Need a little eberron help [Archive] - Wizards Community

Post/Author/DateTimePost
stupnick

12-06-07, 11:41 AM
So i will be running my first Eberron campaign this weekend. Since i have never really ran Eberron and have only played in it once, i am a little uneasy about it.

I just wanted to get a critique for the campaign i have written up and make sure it flows legitimately in Eberron, as a few of my players are almost experts there.

Level 4 starting.

The PC's enter the campaign thought a posting in the city of sharn looking for "new agents" for the silver flame. one of the pc's, who is already an agent, actually recognizes the posting as a hidden message to current agents in the city, calling for help.

As they goto the Temple they learn the church has made a "no no". one of the higher members of the council, while trying to push along the forces of good, was experimenting on lycanthropes. trying to get them undercontrol and used as drones of the silver flame. while doing so, he has began to cure the disease, so it is no longer spreadable. while not 100% effective, 50% aren't able to spread their curse. They are hired to go into the holding cell under the temple and flush out and destroy the cursed beasts.

While doing so, they not only realize that these are more horrid monsters, but they are actually mutated lycanthropes. the Council member crossed wererat's with some troll blood, in order to get the job done, but that just enhanced the abilities of the wererat's 90% of the time. What is interesting that they find, is several metal platings that have been forcibly removed. and when they exit, it seems that they didn't do a good job containing it. as a few have gotten out, and have put sharn on lock down.


What they are led to believe happened is the lord of blade's agents snuck in there and freed the experiments to distract all the houses and the "stupid fleshies", and through the explotation of an old Cannith artificer, mainly Merrix d'Cannith, learned of a forge that is still being used in Xen'drik to make Warforged. With the whole main continent and area going crazy from a lycanthrope affliction it's up to the PC's to head over to Xen'drik and stop the lord of blade's agents from carrying out there duties..

But it was really House Cannith that did it to frame the lord of blades, and they also plan to steal that device, and begin making warforged again. while doing this they are going to be stirrin up trouble by sending spy's and agents through out the houses to actually start another "great war" either on eachother or against the lord of blades, for his latest actions.

Please critique honestly.. i just want to make sure if feels like s smoothly ran eberron game. this is just the first few sessions, and as you can see there is quite a bit going with it. and alot left open to lead to.
Cuaglar

12-06-07, 01:20 PM
Well, I think it's fairly good, but I think it's a little early to be putting Sharn under complete lockdown and quarantine because of the PC's actions. The PC's are the heroes, yes, but I wouldn't have the consequences of their actions or their antagonists do anything so drastic yet. Sharn relies solely on import and export to feed its population. That's 200,000 people going hungry, if the entire city is closed. So I'd wait for this line of thought until level 10 or beyond, or downscale it a little so that only a district or a city block is locked down.
larry_the_titan

12-06-07, 02:46 PM
I agree with Cuaglar, locking down all of Sharn would be nearly impossible in the scale with out having a Epic level force to enforce it. Locking a down a small area of Sharn would more then likely happen. If you are having trouble picturing Sharn not being able to be locked down imagine New York City put on Lock Down using only Dark Ages tech. There are not enough casters in existence to lock down Sharn with magic for any length of time. A smaller scale is more reasonable.
Edymnion

12-07-07, 12:58 PM
One bit of advice, Eberron is specifically geared to have the most support for low level play. Starting out at lvl 4 is actually fairly high for this setting. I'd peg it at being roughly the same as starting at lvl 10-12 in Faerun.

Most NPCs never get above first or second level, and those that do rarely get above 4th. By starting the party at lvl 4, you're basically starting them out as some of the most elite agents out there, not to mention skipping past a lot of good gameplay.
stupnick

12-07-07, 11:50 PM
Thank you guys for the replies..

I will not really be locking down Sharn, it will just be overran for a few days by lycanthropes who will spread out over the continent again.


