Forgotten Forge "A new beginning"-Spoilers-Long [Archive] - Wizards Community

Post/Author/DateTimePost
SirEvets

10-17-04, 12:46 AM
Here's my story (my personal D&D story that is), I'll get to my other D&D story (the one I made up) in a bit.

I haven't played D&D for over 6 years (pre 3rd edition and Pre-kids :) ). I was on the Wizards site several months ago looking at The Magic the Gathering stuff (I'm a casual magic player). For some reason I decided to go into the D&D section of the site. Eberron caught my eye and I started reading material. To make a long story short, I liked what I saw so much I went into work the next day and approached some guys at work about getting a group together again to play D&D. Eberron has re-energized me for D&D, and I promptly spent $90 bucks(on Amazon) for the core books and the Eberron Campaign book.

Now with that said, I've offered to DM our group (never having even played 3rd edition, I have DMed 2nd edition many times). We have yet to create characters, but I've been kicking around what I want to do as far as a starting adventure. I'm leaning towards running Forgotten forge, but am toying with the idea of substituting out the Bloody Bridge section of that adventure, and introducing it another way.

A followup post will contain rough details of what I'm thinking, but the basics are I am going to have the PCs all be heading to Sharn and how'll they'll meet is by sharing the same stagecoach to sharn. So I've created an encounter invovling said Stagecoach that I hope will lead them to meeting Lady Elayden in the Broken Anvil carrying Bonals belongings with them.

I now present to you my alternate beginning to the Forgotten forge, and welcome any critiques as I, at times, wonder if I really know what I'm doing :)
SirEvets

10-17-04, 12:48 AM
All Roads Lead to Sharn
Another one rides the bus

You Board a stagecoach heading for Sharn (NOTE: This will be the point where the PCs meet up so some role play and such should happen here). You travel two uneventful days and on the morning of the third day as the Stage is about to leave, the driver peeks into the riding area and says, “Looks like you’ll be having some company on your ride, at least until we get to Wroat.”

Then he pulls the door open and immediately a Female Gnome steps up into the carriage exclaiming “Gerald d’Orien is going to hear about this the next time I see him… Sal! Be careful with Screech! You know how he gets when you shake his cage!”. The Gnome gets just inside the carriage and turns to face out the door and grabs what appears to be a bird cage roughly two and a half feet in diameter and 3 feet high. It’s covered with a black cloth such that it’s completely covered. The gnome sets the cage down on the seat and sits right next to it. Then a man of slight build steps into the carriage, gives a nod of greeting to the PCs and takes his seat next to his Gnome companion.

The Gnome is Umaratha d’Sivis from <enter city here>, her Human companion is Sal. They are traveling to Wroat to attend an animal show where people travel from all over Khovaire to see the latest in Magebred animals. Umaratha has a Magebred owl named Screech in the cage. They were supposed to have a private stagecoach to Wroat, but due to some mix up, they wound up getting put with the PCs. She is irked at this, but will be pretty cordial with the PCs.

These NPCs can be played pretty much ad lib as they really have no bearing on the overall campaign other than to add some flavor and give the PCs an opportunity to role play their characters. By pointing out details on Umaratha or Sal (do spot checks that point out that Umaratha is wearing two copper rings on her right hand, or Sal has a 2 scratches on his cheeks), you can use these NPCs as a kind of Red Herring as the PCs will likely think they have some importance to some bigger plot when in fact they don’t, although they will come into play for a bit (keep reading).

Things that go bump in the night
This encounter takes place that evening as the Coach is going through a rural wooded area. Also there’s a thunderstorm raging outside.

After stopping in a small village to eat supper, everyone piles back into the coach and the Driver informs all the passengers that they will travel for about another 4 hours until they reach <insert village name here> where they will stay in an Inn.
About 1 hour into the journey the skies darken and it begins to rain and then storm.

Everyone makes listen checks DC15.
To anyone that made a successful check:

You hear a thud above you, as if something heavy has fallen on the roof of the Coach.

If all the PCs fail this check, Umaratha will definitely point out that she thinks something is on roof.

Let the PCs do some dialog but not too long after hearing the noise the PCs should make a spot check DC 15, to any PC that succeeds read:

You see something press up against one of the windows of the stagecoach. To your horror you realize it’s the Stagecoach driver, for a brief moment you see his lifeless eyes and blood and water mixture streams against the outside of the window and, then the body slides down and out of sight.

