Saturday, June 28, 2008

News

A slim figure slipped into the room quietly as not to disturb the man behind the desk too much with his entry.  The news he carried was bad enough, upsetting this man with a noisy entrance could make life even more miserable.  He slowly crossed the space between the door and the ornately carved and gilded darkwood desk.  He stood there a moment waiting for the man to put down the quill he was writing with, then politely cleared his throat when it appeared he hadn't been noticed.

"I heard you come in Cedric" said the man behind the desk.

"Yes, well." stammered the messenger. "I have news, mixed tidings that is m'Lord"

Cedric shifted uncomfortably and waited.

"Am I going to have to drag it out of you?" said the seated man not looking up from the parchment, anger creeping into his tone.

"Does m'Lord prefer the good tidings first," answered Cedric quickly "or the ba..."

"Seriously Cedric!  Do I look like I have time for games?"  He'd put down his quill and was now staring at the messenger.

"Whitehearth Sir!" Cedric replied averting his eyes to the richly carpeted floor.  "It's been located sir.  Whitehearth's been found"

The mans left eyebrow shot up. "Where?"

"The Mournlands sir"

His expression went from curiosity to vexation. "Cedric you are seriously trying my patience.  Of course the Mournlands.  WHERE in the Mournlands specifically?"

"About 35 miles east-north-east of the hamlet of Olkhaan, at the base of a hill.  I've not yet had time to draw up a proper map, but could have one in your hands before sundown."

"Yes, we'll need one."  The man stood up and moved from behind the desk to look out a window that overlooked the Dagger river over a mile below. "We've been looking for Whitehearth for the better part of 4 years now.  How was it found?"

"M'Lord, the Lady Elaydrin d'Cannith was able to fill us in on that.  Apparently a map of sorts exists at Rose Quarry.  She was somehow aware of this and the Lady was attempting to send a small band of of mercenaries to Whitehearth to recover some schema apparently lost there."

"Which mercenaries?  The adventurers that recovered the first schema?"

"The very ones M'Lord."

"Remind me what happened at the Broken Anvil."

Cedric paused.  This man never forgot.  What was he about?  "The team we hired tracked Elaydren to the Broken Anvil and confronted her there.  They were nearly interrupted by a band of Warforged that seemed to have some grudge against the adventurers.  The adventurers were overwhelmed and Lady d'Cannith was captured."

"What is known about these Warforged?"

"Very little, sir.  They left Sharn the next day bound for Rhukaan Draal."

The man stiffened at the window.

"What is the disposition of the adventurers?"

"Of four, two succumbed to their wounds, one is still recovering at the House Jorasco compound, and the last is staying somewhere in High Walls."

Turning from the window, the man moved to lean two fists on the desk.  "I should very much like to meet those two.  Tonight."

Thursday, June 26, 2008

New Direction

Ok Choices.


I have a couple directions we can go for the next few weeks so I'd like to poll you guys to see what you would be interested in doing.

Option A

Dungeon Crawl.  You've only uncovered the tip of the ice berg as Whitehearth is concerned.  What is behind the Yellow and Purple Keycharmed doors?  Now that Whitehearth is in the hands of the Lord of Blades, the lower levels need to be explored.

Option B

Mission Impossible style raid on the Tronlanport Shipyards.  The Lord of Blades realizes that elemental bound vehicles are going to be key in any future engagements.  He wants to get his hands on some airships but the greedy gnomes won't sell him any.  He needs the secrets of elemental binding that the Zil guard religiously stolen so he can begin building his own.

Option C

There are still thousands of Warforged that are held in Thrane and Karnnath as indentured servants.  Participate in a raid on one of these work camps to free some of the warforged from slavery.