As far as the 4th level, another DM ran from 1st to 4th, and i am just taking over running for a bit, b/c he won't be able to do so.
Edymnion

12-09-07, 06:17 PM
As far as the 4th level, another DM ran from 1st to 4th, and i am just taking over running for a bit, b/c he won't be able to do so.Ah, then sweet. :)
Kensan_Oni

12-12-07, 04:56 PM
I'd like to counter the arguement that 4th level is high for eberron. My players are hitting 5th, but Eberron definatly can handle higher and more epic levels of play. It just it moves from 'Johnny Dollar' level of play to more 'Flash Gorden' level of play, if you understand what I mean.
Edymnion

12-12-07, 07:37 PM
I'd like to counter the arguement that 4th level is high for eberron. My players are hitting 5th, but Eberron definatly can handle higher and more epic levels of play. It just it moves from 'Johnny Dollar' level of play to more 'Flash Gorden' level of play, if you understand what I mean.I didn't say that the setting couldn't do higher levels, as obviously we've got rhajas with divine rank to pull out if needed. I said that the setting is geared to have the most support for low levels. As in, if you break up how much support the setting gives by default, you're going to find a lot more to do at lvls 1-5 than you will 15-20.

Its like saying "Walmart has most of it's items for sale at under $500." Obviously, you can buy televisions and computers and a PS3 at Walmart, but you're going to find far more under that price in the building than you will over it.
JohnBiles

12-13-07, 12:43 AM
As they goto the Temple they learn the church has made a "no no". one of the higher members of the council, while trying to push along the forces of good, was experimenting on lycanthropes. trying to get them undercontrol and used as drones of the silver flame. while doing so, he has began to cure the disease, so it is no longer spreadable. while not 100% effective, 50% aren't able to spread their curse. They are hired to go into the holding cell under the temple and flush out and destroy the cursed beasts.

While doing so, they not only realize that these are more horrid monsters, but they are actually mutated lycanthropes. the Council member crossed wererat's with some troll blood, in order to get the job done, but that just enhanced the abilities of the wererat's 90% of the time. What is interesting that they find, is several metal platings that have been forcibly removed. and when they exit, it seems that they didn't do a good job containing it. as a few have gotten out, and have put sharn on lock down.


1) The Silver Flame doesn't seem to me to have the right kind of resources to experiment on lycanthropes very effectively. And why do it in Sharn? Better to do it somewhere less messy if they get loose, I would think.

2) What exactly has been done to these lycanthropes? I'm somewhat confused.




What they are led to believe happened is the lord of blade's agents snuck in there and freed the experiments to distract all the houses and the "stupid fleshies", and through the explotation of an old Cannith artificer, mainly Merrix d'Cannith, learned of a forge that is still being used in Xen'drik to make Warforged. With the whole main continent and area going crazy from a lycanthrope affliction it's up to the PC's to head over to Xen'drik and stop the lord of blade's agents from carrying out there duties..

But it was really House Cannith that did it to frame the lord of blades, and they also plan to steal that device, and begin making warforged again. while doing this they are going to be stirrin up trouble by sending spy's and agents through out the houses to actually start another "great war" either on eachother or against the lord of blades, for his latest actions.


This is really good; intrigues are an important part of Eberronian adventure.
Belkar

12-14-07, 03:28 PM
I just can't see the flamers experimenting on lycanthropes. I mean... there's not supposed to be any left... (except for the Dark Pack in Droaam), right?

And if a flamer found them - they wouldn't experiment to try and "cure" the handful that still exist. They'd just kill them... and be done with it. No more problem... ever again.

Since current flamer crusades seem to be against khyberian abberations and fiends... perhaps a flamer was experimenting with ways to free a demon possessed person? But accidentally increased the demon's power?

Meh.... Just a thought.
larry_the_titan

12-15-07, 12:16 PM
The Church of the Silver Flame did not kill all Lycans. They killed all they could find in Khorvaire. And no where else. A corrupt group with in the church could be doing anything. The idea though reminds me of "Pelor of the burning hate".
Belkar

12-17-07, 03:54 PM
Right. What I'm saying though, is that the official church stance is "there aren't any left".

So if they came across them... they'd just kill them... to preserve that "truth."
Shady314

12-17-07, 04:19 PM
Right. What I'm saying though, is that the official church stance is "there aren't any left".

??? Since when. There are lycanthropes left and the church should be well aware. Droaam is the last holdout of lycanthropes AND there are lycanthropes in Lammania. The church never claimed to have eradicated every last one and the Dark Pack is not the only pack of lycanthropes in Droaam.