Umaratha goes a little hysterical if she spots this or if the PC make her aware of this development. Once again let a little dialog happen with the PCs as they determine their course of action then read:

The Carriage seems to slow a little, then the carriage starts to lean to one side, as it appears it’s making a wide turn. After a few bumps and jolts it obvious the carriage has been swung around 180 degrees and it’s heading back in the direction it came and at a rapid pace.

Umaratha will be shouting hysterically that someone should be doing something. Sal, tries to calm her and indicates that someone should open the door and see if they can determine who or what is driving the carriage. Also, the storm is going as strong as ever, so mention Lighting from time to time and crashes of thunder.

The PCs will likely start discussing what course of action they want to take. They may question the Umaratha and Sal about their business, thinking the Hijacking was to capture the NPCs. If this is brought up Umaratha will clutch the cage closer to her.

The truth is the Hijacking has nothing to with anyone in the Carriage, it’s just coincidence that this stagecoach was hijacked. The Hijacker is really Cutter from the Forgotten Forge adventure, and she has stolen Bonal Geldem’s stuff and not yet knowing the forge is located in Sharn is attempting to get back to the Mournland with Bonal’s Journal and notes. Cutter is simply stealing the Coach to make the trip easier (perhaps trying to outrun some pursuers). Of course the PCs nor Umaratha and Sal know this. Cutter isn’t counting on would be adventurers being passengers.

Sal will try and convince any of the PCs that will listen that they should climb up to the top of the Carriage and take care of whoever hijacked the coach, before they are taken to what could be a more precarious situation.

Of course the PCs could do any number of things at this point.

1. They could take Sal’s advice and climb to the top of the stagecoach and take on their hijacker.

2. They could sit tight and hope for the best when the coach finally stops.

3. They could attempt to jump from the carriage.

4. They could attempt to speak to or attack (with ranged weapons or spells) the hijacker from within the stage coach or from the doorway.

Course 1, one or more of the PCs climb out of the carriage (DC 10 Climb checks to get to the top of the carriage a Failed check causes - fall off (2d6+4 damage)). The PCs climbing to the top of the carriage is the desired action by the PCs as it offers the most excitement. See “A ‘Cutter above – A screech below” Description below.
(Side Note: If the PCs fail their climb check, instead of them falling off the carriage altogether, you could be nice and have them fall back into the Carriage. I would be apt to do this, if other people are helping them climb out. Also, it would be reasonable to put a –2 Circumstance Penalty on the climb check as it is Dark, Raining, and Cutter has the carriage moving at a good clip.)

Course 2- If the PCs sit tight then Sal will muster up the courage to open the carriage door and climb/peer out to assess the situation himself. He will notice that there appears to be a single hooded figure driving the coach but with the rain beating down and the speed at which the carriage is moving it’s hard to tell. The goal here is to get the PCs to take course 1, but if they insist on sitting tight, Cutter should take them a significant distance before stopping, and even then she may wish to take care of the Passengers so as to keep the Carriage for the rest of her trip, in which case perhaps she can jump the first person to attempt to leave the coach. The Screech situation as described below can still be done in this scenario.

Course 3 – The PCs plan to hurl themselves from the moving Carriage. Description of the speed of the carriage and the lack of visibility should discourage this. Also, Umaratha will not go for this, and plead for the PCs not to abandon her and Sal. A jump/fall from the moving carriage causes 2d6+4 points of damage, also it’s somewhat a selfish act as Umaratha and Sal will be abandoned by them. Tumble or other appropriate Feats/Skills should be considered if a PC does attempt to do this.

Course 4 – The PCs attempt to communicate or attack Cutter from within the stagecoach or leaning out of the stagecoach’s doorway. This should prove difficult to impossible. The easiest way to handle this is to simply say the driver of the coach is not visible from the doorway. If they do get Cutter’s attention then Cutter will not be surprised if they do make their way to the top of the carriage, also, she may slow the carriage down and let go the reigns and crash through the a side window and attempt to surprise attack anyone in the coach.
A “Cutter” Above – A Screech below
Assuming that one or more of the PCs takes course 1 and ventures up to the top of the carriage, they will see the following:

The carriage is roughly 10 feet wide and 20 feet long, the roof of the carriage is basically flat, with several pieces of luggage strapped down and covered with tarps. (On a battle grid the PCs will be standing on the 3rd Square from the front of the carriage on one side)

Rain pounds you in the face as you look to the front of the carriage. The driver of the carriage is a hooded figure approximately the size of a large human. He or she is currently seated. The carriage Bounces and jolts as it cruises along.