Option D (Might still be a little low level for this but if none of the other options work for you)

The lands of Xen'drik contain many secrets.  The warforged were designed and built from some of the secrets found there and more and more wonderous things relating to the warforged are being discovered there.  The Lord of Blades will send you to Xen'drik to try and discover what secrets can be found 

Timeline - 24th June 08

3 Eyre

Evening
  • Explore Rose Quarry
  • Sneak into town from the North
  • Battle Glass Zombies
  • Battle in the Map room

4 Eyre

Midnight
  • Discover location of Whitehearth
1am
  • Negotiate with Fallon to take you to the edge of the Mournlands
6am
  • Enter Mournlands
10am
  • Defeat Skeletal wolves at battle site
3pm
  • Defeat Carcass Crab at site of large engagement
8pm
  • Find and enter Rose Quarry
  • Tome heads off to alert other Warforged of the discovery of Whitehearth


5 Eyre

8am
  • Leave Rose Quarry w/ Schema
  • Confront Emerald Claw

Misc Errata from Tuesday 24th of June

The module confused me as one of the rooms that is accessed via a orange keycharm is written as being accessed via a yellow keycharm.

There is actually only one orange keycharm that was found and you wouldn't have found any yellow or purple keycharms.

What this means to your characters is that there are 3 corridors your characters could not gain access to. 

Friday, May 30, 2008

Timeline - May 31

26 Therendor

4pm - Arrive Red Hammer Inn

7pm - Confront Angry Mob


27 Therendor

1am - Assault on the Rusty Anvil Inn

12 noon - Depart Sharn on Stormship for Rhukaan Draal


1 Eyre

Evening - Skeleton attack on Stormship


2 Eyre

11 am - Arrive Rhukaan Draal

11:30 am - Locate Failin

11:45 am - Defeat Bugbear ambush

11:50 am - Depart for Rose Quarry


3 Eyre

Twilight - Arrive Rose Quarry

Sunday, May 11, 2008

Preparedness

Preparedness

So as weeks go by I realize to do my job well requires being prepared.

I thought I was well prepared last week, however I realized as things went on that I could have been more prepared.

Mainly I thought to myself that it would have been awesome if I had made the macro's for initiative, attacks, and damage for each NPC ready, so that I didn't have to type "/roll d20+2" so many times.   So I've prepared that for this week.

I also should have been prepared for the conversation to go as it did.  I was hoping for a meaningful discussion of the warforged place in the world between the party and Blu.  However with the party typing responses it didn't have the "feel" of conversation so i cut it short.  Next time I'll demand people talk, even over each other, to simulate conversation.


Tuesday, May 6, 2008

The Backpack&Letter


The Backpack is a Heward's handy haversack, loaded with items

Center Pocket:

80 arrows
80 bolts
50 ft of silk rope
4 bedrolls
4 waterskins
3 days of trail rations for 4 breathers

Right Pocket:

1 everbright lantern
1 flint and steel
1 healer's kit
5 torches
3 sacks

Left Pocket

Letter from Lady Elaydren
3 vials of holy water
3 potions of cure light wounds
A tiny rod of blue metal, three inches in length, with a sapphire embedded at one end
1 pouch containing 150pp
1 casket containing 500gp
A letter of credit for House Lyrandar to cover passage to Rhukaan Draal.



Wednesday, April 30, 2008

Bash - Journal Entry #2

Sharn
Chuk and I arrived in Sharn around the noon-time bell. Luckily for its residents this place is known as the City of Air because I have not seen so many breathers in one place since some of the engagements of the war. It is truly a sight to behold.

As expected our travel documents were almost immediately inspected. Perhaps they should check some of the human filth aboard the train and leave us alone.

As we were unsure of the route to Dorasharn Tower, we sought directions from a beggar. Even in squander these people would rather leverage more than a fair bargain for simple information. We left him with a few coppers and proceeded to ask directions from a local warforged. I made a note to locate this brethern later so I can perhaps learn more of this place.

We arrived at Dorasharn tower in Dura, Old Keep ward a short time later. The area was rife with citizens trying to hawk useless junk. However Chuk wished to browse a moment in case his he could discern something useful amongst the trinkets. It was to no avail.

After a short search we located the sewer entrance. An incredible maze of filth and refuge. Its designers must have been genius - or insane. Either way this was our path.

If my face could show emotion it would have this day. Beyond reason we encountered two inert warforged a short way into the sewer. A quick inspection showed them to simply be inert so we proceeded to repair them on the chance they had information on this place. During this time we were suddenly attacked by one of the the denizens of this place. I think it is called a krok-o-dile. I shall have to inquire on it further later. While formidable it was no match for Chuk, myself and our newly awoken comrades Virga and Fletch. We learned from them that they worked with Sabre and had been made inert when they were abandoned by their human comrades. I think we may have to exact some recompense on the humans later.

