Eldeen Reaches Adventure [Archive] - Wizards Community

Post/Author/DateTimePost
MadLetter

10-19-05, 01:47 PM
Hi there fellow Eberron-Players and -Masters!

First I hope I'm right by posting this thread here... If not, I am sorry.

Second: My Group is playing Frieday 21st, I'm working on an adventure and like to hear a few tips or creative input.

We're playing in the Eldeen Reaches. The players shall help a member of the Wayfinder Foundation to uncover a mystery about a small Grove near the town. The grove is a prison for a minor demon, caught a few hundred years ago. He was chained to the place and guarded by few druids. The druids are all long dead and the prison was forgotten...
Inside there is a descendant of a treant who once guarded the place, corrupted by the demons presence. So right now I'm sitting before a sheet of paper, writing down my ideas and drawing a first map of the grove.

So do you have any Ideas or creative Input to this idea/adventure? Any tips on Outdoor Dungeons..?

Thanks beforehand,
Mad


[edit]

Uhm forgot about my group *laughts*

My group consists of:
Cleric of Life and Health, Erran del Dien (Healbot *g*)
Druid, soon to become a Gatekeeper, Haleth Galanai (Ranged Fighter)
Scout, crit-master in our Group, Adrian Siracuso (Melee Fighter)
Sorcerer, the Firemage so to say, Naigalon'olin (Spellslinger)

All Level 5, so i have to scale down the treant a bit...
AntiSean

10-19-05, 01:49 PM
How many players do you have? What level are they, and what are their race/class combos?
Radkres

10-19-05, 03:12 PM
something to have fun with

Animal, Weasel: CR 1.25; Tiny Outsider ; HD 1/2d8+4 (Animal) ; hp 8; Init +6; Spd 20, Climb 20; AC:24 (Flatfooted:18 Touch:18); Atk +2 base melee, +8 base ranged; +8 (1d3, Bite); SA: Attach (Ex) , Acidic Attack (Ex) , Smite Good (Su) ; SQ: Scent (Ex), Low-light Vision (Ex), , Ill-Tempered (Ex), Immunity: Acid (Ex), Improved Natural Healing (Ex), Spell Resistance (Ex): 0 + 10; AL N; SV Fort +6, Ref +8, Will +1; STR 11, DEX 22, CON 19, INT 8, WIS 12, CHA 10.
Skills: Balance +14, Climb +14, Hide +15, Move Silently +12, Spot +3.
Feats: Improved Natural Attack: , Weapon Finesse.
Description: The little mammals are aggressive predators but usually confine themselves to smaller prey. The statistics presented here can also apply to ferrets.

Special Attacks: Attach (Ex): If a weasel hits with a bite attack, it uses its powerful jaws to latch onto the opponent's body and automatically deals bite damage each round it remains attached. An attached weasel has an AC of 12.
pilias_simber

10-19-05, 03:19 PM
What kind of adventures does your group prefer?

What I mean is do they tend to prefer more hack and slash stuff or do they like intrigue adventures?
MadLetter

10-19-05, 03:35 PM
Well we're playing something like a roadtrip right now...

But all in all we play 75% only talking, traveling, story-telling, while the furious combats I throw in make about 25%... so it's more intrigue, talking, meeting people and the like... the grove will be a combination of both but will rely on combat for most part (two or three battles; some lesser enemy, the corrputed treant and a small beginning-fight with the demon before he flees (because he's probably a bit weak after a few hundred years of imprisonment..).
Golbez57

10-19-05, 04:28 PM
Interestingly... that's just the sort of adventure I'll be crafting for our Eberron group in the near future!

I plan to make use of some recent Dungeon articles as well as a few older WotC website articles that I printed many moons ago.

*does some digging around the site*

You might find some applicable articles from Vicous Venues (http://www.wizards.com/default.asp?x=dnd/arch/vv). Things like "Forest Mound", "The Old Oak Tree", "Murky Hollow", and "Misty Vale" sound like they'd work!

*does some more digging*

There's some nice "Woodlands" and "Wetlands" source material in the Far Corners of the World articles. Much of the content for the appropriate environments eventually found its way into Frostburn, Sandstorm, and Stormwrack.

*persistently looks for the stuff on the haunted glade and Klevadoran the Wolf-Lord*

Hm. Not what I was looking for, but The Shadow Glade (http://www.wizards.com/default.asp?x=dnd/re/20030714x) looks promising, especially for a tie-in with the area in the Reaches called 'The Gloaming'.

*dig, dig, dig*

AHA! There they are, right next to each other, and like "The Shadow Glade", both from Random Encounters (http://www.wizards.com/default.asp?x=dnd/arch/re):

The Twisted Wood (http://www.wizards.com/default.asp?x=dnd/re/20021104x)--a corrupted treant... just what you were lookin' for!

Part of the Pack (http://www.wizards.com/default.asp?x=dnd/re/20021007x)--check out Mica from 'The Wolfpack' sub-section for a possible artificer/Mordain Flesh-Weaver tie-in; perhaps the pack-leaders are Ashbound, and have vowed to turn the abomination they believe Mica to be againts her creator(s).

As for tips beyond these things, do some reading up on the rules for encounters in the wilderness from the DMG. With the Druid and Cleric, they shouldn't be wanting for food or drink, so you'll have to threaten them in other ways--limits on lighting, nasty weather conditions, and the like. If you've seen it and were spooked by it, think back to "The Blair Witch Project". Or, if you have time, take a little time to browse through Heroes of Horror at the bookstore.

Well, there you are! This should provide enough raw material and inspiration to put together a fine game for this Friday night. Have fun!
MadLetter

10-19-05, 04:46 PM
Or, if you have time, take a little time to browse through Heroes of Horror at the bookstore.

No need for a bookstore *grin* just arrived today in pack with "The Orb of Xoriat" and "Magic of Eberron"

Anyway, thanks a lot for all this links, I'll dig thrugh it if I have the time tomorrow (need to pack lots of stuff, doing a small two week trip *g*).

Again, thanks a lot!