If the PC(s) make their way to the top of the carriage without making much noise then they will get a surprise round in on Cutter. If the PCs were loud or did some other things to get Cutter’s attention, then Cutter will turn and confront the PCs immediately once they get to the top of the carriage.

The intent of this whole encounter is to get to this point where the PCs are confronting Cutter on the top of a moving stagecoach, at night, in the pounding rain. While on the roof of the carriage the following can happen:

Each round everyone standing on the top of the carriage must make a Dex check DC 15 or stumble (If they stumble, in this case, it means they can only take a single standard action or a single move action this round).

Also, when Cutter gets up to confront the PCs, the carriage continues to move, but is not being controlled by a driver. This has the following effect:

At the beginning of each round there is a 25% chance for each side of the carriage to be effected by low hanging branches and trees. In other words, the carriage is 10 feet across and 20 feet wide so roll the percentage dice twice, once for the left side of the carriage and once for the right. If either of these rolls is in the 25%, then anyone on that side of the carriage must make a Reflex savings throw or suffer one of these four effects (roll a 1d4 on a failed Reflex check to determine which of these happens):

The carriage drifts towards the tree line and you’re unable to avoid some tree branches and…
1. you’re knocked off your feet (tripped).
2. an item being carried by the person is ripped from their hands. 50% chance that it’s lost over the side of the carriage, else it falls to one of the adjacent spaces on the roof.
3. You’re knocked back five feet and take 1d4 points of damage. Note this could be bad as this could take the person over the edge of the carriage 2d6 +4 points of damage, if they are standing at the end of the carriage when this happens.
4. you’re disorientated enough that you can only take a single standard action or a single move action this round.

The idea with this encounter is to make it really intense, it’s raining, lightening and, the carriage is moving, Tree branches are hitting you in the face. Cutter will fight to the death.

When cutter is defeated (Don’t forget the final Messenger should fly off) and the PCs get the coach back under control and stopped, they should easily find Bonal’s satchel that Cutter was carrying. This will have everything as described in Forgotten Forge, but also Bonal’s Idenfication papers (These papers will indicate the Bonal was human from the city of Sharn and worked at the University. Other items in the satchel should have Bonals name on them). The hope here is that the PCs take the bait and when they get to Sharn they confront either the University, House Cannith or local authorities with the items found, this will result in getting them hooked up with Lady Elaydren, and forgotten forge can continue as normal.

Now, it’s likely that not all of the PC’s will venture to the top of the carriage, assuming this is the case, instead of having them just sit there while the action on top plays out, there can be another little circumstance inside the coach. At the moment Cutter switches from driving the coach to confronting the PCs on top of the Coach, there can be nasty jolt, such that the following happens inside the carriage:

The carriage jolts suddenly and before you can react, Umaratha loses handle on the cage she is carrying, she’s left holding the black cage cover, and the cage crashes to the floor of the carriage, this causes the door of the cage to fling open and it’s occupant to fly out. There’s a screeching sound as the bird recklessly crashes into the top of the carriage.

The bird is simply a magebred Owl and is pretty harmless, the challenge here for the PCs is the bird in it’s confusion does lash out at random at the coach’s occupants and Umaratha hysterically shouts to the PCs to not hurt her precious bird and asks them to catch poor screech.

The hope here is the PCs will attempt to catch the Owl without hurting it, as it strikes out in confusion and fear.

The idea behind this little diversion is to give the PCs in the Stagecoach something to do, and it should provide some lighter moments amongst the intense situation on top of the stagecoach. If the PCs effectively catch the Owl and get it back into the cage, perhaps Umaratha could give the PCs something or at lease they’ll have an ally in her. If the PCs opt to kill the bird or let it escape out the door then Umaratha will probably have a low opinion of them, not to mention she will be devastated in losing her prize pet.