On Virga and Fletch's recommendation we proceeded further into the sewer. Here we encountered a slimy beast that much surely have been the bane of many warforged. The creature's mere touch dissolved metal and wood. I myself was affected when I slammed it. Luckily we learned that crushing it with rocks was an effective counter to its touch.

A short while later - with Virga scouting ahead - we located the remains of a battle and yet another inert warforged. Lo and behold it was none other than Sabre. We searched a nearby ruin and found the remains of three iron defenders. Perhaps Chuk's skills can be put to use to create a 4-legged companion.

Sabre has indicated that we must search for some schema. It seems our short adventure is about to stretch beyonds its humble beginnings.

The Red Hammer

Here is the information about the inn I mentioned. I had also said it was a place that was friendly to the Lord of Blades, similar to an Irish pub that supports the IRA, however that was a mistake. The attitudes of the propietors will come out in the campaign.

Excerpt from: Sharn. City of Towers.

Blackbones (in the Cogs level, under Tavick's Landing)
District Type: Industry district
Buildings: Temple (Onatar), poor lodging (2),
poor food (7), poor trades (60), poor services (30)

First Impression: Heat and the smell of smoke fills
the air. The long passages are dimly lit and coated
with soot, and the inhabitants are dour folk focused
on their work.
Social Class: Lower class

Blackbones is located under Tavick’s Landing, and
stretched west toward the center of Sharn. In most
respects it is similar to Ashblack; it is slightly newer,
and the corridors are a little wider and better lit. Like
Ashblack, there are a considerable number of warforged
laborers in this district, and a few businesses
have sprung up around these constructs.

The Pool of Onatar’s Tears: When the engineers
were building Blackbones, they discovered a bizarre
phenomenon—a small pool of cool, crystal-clear water
surrounded by a larger pool of blazing lava. In addition
to surviving the heat, the water actually seemed to
be replenished by an unseen source. Curious, a dwarf
priest ordered a forge set up near the pool. A skilled
smith, he found that if he used the heat of the lava and
then tempered his work in the cool water, his work
was far better than what he was used to producing. He
declared the site to be the work of the sovereign lord
Onatar. Today, smiths and metalworkers from across
Khorvaire come to Sharn to be blessed at the pool. A
temple has been built around the pool, and services
to Onatar are held within. Those who seek a special
blessing are allowed to dip their hands into the water,
which is said to enhance their own talents.
The powers of the pool may be largely legendary,
but they are not completely false. Anyone who
tempers a metal item using water from the pool
receives a +2 bonus on the associated craft check,
though the priest rarely allows anyone to take water
from the pool. And if a priest or adept casts a spell
from the Artifice domain within 10 feet of the pool,
his effective caster level is increased by 2.
The current caretaker of the pool is actually a
warforged—one of the few warforged priests on Khorvaire.
Smith served in the Last War; along the way he
developed a deep faith in Onatar, who he believes
guided humanity to create the warforged race. Smith
believes that the god has a plan for the warforged,
and he has done his best to get other members of the
warforged community to embrace his vision. Smith
is deeply opposed the violent ideology of the Lord of
Blades, and firmlybelievesthatthewarforgedandthe
creatures of flesh are meant to live together.

The Red Hammer: This unusual business is an
inn—for warforged. Warforged do not need to eat,
drink, or sleep, but they can still hunger for camaraderie.
The Red Hammer is a place for warforged to
gather, make new friends, and exchange stories. The
Hammer is owned by two warforged, Blue and Crucible. The official
story is that Blue bought the Hammer with a cache
of gold he found during the Last War. Blue and Crucible
are on good terms with Smith, and both support his
views as opposed to those of the Lord of Blades.
In addition to companionship, the Hammer is a
source for repairs and cosmetic improvement for warforged;
costs are equivalent to those of a house of healing.
Warforged characters receive a +1 circumstance
bonus on any Gather Information or Knowledge
(local) checks made in the Red Hammer.

Timeline - April 29th

26 Therendor

12 noon: Arrive in Sharn

12:10: Disembark - Travel documents checked by Sentental Marshals.