So if they came across them... they'd just kill them... to preserve that "truth."
Perhaps. Or perhaps they'd follow the dictates of their Church and the current Keeper of the Flame who now emphasize either curing the affliction whenever possible (hence experimentation) or exile to Lammania. Killing is only for dealing with violent lycanthropes.
Belkar

12-18-07, 01:10 PM
Hmm.

I understand the Keeper's current edict... I don't know.

I just can't see Flamers going "Oh... okay!" More like, "Yes, Ma'm! [whisper] Here's a silver dagger, now slit it's hairy throat..."

I suppose you're right, though. The chance of a corrupt church official doing "experiments" is actually more plausible than anything else, to me.
AsmodeusLore

12-23-07, 11:52 PM
Is this the same stupnick playing Azreal in my game? If so, good to see you on the other side of the forums, bro.

I realize I'm a bit late to the conversation here, but I really like how you've got House Cannith setting up the LoB to be the fall-guy. That reads as true Eberron style to me. I had the same reservations about the silver flame experimenting as the other person. To me, experimentation on life creatures sounds more like something the Daelkyr would be involved with. But since its on Lycans, it seems plausible at least.

The only other opinion I'd like to add is that its ok to plant the seeds for an attempt to start another great war now, but definitely don't make that the central plot until a few more levels have been gained.

Good luck.
stupnick

12-25-07, 08:21 PM
Hey, asmo this is the same person : )

ok the first 4 levels of our game, we actually were hired by an "art" collector who was looking to collect relics of the last great war. while doings so his assistant was working for house cannith, and watching him as he personally was an old house cannith artificer.

while doing a few retrieval jobs for him, we ran into the lord of blades, we were recovering lost pieces of a cannith forge...and they were interested in it. so cannith figured they can use that and keep it going. and use it against the PC's to get them to do what they needed.

and i don't plan to get them into anything like a great war for quite a long time, but the seeds will keep getting planted and they will need to keep squashing them before they grow..


here's the next step..

they solved the first part.

Ch. 2.1 Shifty Eyes Inn

Just as the PC's arrive back at the inn, they are actually greeted by two faces, one familiar, one not. The Elven scout and a human are waiting for them. After the discussion ensues, and everything is filled in, the only other figure in the tavern area, excluding the bar tender, stands up and walks over towards them. The figure is dressed in a hooded cloak, so you can not see anything beneath, and somehow no light is penetrating the hood of the cloak.

"Now that the pleasentries are over, i am looking for -Scott's Character-. I am Lord Tyleer with House Cannith" as he speaks he removes his hood, and you can obviously see he has one of the Marks of Making across his face. "As you can see from my blessing, i am telling you the truth." At this point he also pulling out papers of certification, for verification by those who do not trust his word. "It seems like there is quite a bit of trouble going on. We have heard what happened with the Lycanthropes in the slums. And it would seem that the city guard are having quite a bit of trouble tracking them down to dispatch of them. And the worst part, it seems like we will be in quite a bit of trouble as they are biting and attempting to infect as many people as they can. And tonight is one of our full moons, so the problem will only escalate exponentially from here."

"Now, as if this news wasn't bad enough." as he turns towards -John's Character-, "We have recieved some intel tho from Xantal before we lost communication with him, it would seem that Goodwyn made contact with the Lord of Blades, in order to help him achieve his goal. They have unearthed some knowledge that there was and possibly still is a working forge in Xen'drik. And the last we knew before the attack, is they were heading out there to secure the forge for there personal use. And since, while you were staking out Goodwyn's places, a troop of warforged attacked you and drove you off, only reinforces more that the Lord of Blades is working with Goodwyn. We have also learned that Lord of Blades was the one that broke into the Silver Flame Temple and released the wererats in order to cause a distraction to keep the Breland and the Houses busy so we would not pursue chase."

"So what we need you to do is to head out to Xen'drik and secure the forge. Once you secure the location of the forge, we will need you to activate the homing beacon and remain stationed there to guard the forge until our agents are able to come and take over control, which should only be 3-4 days at the most. We can not allow this forge to fall into the hands of the Lord of Blades, or it will mean the destruction of all, as he would have a ni-infinite army."