The rest of the trip to Sharn will be uneventful, House Orien will be greatful for the PCs returning the Stagecoach (assuming they do).
Hanuman47

10-17-04, 03:29 AM
1) Welcome back into the D&D fold, and welcome to Eberron!

2) Awesome opening scene. I love the runaway stage coach! This is a far more exciting opening than "The Bloody Bridge." This is the kind of cinematic action that Eberron is all about and will definitely grab the players' attention. The escaped/rampaging owl and Umaratha's hysteria is a nice touch - lots of comic potential.

3) The inevitable quibbles (blame the editor in me): I find it a little too convenient that Cutter just happens to hijack this carriage. It would be nice if this were more than just random chance. Remember that the reason the characters connect with Elaydren after the "The Bloody Bridge" is that she was waiting to hear from Bonal Geldem and the PCs were observed as being present at his death. A similar connection here will lend verisimilitude. Try this on:

Elaydren has an unusual hobby: exotic birds. Umaratha d'Sivis is a down-on-her-luck aristocrat who shares this interest. Elaydren has engaged Umaratha as her reprentative at the annual Avian Breeders' show, which Umaratha is now returning from (humiliation at being forced into a position of receiving what amounts to charity from a member of another House is the true motivation behind Umaratha's touchiness concerning the owl). Per Elaydren's instructions, she stopped in Wroat on her way back and met with Geldem (completing his researches in the Royal Library), who gave her a package to bring back. Unbeknownst to Umaratha, the package is the journal in which he inscribed his research notes. Cutter observed the meeting between Umaratha and Geldem and arranged to ambush the carriage enroute to Sharn, quite possibly after killing Geldem in a futile attempt at getting him to reveal what he knows. Cutter's bad luck was that the PCs happened to be in the same carriage as Umaratha (who is an unwitting player in the entire scheme). After the PCs dispatch Cutter (any party of adventurers worth their salt should be able to), Umaratha insists on introducing them to her patron. Elaydren's interest is piqued by their heroism and the adventure proceeds as outlined in the adventure (if only there were any scenes as exciting as the runaway stagecoach).

I only wish I had seen your post before running this adventure earlier today - this would have been a great way to start it off!
Eltarren

10-17-04, 11:25 AM
I agree, that was an excellent opening. I may just adapt some of that into my own campaign I'll be running in a month or so.
SirEvets

10-17-04, 08:51 PM
3) The inevitable quibbles (blame the editor in me): I find it a little too convenient that Cutter just happens to hijack this carriage. It would be nice if this were more than just random chance. Remember that the reason the characters connect with Elaydren after the "The Bloody Bridge" is that she was waiting to hear from Bonal Geldem and the PCs were observed as being present at his death. A similar connection here will lend verisimilitude.

Thanks for the comments. I wondered if the circumstances I laid out were "too convenient" or too forced, but my desire here was to present the PCs with Bonal's stuff, but not lead them to Lady Elaydren, but rather allow them to choose how they deal with these items. The PCs should question why a Warforged has Bonal's stuff and the identification papers should give them enough info such that they can discover who he is/was if they choose to. Since the PCs will have their own reasons for traveling to Sharn, I wanted to drop the hook to Forgotten Forge, but not lead them by the nose to it. I figured if the PCs did try to discover who Bonal is when they get to Sharn, it wouldn't take much for Lady Elaydren to here about it, and she will first and foremost be very interested in getting the Journal back, and I figured if the PCs cooperate with her, she will see them as a good option to carry out the rest of the adventure.

I'm going to think about this a little more, I may steal your idea of having Umaratha as an aquaintance of Elaydren.

Thanks again, I have been impressed as heck at how friendly and helpful the people on this newsgroup are.
Demonologist

10-17-04, 11:49 PM
Just some things-
1. I'm not sure 2d6+4 damage is fair to throw at a first level character have it 1d6 subdual + 1d6+4 normal.
2. On the roof of the stagecoach, I would use balance instead of Dex, its good to reward PC's who spend their ranks in skills, rather than reward them for rolling a high dex. And if the faill, have them fall prone - unless they really fail like 5 or less then have a 40% chance of falling off of the stagecoach, otherwise slide back and hit the luggage (maybe 1d4 subdual?)
3. Spot and Listen: I'm not sure it would be so hard to hear someone landing on the roof of the stagecoach (DC15) try like a DC5, with a -4 circumstance bonus from the storm, and a failed check assumes its thunder - the PC's could use this to calm Umaratha down if she thinks there is something on the roof, she might just be paranoid. And for spot on the driver by the window, make it really low... like DC5 you want the PC's to see this, it will add fear, therefor you should make it easy for them to see.