12:15: Question beggar

1:30: Arrive at Dorasharn tower in Dura, Old Keep ward, lower levels

1:40: Rat's market - Nothing of interest

1:55: Sewer encounter - two inert warforged & crocodile

2:10: Underground encounter with grey ooze

2:15: Locate Sabre: Search ruins


In the Ruins of the forge you found: MW heavy mace, MW rapier, remains of 3 iron defenders, which can be salvaged and made whole once Chuk is capable to creating a homunculus. If the parts are used, the 75g materials cost and DC 14 craft check to create the body, can be waived, however it requires the use of the good parts from all three to make one complete body.

Monday, April 28, 2008

Virga

Virga

 
Warforged Rogue 1
True Neutral
Representing Chris
 
 
Strength 10 (+0)
Dexterity 16 (+3)
Constitution 12 (+1)
Intelligence 14 (+2)
Wisdom 8 (-1)
Charisma 6 (-2)
 
Size: Medium
Height: 6' 0"
Weight: 270 lb
Skin: Silvery
Eyes: 
Hair: None
 
Total Hit Points: 6
 
Speed: 40 feet [quick]
 
Armor Class: 17 = 10 +3 [dexterity] -1 [aggressive] +5 [mithral plating]
 
Touch AC: 12
Flat-footed: 14
Initiative modifier: +5 = +3 [dexterity] +2 [aggressive] 
Fortitude save: +1 = 0 [base] +1 [constitution] 
Reflex save: +5 = 2 [base] +3 [dexterity] 
Will save: -1 = 0 [base] -1 [wisdom] 
Attack (handheld): +0 = 0 [base] 
Attack (unarmed): +0 = 0 [base] 
Attack (missile): +3 = 0 [base] +3 [dexterity] 
Grapple check: +0 = 0 [base] 
 
 
Region of Origin: Mournland
 
Languages: Common Giant Orc 
 
 
 
Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing]
 
Short Sword [1d6, crit 19-20/x2, 1 lb, light, piercing]
 
Hand Crossbow [1d4, 10-20/x2, range incr 30 ft., 2 lb., piercing]
 
 
Feats: Mithral Body 
 
Traits: Aggressive, Quick
 
 
Action Points: 5 (this level)
 
Appraise Int 2 =  +2  
Balance Dex* 7 =  +3 +4 
Bluff Cha -2 =  -2  
Climb Str* 0 =  +0  
Concentration Con 1 =  +1  
Craft_1 Int 2 =  +2  
Craft_2 Int 2 =  +2  
Craft_3 Int 2 =  +2  
Decipher Script Int 4 =  +2 +2 
Diplomacy Cha -2 =  -2  
Disable Device Int 6 =  +2 +4 
Disguise Cha -2 =  -2  
Escape Artist Dex* 5 =  +3 +2 
Forgery Int 2 =  +2  
Gather Information Cha -2 =  -2  
Heal Wis -1 =  -1  
Hide Dex* 7 =  +3 +4 
Intimidate Cha -2 =  -2  
Jump Str* 4 =  +0  +4 [speed 40] 
Listen Wis 3 =  -1 +4 
Move Silently Dex* 7 =  +3 +4 
Open Lock Dex 7 =  +3 +4 
Perform_1 Cha -2 =  -2  
Perform_2 Cha -2 =  -2  
Perform_3 Cha -2 =  -2  
Perform_4 Cha -2 =  -2  
Perform_5 Cha -2 =  -2  
Ride Dex 3 =  +3  
Search Int 6 =  +2 +4 
Sense Motive Wis -1 =  -1  
Spot Wis 3 =  -1 +4 
Survival Wis -1 =  -1  
Swim Str** 0 =  +0  
Tumble Dex* 7 =  +3 +4 
Use Rope Dex 3 =  +3  
 
 
* = check penalty for wearing armor
 
 
Warforged
+2 constitution, -2 wisdom, -2 charisma (already included)
Composite plating makes armor unusable, 5% arcane spell failure
Cannot heal damage naturally
Does not eat, sleep, breathe
25% chance to avoid criticals and sneaks
-1 to -9 hp, inert but not progressing to death
Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion
Slam for 1d4 bludgeoning
Mithral body gives --2 armor check penalty on certain skill checks.
 
