My way of getting into eberron? post your thoughts [Archive] - Wizards Community

Post/Author/DateTimePost
hfolkense

06-21-04, 12:16 AM
Hi there fellow DM's, I am getting my Eberron Campaign Setting HandBook Tomorrow and i am eager to launch my players into it as soon as possibly and they are thrilled too to make the journey. So my situation is this one:

Setting: FR
Place: Essembra, Battledale
PC's:
FTR 4
DRD 4 (guy's last session as he will go study to other city)
CLC 4
RGR 4
ROg 4
WIZ 3
just leveled up all of them so RGR still doesn't have his animal companion (i shall introduce the animal later or on Eberron).

Courrent Mission: Battledale was hit by a specially powerful drow scout group 3 nights ago on shieldmeet. Players are on the service of Halesk Malorn of Mistledale. Mayor of Battledale has had enough of Drow this season and is planning a mayor assault in a known cavern that leads to the underdark at a mere 5 days of walk of essembra into the forest. HE asked for reinforcements and the players were sent as the ultimate payment for their offence to the city (some medium mistakes on behalf of the FTR ROG and RGR). They got to the city without problems and readily got ready to the expedition. This will be conformated by various mercenaries and local militia, about 20, all PC classes. Also at this moment a WereWolf Zhent Agent was discovered and interrumped some nights ago by the PC's in the middle of a Pact between the Zhent forces and Drow forces to don't attack each other and eliminate the growing influence of Thay Wizards in the area.

Type of Mission: Capture the Hill!
My intention: The Group goes into the forest and start to find clues about some thay wizards are wandering in this zone. Then they find 3 of them dead, one of them is known to the party wiz. as they continue they see the cavern and get inside. after some lowering they find that the caern is sculpted as a inverted tower into the underdark, and seems abanoned, but truth is that a small but powerful force of Drow have become aware of the city's attack and have laid an ambush.

After they get down some meaningless levels of the underground tower ( meaningless in the comparison of what's enxt to happen) and with only 2 or 3 casualities of the group and 5 or 6 drows down, they hit the 4th level where all the floor is one big magical chamber.

This chamber is dedicated to loth and the local drow were begging to make some obscure ritual to bring her wrath to this part of the earth. But they needed one thing, one of the magical gems that the thay wizards were holding, as they are now killed they have placed the gem into the magical device but it couldn't function properly...

That's until blood is spilled in the desecrated magical circle. As soon as the battle begins (with some drow pet guardians), the magical device starts to function creating one big-o-light at the core of it placed on one wall. The wizards in the group then make spellcraft checks to know this convination of The art and The Power will bring nothing but utter destruction to this part of the forest, then they start making counters to the core sphere of white and black energy trying to destroy it. The rogues meanwhile try to cut the gem of the device.

At this point the rest of the drow emerge activating traps that pour lava into some of the ground of the Floor, making the local more dangerous, then dropping various dangers onto the PC's and group. The group starts falling slowly but surely one by one.
I have plans on a pair of minotaurs, a group or werewolves, some drow, then gnolls and finally the thay wizard general who arrives to reclaim his magical gem.

But the core ball of energy has to be deactivated. Each 10 rounds that the core ball is being spell checked (by the means of spellcaster's check agaisn't 20) the ball drops rays of energy onto the wizards, making a ranged touch attack of +4 dealing 2d6 magic damage into one of the wizards. This will leave the party wizard last all the combats i have planned while the party struggels to keep him and the rogue ally. Of course i will try to make the encounter balanced only to 4 players. Then as the last thay wizard is dropped, the drow captain and his werewolf ally (one that the players thought they knew well enough) appear for a last stand at the players and mayor who are at the edge of destroying their plan, inspired by a bloodlust sent in the form of another enemy (the one i plan on using on the eberron setting).

When the ball is finally deactivated it isn't the way they tought it should be, as it creates a magical portal that starts sucking off all the living matter on the floor.

Traveling through a Worm Hole into the eberron world, they see that their enemies are there too, and as the werewolf kills the druid animal companion, the druid is surely going to retaliate. Soon before the worm hole is going to reach an end, the whole thing is collapsing. Just one moment before the end, i need to find a way the druid is going to sacrifice himself for the party's lives, holding the portal or something until they can pass through.

In the new world they don't see neither the werewolf nor the druid ( i plan on the drow being killed) come out of the gate.

BUT the werewolf has amde it and now seeks revenge on this new world as the players start to get clue of this.


WELCOME TO EBERRON!


So waht do you think? is it viable? can it work? is it exciting enough for a dear player's last session? wouldn't it be too much of railroading? would it be an adventure too fragile to fail in the moment? any opinions?
scaryfroman

06-21-04, 11:45 AM
that's quite possibly the best sendoff for a character i have ever heard. bravo. (hopefully everything will go as planned...)
hfolkense

06-21-04, 11:49 AM
Thanx, any suggestions on how the adventure could go a little more solid, or the encounter be a little more consistent? i have fear of death about all this stuff falling apart on stage.