But I really like this opening, I do. It is truly Eberron and it is extremelly creative, I am jealous, Kudos. I think I might use it. An easy way to include Lady Elaydren is just have Umaratha be of House Cannith (Spot DC15 to notice the signet ring) and when the PC's arrive in Sharn have the cloaked figure from The Forgotten Forge meet them and tell them to meet her in the Broken Anvil Inn, just like before.
Lady Elaydren was told of the heroic efforts of the PC's and now seeks their help.
Sceadeau

10-20-04, 10:16 AM
Ok..a few questions and or comments.

1) How is Cutter turning the stagecoach around? I would've just assumed the rail cars don't move like that, and that they have a forward/backward handle...I assumed they always have to stay on the rail, but that's just me.

2) How will they get the car turned back around...and once they do, who will drive the thing? It reminds me of those hollywood endings where it seems like everything is resolved, but really...there's a lot of work left to do. (For example, there was this horrid wesley snipes movie where the final scene had him in an airplane with the hatch blown off hanging on for dear life with the BBEG, and they were fighting to make the other one fall out of the plane. When the BBEG finally did fall, wesley sighed a sigh of relief and smiled at the female lead...despite the fact he was still HANGING ON FOR DEAR LIFE out the side of a moving airplane.)

Aside from those things, I definately do like this introduction. I just picked up the Eberron book this weekend, and have planned on running my PCs through the adventure in the back of the book...since I have 6 PCs split up over 2 different nights for the first week, I may use something like this in conjuction with the other to get everyone ripe and ready.
debatedeus

10-20-04, 10:31 AM
The only thing I would add is that during the rest of the adventure, you should probably include a scene where the PCs run afowl of the Sharn City Watch and meet Sergeant Dolom. This presents an alternative to how they end up meeting Elaydren--the PCs get arrested, and when their possessions are taken into custody a watch member who is on the House Cannith payroll (ie: a corrupt watch member) sends a message to Elaydren that the PCs had Bonal's Stuff. Enter Elaydren to question the characters, maybe offer them a deal.
SirEvets

10-20-04, 10:54 AM
1) How is Cutter turning the stagecoach around? I would've just assumed the rail cars don't move like that, and that they have a forward/backward handle...I assumed they always have to stay on the rail, but that's just me.

This encounter is assuming that the PCs are riding a Horse drawn Stagecoach, not the rail.


The only thing I would add is that during the rest of the adventure, you should probably include a scene where the PCs run afowl of the Sharn City Watch and meet Sergeant Dolom. This presents an alternative to how they end up meeting Elaydren--the PCs get arrested, and when their possessions are taken into custody a watch member who is on the House Cannith payroll (ie: a corrupt watch member) sends a message to Elaydren that the PCs had Bonal's Stuff. Enter Elaydren to question the characters, maybe offer them a deal.

Excellent. If the PCs don't pursue trying to find out who Bonal is when they get to Sharn, they can have a run in with Dolom and get caught with Bonal's stuff. Thanks!

Also, I plan on integrating all of Demonologist's tweaks as each one makes more sense than what I had.
eclipticavatar

10-21-04, 05:51 AM
My edit is this.

The Stagecoach is going from the city of Xandrar, it stopped at Woodhelm for lunch, and then the road they are travelling eventually runs parallel to the rail tracks.

You notice that the road the stagecoach travels on is parallel to the rail tracks as you see the light of the lightning rail coming from the direction you are going.

You can look up and see the lighted windows and the blue sparks from the tracks blur by as the lightning rail passes you.

As Cutter is fleeing the authorities who are searching for her. She sees the stagecoach and thinks that it is an opprotune moment to get rid of anyone trailing her. So she jumps off the rail, and hijacks the stagecoach.
eclipticavatar

10-21-04, 06:15 AM
More editing on the combat sequence done by me.