Rogue
Sneak Attack +1d6
Trapfinding
Evasion (level 2)
Trap Sense (level 3)
Uncanny Dodge (level 4)
Improved Uncanny Dodge (level 8)
Special Abilities (choices begin at 10th level)
 
Class HP rolled 
Level 1: Rogue 5 
 
Virga's Equipment:
 
Short Sword, Dagger, Hand Crossbow
Crossbow bolts (quiver of 10) x10
Backpack
Candle
Case (for map or scroll)
Chalk
Flint and steel
Pouch x1
Rope (50', silk) x1
Torches x1
Thieves' tools

Thursday, April 24, 2008

Bash - Journal Entry #1

It Begins
Mournland has been my home since the war ended. Since then I have been content to serve my new Lord within the ruins of my homeland. However, the cause requires my services once again. Therefore I travel abroad once more.

21st Therendor
Commander Cutlass has asked myself and the Artificer Chuk to travel to Sharn to find and assist Sabre - assuming he still functions. It seems that the commander has laid the main burden upon Chuk as he indicated that my primary responsibility is to ensure that Chuk is protected. While I wonder what special skills Chuk may possess in this matter, I do not question. I serve to maintain the order required to perpetuate peace. Without that we shall surely return to the chaos and destruction of the war. He also requested that we avoid hurting any Brelish folk if we could. They were our closest sympathizers.

We set from camp and made West to the lightning rail. Our intention was to follow it all the way to Vathirond where we were to obtain our travel papers, purchase passage to Sharn, and search for Sabre. However travel is rarely without incident.


22nd Therendor
Just before dawn we encountered one of the many living spells that plague this land. If there is anything that embodies chaos and disorder it is surely these spawns of the Mournland. Order must be returned to the land. There was no option but to slay the abomination. As I was unable to discern the specific nature of the creature I went for the same approach that served so well during the War - smash it with my heavy mace. I was quickly schooled in that rash choice. My attacks were ineffective and it was only Chuk's quick thinking and magic that managed to free me from its web-like grasp. It seems Cutlass' faith in the artificer is well-placed.

We travelled on.

Late in the afternoon we arrived in a small village. The humans here were well-armed and unfriendly. Luckily we convinced them that we meant no harm and were simply attempting to pass through on our way to Vathirond. The prejudice so often accompanying these people was quickly evident when we were asked to walk around the town. Not wanting to initiate trouble we complied without incident.

23rd Therendor
We were greeted at the gates of Vathirond at dawn. It was not a friendly greeting. It seems the people of the village somehow singled ahead that we were coming. The guards wanted to know our business and to see our travel papers. While inconvenient, I can appreciate the desire of the guards to keep out troublemakers. Once again Chuk's talked our way to safety. The guards agreed to follow us to our locker in order to retrieve our travel papers. We made no mention of what else we saught in the locker. Upon inspection we were set free upon our. However I seemed to get a hint of disappointment that the guards earned no money from us. Perhaps they are not paid well these days.

We purchased tickets to Sharn and a few small spell scrolls for Chuk and made our way to the train for the 8:30 departure.

24th Therendor
The train was crowded. Even so, the passengers avoided us as best they could. Intriguing that they trust strangers of their own kind more readily than two warforged. Do they not realize that most of the violence encurred upon their loved ones was at the hands of other humans?

There was one exception.

25th Therendor
Around 2am, a small female approached us while the rest of the car's occupants slept. At first I mistook her for a gnome. However she was simply a young human girl of age. She may have seen 3-5 years. Never have I met such a thirst for knowledge! Even that halfling Thraven we lost in Thrane was no match for the sheer desire this one had to know of us.

It seems Annie - as she was named - was on her way to Wroat with her mother in order to visit her grandmother. She wished to know all about us. Who we were. Where we were headed. Why this? Why that? Why? Why? Why! She also asked for some food. Unfortunately I had none to share as I do not require it. After several minutes her mother awoke and fearfully removed Annie from our presence. I actually think I could learn to like that child.

The rest of the daylight hours passed without incident. It was when the sun went down that things got turbulent once again.