"Now as we need to make sure to show we have all of our resources and available manpower being put towards stopping this 'invasion' as you will, we would not be able to procure transport or back you on this mission with physical support. What we are able to do though is to give each of you enough money to fund transport to the other continent." And with that he tosses down a small back in front of each of you, that gives off a chink sound. "Each bag contains 100 plat. That should be more than enough to help you find transport over there. And if you complete your mission successfully, let's just say you won't have a need to worry about ever finding another job to make money again."

Lord Tyleer will stay and answer any question that you have about the mission.

Lord Tyleer (CR 6) Rogue6, SPD 30, HD 6d6+12(33-48hp), AC 21(22)(5armor,4dex,1prot,1dodge(1shield) ), AOO 25 Flat 17 Touch 15 BAB +4, Attack (MW)Rapier +6 1D6+1 or (+1)Light Crossbow of Venom +9 1D8, Full Attack (MW)Rapier +4 1D6+1 or (+1)Light Crossbow of Venom +7 1D8 and (+1)Light Crossbow of Venom +7 1D8, Special Abilities Sneak Attack +3d6, Evasion, Uncanny Dodge, Feats Rapid Reload, Point Blank Shot, Dodge, Mobility Fort 4, Reflex 9, Will 3, Str 13, Dex 18, Con 14, Int 16, Wis 12, Cha 15
Skills (108) Appraise 12, Bluff 11, Diplomacy 11, Gather Information 11, Hide 13, Listen 10, Move Silently 13, Search 12, Sense Motive 10, Spot 10, Tumble 13, Use Magical Device 12
Possessions Master Worked Rapier, +1 Light Crossbow of Venom(as Dagger), +2 Studded Leather, +1 Ring of Protection, +1 Dex Gloves, 3 Potions of Invisibility, 2 Potions of Expedious Retreat, 1 Potion of Cure Critical, Wand of Cure Light(DC 20) 23ch, Myrlands Spoon

Ch. 2.2 Wererats Plague Spreads

If the PC's wait a day before heading out, they will be attacked by a group of Wererats, 2 per PC. The Rats are all wearing studded leather armor, barely fitting them, protection as if leather armor, with armor check of studded. Each one wields either a club(d6) or a great club(d10). 1 great club for every 2 clubs. When they reach the Harbor, the notice the security. The are checking papers and also having a cleric use a heal check on you to determain if you are diseased. If you are free you are allowed to enter the harbor. There are 12 boats, 11 shipping boats, and 1 passanger boat. The passanger boat is full, and not heading that direction.

There is 2 shipping boats heading that direction, one leaving this afternoon/evening, the other in 2 days. The one that leaves right away, will cost 750 gold per person. A Diplomacy of 10 or Intimidate of 15 will reduce the price down to 600. A Diplomacy of 15 or Intimidate of 20 will reduce the price to 450. A Diplomacy of 20 or Intimidate of 25 will reduce the price down to 300. A Diplomacy of 25 or Intimidate of 30 will reduce the price down to 200. The reasoning he gives for such a price hike is that the ships aren't safe with all the Lycanthropes running around, and he doesn't want to be responsible for infecting other regions with it, and the ship is full. The trip takes 13 days due to the other stops that need to be made, once again he can be bribed to make that his first stop for 1500g. A Diplomacy of 20 will drop that to 1000, but no lower. If that is done they will arrive there with in 3 days.

The other Boat that leaves in 2 days, will only take 6 days to get there, as they don't have that many stops. The price for this Ship will be only 500 gold per person. A Diplomacy of 10 or Intimidate of 15 will reduce the price down to 400. A Diplomacy of 15 or Intimidate of 20 will reduce the price to 300. A Diplomacy of 20 or Intimidate of 25 will reduce the price down to 200. A Diplomacy of 25 or Intimidate of 30 will reduce the price down to 100. He also could not get there any quicker.

Ch 2.3 Arrival on the Island

Upon pulling into the Port of Xen'drik, they may make immediate spot checks to notice a warforge scout that is following them. There are many options open to the party at this point. Since no information has been givin to the party they are going to have to actually do some investigation work. The Port of Xen'drik is a open bazaar area, merchants trying to sell items to the people getting off the boats. Most of these items are completely worthless, and have no special meaning, a few are actually items from the old warforged of the Quori. And are actually worth something to the right collector. There are also lots of people looking for those who are into treasure hunting, and are selling trips to old temples and/or ancient sites. Once again these are for the ones that are just looking for a thrill, without any of the danger.