Also, when Cutter gets up to confront the PCs, the carriage continues to move, but is not being controlled by a driver. This has the following effect:
At the beginning of each round there is a 25% chance for each side of the stagecoach to be effected by low hanging branches and trees. There is also a 5% chance that the stagecoach crashes into a tree, damaging everyone, and throwing the people ontop Reflex DC 10 to avoid hitting another tree, doubling the falling damage.
In other words, the carriage is 10 feet across and 20 feet wide so roll the percentage dice twice, once for the left side of the carriage and once for the right. If either of these rolls is in the 25%, then anyone on that side of the stagecoach must make a Reflex DC 15 savings throw or suffer one of these four effects (roll a 1d4 on a failed Reflex check to determine which of these happens):
The carriage drifts towards the tree line and you’re unable to avoid some tree branches and…

1. You must make a Balance check DC 15 or be knocked off your feet.
2. You make a Strength check DC 10 or an item being carried by you is ripped from their hands. 50% chance that it’s lost over the side of the stagecoach, else it falls to one of the adjacent spaces on the roof. He may try to prevent it from going over the edge by making a Dexterity check DC 10.
3. They must make a Balance check DC 15 or be knocked back five feet and take 1d4 points of subdual damage. Note this could be bad as this could take the person over the edge of the carriage 1d6 subdual damage and 1d6 +4 points of damage, if they are standing at the end of the carriage when this happens. There is a 5% chance in which you are caught by whatever hit you. In which case you make a Strength or Dexterity check DC 10 to prevent yourself from being dragged off the top.
4. They must make a Concentration check DC 15 or be disorientated enough that you can only take a single standard action or a single move action this round.
Killerring

11-10-04, 08:19 AM
OMG! Too sweet! Very jealous my party just finished Shadows of the Last War the continuation module. This woulda been a much cooler intro but i think i'll use your origonal plus tweaking later like lvl 6 or so ::cackles:: I have some many ideas and was having hard time with way to get followers of the lord o blades back in the game.
Demonologist

11-13-04, 02:25 AM
More editing on the combat sequence done by me.

There is also a 5% chance that the stagecoach crashes into a tree, damaging everyone, and throwing the people ontop Reflex DC 10 to avoid hitting another tree, doubling the falling damage.

They must make a Concentration check DC 15 or be disorientated enough that you can only take a single standard action or a single move action this round.

Ok, for the 5% chance that the stagecoach hits a tree... scratch that... horses are in front of the stagecoach, and no horse - even without a driver - is dumb enough to hit a tree... sorry... :teach:

And I believe a Constitution check :dice: is more suitable then a concentration check for disorientation... Constitution is like physical drive to survive. Concentration is a much more mental skill, this is why it is used in unison with spells. :mage:

Just my two cents :twocents: take them if you please... bagger...
malisteen

11-13-04, 10:32 AM
The horses wouldn't run into a tree. However, assuming the stage course is pulled by horses side by side, they might attempt to run on either side of a tree, with a resulting crash. While trained stagecoach horses would know better normally, they are panicked, driverless, and in the middle of a storm, so it seems believable to me. However, this has such a huge impact on the course of the battle that as a DM I wouldn't leave it up to chance. Either have the coach hit a tree or not.

You could use it as a sort of challenge control, since the first few battles a party goes through often are hard to balance properly, as the group won't have their abilities down, nor will they necessarily know how best to work together. Basically, if cutter is murdering your party (unlikely), you could use this as an excuse to step in and save them. Alternatively, if cutter's dropping too easily (more likely), then you could use this to shake up the fight and increase the challenge. Just be careful to limit the damage taken from the crash or you could end up with the entire party dead or unconcious.

If the party is all knocked unconcious by a carriage crash, you could have Cutter take the journal and leave them all for dead. Afterwords the party can be saved by a passing druid. Later you could have an encounter where the party meets cutter and takes back the journal.
Demonologist

11-16-04, 04:09 PM
Ok, Malisteen you have a great idea there. If Cutter is winning the fight you should stop it with a crash. However, have the horses turn a sharp corner and the side of the carriage hit a tree. The horses can't split around a tree, they are attached between one another as well with a wooden tongue. And then to meet Cutter again use the Bloody Bridge encounter from the Forgotten Forge, just have the body be an adventurer of low level, rather than Bonal's body. :)