I have seen it many times. Alchohol brings courage... and foolishness. Three drunk leftovers from the War decided to vent their frustration upon Chuk and I. No amount of talking could dissuade them. No knowing who they were we decided to dispatch them by knocking them out. They got the best of Chuk but luckily I was able to subdue 2 of them before Annie retrieved the guards. With her assistance we convinced the guards that we did not start the altercation. They apologized and provided us with a potion to revive Chuk to consciousness. What I don't understand is why the drunkard were moved up to higher class seat while we remained in steerage. Blind mistrust and prejudice is my guess.

When the train arrived at the station where Annie was disembarking I quietly slipped her 2 silver. It was a small thanks for her assitance. Hopefully one human more human will grow up without fear of us.

26th Therendor
There was to be one more "incident" before we arrived at our destination.

While contemplating the outcome of the drunken brawl I took notice of a cutpurse removing the bag of a fellow passenger who was walking done the aisle. Even with all the onlooking, jeering, and downright rude behaviour I could not let this pass. Society requires rules. The rules must be applied evenly and fairly or anarchy we quickly develop. The cutpurse needed to be confronted. No one else had noticed the theft so it fell upon me to do it.

Of course the fool denied his actions. He even pulled a knife on me. I simply stepped back and asked the surrounding people if this person should be allowed to continue on his way and perhaps victimize them. I was astounded that not a single person stepped up. Scared sheep they are. I did notice however that the victim moved off to another car to get the guards so I simply indicated that if no one else here seemed to care then I would not interfere. It was a ruse of course. I was ready to pounce should the pickpocket seek to escape. Force was not required however. The guards arrived, searched the cutpurse and found the loot. The goods were returned and the thief removed. The only thanks I received was from the victim.

That was good enough for me.

The train has arrived in Sharn and we are ready to begin searching for our warforged brother.

Wednesday, April 23, 2008

Chuk's Journal - 26th Therendor

Commander Cutlass has given myself and Bash orders to further investigate the disappearance of one of our kind. I feel very important to be placed on this mission. Being the only artificer for our outpost I did not expect this, but Cutlass has felt it necessary for me to accompany Bash into the land of Humankind.

Humans are an interesting species. Their offspring seem to be very open minded about us Warforged and do not show much fear. The adults on the other hand seem to be very fearful or uneasy. I don't really know what to make of these humans yet and I would rather stay away from the drunk ones from this point forward.


Bash is also a very interesting character. We both witnessed an altercation between two humans, and Bash intervened to assist the one human who had his purse stolen. Personally, I would have not said anything as it had nothing to do with me. Who really cares what these humans do to each other? But as long as I have known Bash, he has always been one to stick to follow the rules and do what is right.


Soon we will reach Sharn. I look forwards to what magical energies this city holds for us.

Online Game - First thoughts

I think all in all things went smooth.

Issues we faced:

  1. Getting the campaign maps to show up on Cary's server.
  2. Token's for NPCs
  3. Maps needed for visuals even in the absence of an encounter
  4. Connection issues for Maptool and Teamspeak

1.  I think we have this sorted out.  We had an idea that I could directly upload maps to Cary's server but we ended up having to send them to cary via gmail and having him manually load em.  Lesson learned.

2.  This is a GM preparedness issue.

3.  I think for the lightning rail encounter with the sentinel marshals, it would have been useful to have a map of the station ready, even if the characters weren't going to be attacked, or attack back.  The visual of the station and the Marshals would have helped set the stage I think.  As for the drunken brawl on the lightning rail, I should have had tokens and a map of the train car ready.   My bad.

4.  I think this will happen occasionally as new players connect for the first time, however i think we'll be set for now.

Overall I think I've learned a little about how an online campaign might have small differences to a face-to-face game, and I think this online campaign will work.


Current Timeline - April 22nd

Campaign stated on Therendor 21st, YK 998 at 11:45 when the PC's were called to Lieutenant Cutlass' office.

