion, (thats a lot to charter) into the Mournlands (hazard pay for the pilot), for one hour of scavenging? I agree; it would make more sense for the expedition to land *near* the mournland and set up a base camp that would last a few days. You're not going to scavenge much in an hour. I wouldn't think that it would be worth the trip, especially since dead warforged decompose just like fleshies. Don't forget, there are places in the Mournland where even the fleshies don't decompose! |
| Khyberblade06-21-06, 09:30 AM | Thanks for the advice guys, all has been taken on board. The pirate attack was to be used as a future hook as the ship was going to be a stolen ship piloted by a Lyrrandar exile(excoriate ?) I will also extend the "salvage" time as recommended by you guys, maybe to 3 or 4 days, not sure yet. The original time of an hour was so to create a mad rush on finding as much as they could but I guess the expenses of running the operation would outweigh the benefits. Once again, cheers. |
| Dragonmann06-21-06, 09:48 AM | If you want to maintain a mad rush atmosphere, let them work for a few days before finding a previously undiscovered battlefield. Lots of salvage, but look there on the horizon, a blade storm and its coming this way. Not sure if blade storms have been fully defined anywhere, but I think they were at least described as a manifest effect of shavarath (sp?) |
| Logos706-21-06, 12:15 PM | if this is all level one adventuring, well here's my suggestions and i rn low level in the mournlands after the hp of loss or so your pc's are going to want out and that's a reasonable in/ooc expectation , so i'd let them walk in a day or so before sicking anything on them then using the morphic traits to keep them in as longn as you want also no healing in the mournlands so for the love of olladra watch your challenge rating's My PC's thouught they were prepared but still at low level's goodberry wine is too expensive/limited the fonts are either instant death or full healing and scroll's wands of interdeminsional magic are way out there (125 gp or 3500 oddish for a scroll or wand of rope trick rerspectively and that's without sufficient time for a night of healing have fun with the pirate attack, work in a big bad guy, have pc's crash the pirate ship, have pc's be stranded in mournlands , make it clear that the only way out is too work with the pirates and fix the ship, watch the sparks fly do not send in a rescue party Have fun throwing hoardes of zombies (even flying zombies) low level spell oozes revenge minded pirates and such, if you plan on doing a lot dont worry about making them challenging worry about your pc's suriviving |
| DoveArrow06-21-06, 01:36 PM | The other thing I would recommend is rather than salvaging warforged body parts, you might have the PCs salvaging schemas from an old House Cannith workshop. I think this would also help because it makes part of the adventure site based rather than what amounts to a series of random encounters. For example, if, as mentioned previously, the PCs are collecting schemas from a House Cannith workshop, it might be possible that the followers of the Lord of Blades are using the workshop as a base of operations. Perhaps they have reactivated one of the forges used by House Cannith to create new warforged. In any case, I think if you choose a site for the PCs to salvage from, it will go a long way towards making your adventure feel more Eberronesque. Oh and before you run your adventure, make sure you take a look at the healing restrictions for the Mournlands. Also, if you have Five Nations, check out some of the suggestions to circumvent these restrictions, because they might prove useful to your PCs. |