Gather Information 10 they will find out that a few days ago a grouping of warforged got off a boat and headed to the SW out of town.
Gather Information 15 they will find out that the warforged asked questions about a few dig sites, and bought excavation supplies.
Gather Information 20 they will find a man who will tell them about the dig site that he was working at that when they actually hit stone, these almost translucent looking warforged came through the stone door, and attacked his group, he was lucky enough to get away alive. And they weren't the first to ask about this. He gave a group of warforged a map to the location. 200g will escort them to the location that they were excavating. Name: Ervis Scrathin
Gather Information 25 they will also find that when the warforged headed out there was 1 single individual that was following behind them to not look together, but he definately seemed to be with them.

The group is 8 warforged and Lord Tyleer.

"Burst" Warforged Scout (CR3) Barbarian1, Scout1, PsychicWarrior1, SPD 60, HD 1d12+2d8+3(19-31hp), AC 21(+5armor, +5dex, +1size), Flat 15, Touch 15, BAB +1, Attack Dart +7 1d4, Full Attack Dart +7 1d4, Special Abilities Skirmish 1d6, Light Fortification, Feats Mithril Body, Dash +5spd, Speed of Thought +10spd Fort 4+, Reflex 2+, Will 0+, Str 10, Dex 20, Con 12, Int 10, Wis 15, Cha 8
Psionic Points 1, Psionic Power Catfall (As far as he knows, he doesn't have any)
Skills (40) Bluff 3, Gather Information 3, Hide 15, Jump 5, Listen 8, Move Silently 11, Search 4, Sense Motive 6, Spot 8
Possessions Boots of Striding and Springing

Ch 2.4 Traversing to the Dig Site

If the PC's have made there gather information checks and have procured the assistance of Ervis Scrathin to escort them back to the dig site, they won't have any encounters or any problems getting back there. Once again Burst will be following them. He will need to make 4 sneak checks, to not be seen/heard. If seen or heard he will attempt to escape and swoop in behind them again. It will take them 1.5 days travel this way.

If the PC's try to head out on there own, with directions from Ervis, they will not know the way to get there and will run into obstacles. This way will take them 3 days, and they will run into a scorpion pit. 2 Large Scorpions and 8 Small Scorpions.

Ch 2.5 Spectre's on the Horizon

When the PC's arrive at the dig site, there is no sign that anything has been disturbed in quite a while. There are actually 3 dig sites here, 2 are both side complexes that are empty and have been ransacked completely. The third is still close and is guarded by a group of Warforged Ghosts, who are still at rest in the "complex". There are a total of 10 ghosts in the complex, 1 captain and the rest are just standard guards. They were assigned with the protection of the complex by the Quori, and will only allow Kalashtar characters into the complex unharmed. Captain CR6 (Fighter4, Ghost2), Rest CR3 (Fighter1, Ghost2).

1. Entrance Door: Spot DC 20, Search 10, will reveal a key hole of sorts, this whole activates an electricity trap that covers the whole compound.

2. Captains Quarters: Secret Door DC 20, 5 dead warforged bodies lie here, each corpse covered in scorch marks Spot DC 10 to notice them, as quite some time has passed. Each warforged is in possession of an adamantine battle axe, adamantine plating armor, and adamantine shield. The Captain's battle axe is also +1 Improved Keen BattleAxe (18-20 Crit), he also has a Docent of Lesser Fire Guard (1d4) +1. There is a mix of hidden containers and items. 325 plat, 430 gold, 200 silver Search DC 15.

3 & 4. Storage Rooms for Warforged Parts, and Coating. Flame Touched Iron Plating, Cold Iron, Bykesh, Silver, and a few unknown Metalic Substances (BlueShine Steel(+1 cold damage per hit), Meteoric Iron(+1 fire damage per hit), Static Steel(+1 electricity)). Each is enough for either 1 light weapon (1-2), 1 medium weapon (3-4), or 1 large weapon (5-6).

5. Forge Room:

6. Guard Quarters: Search DC 15, 150 plat, 215 gold, 438 silver.
stupnick

12-29-07, 11:19 AM
any advice, comments, suggestions, on this?