22nd Therendor

4 am: Living Web Spell

Afternoon:  Small Thorp of Uchilnel


23rd Therendor

5 am: Two Sentinel Marshals outside of Vathirond

8:30 am:  Ligthning Rail leaves Vathirond.  Travel time is 2 days, 3 hours


24th Therendor

2 am:   Inquistive child


25th Therendor

Evening: Drunk passengers


26th Therendor

9 am: Cut purse

12 noon:  Arrive in Sharn

Monday, April 21, 2008

Chuk

Chuk

Genderless Warforged Artificer 1
Chaotic Neutral
Representing Cary

Strength 8 (-1) Size: Medium
Dexterity 14 (+2) Height: 6' 7"
Constitution 10 (+0) Weight: 300 lb
Intelligence 15 (+2) Skin: Silvery
Wisdom 8 (-1) Eyes:
Charisma 12 (+1) Hair: None

Total Hit Points: 6

Speed: 30 feet

Armor Class: 14 = 10 +2 [dexterity] +2 [armor plating]

Touch AC: 12
Flat-footed: 12

Initiative modifier: +2 = +2 [dexterity]

Fortitude save: +0 = 0 [base]
Reflex save: +2 = 0 [base] +2 [dexterity]
Will save: +1 = 2 [base] -1 [wisdom]
Attack (handheld): -1 = 0 [base] -1 [strength]
Attack (unarmed): -1 = 0 [base] -1 [strength]
Attack (missile): +2 = 0 [base] +2 [dexterity]
Grapple check: -1 = 0 [base] -1 [strength]

Light load: 26 lb. or less
Medium load: 27-53 lb.
Heavy load: 54-80 lb.
Lift over head: 80 lb.
Lift off ground: 160 lb.
Push or drag: 400 lb.

Region of Origin: Mournland

Languages: Abyssal Common Infernal

Feats:
Point Blank Shot
Scribe Scroll [free to artificer]

Traits:
Action Points: 5 (this level)

Skill Name Key Ability Skill Modifier Ability Modifier Ranks Misc. Modifier
Appraise Int 2 = +2
Balance Dex* 2 = +2
Bluff Cha 1 = +1
Climb Str* -1 = -1
Concentration Con 0 = +0
Craft_1 Int 6 = +2 +4
Craft_2 Int 6 = +2 +4
Craft_3 Int 4 = +2 +2
Decipher Script Int 4 = +2 +2
Diplomacy Cha 1 = +1
Disguise Cha 1 = +1
Escape Artist Dex* 2 = +2
Forgery Int 2 = +2
Gather Info Cha 1 = +1
Heal Wis -1 = -1
Hide Dex* 2 = +2
Intimidate Cha 1 = +1
Jump Str* -1 = -1
Knowledge (arcana) Int 6 = +2 +4
Listen Wis -1 = -1
Move Silently Dex* 2 = +2
Perform_1 Cha 1 = +1
Ride Dex 2 = +2
Search Int 2 = +2
Sense Motive Wis -1 = -1
Spellcraft Int 6 = +2 +4
Spot Wis -1 = -1
Survival Wis -1 = -1
Swim Str** -1 = -1
Use Magic Device Cha 5 = +1 +4
Use Rope Dex 2 = +2
* = check penalty for wearing armor

First-level Artificer infusions: 3 (2+1) per day

Warforged
+2 constitution, -2 wisdom, -2 charisma (already included)
Composite plating makes armor unusable, 5% arcane spell failure
Cannot heal damage naturally
Does not eat, sleep, breathe
25% chance to avoid criticals and sneaks
-1 to -9 hp, inert but not progressing to death
Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion
Slam for 1d4 bludgeoning

Artificer
New class per Eberron campaign setting
Artificers are entitled to bonus feats every 4 levels, included here.
See the campaign sourcebook for more on artificers.

Class HP rolled
Level 1: Artificer 6

Chuk's Equipment:
0 lb
_____
Weapons / Armor / Shield (from above)

Saturday, April 19, 2008

Bash

Bash


Male Personality Warforged Fighter 1
Lawful Neutral
Representing Jay

Strength 15 (+2)
Dexterity 13 (+1)
Constitution 16 (+3)
Intelligence 12 (+1)
Wisdom 8 (-1)
Charisma 6 (-2)
Size: Medium
Height: 6' 8"
Weight: 310 lb
Skin: Silvery
Eyes:
Hair: None

Total Hit Points: 15

Speed: 20 feet [adamantine]

Armor Class: 19 = 10 +1 [dexterity] +8 [adamantine plating]

    Touch AC: 11
    Flat-footed: 18

Initiative modifier: +4 = +1 [dexterity] +3 [warforged fighter option]
Fortitude save: +5 = 2 [base] +3 [constitution]
Reflex save: +1 = 0 [base] +1 [dexterity]
Will save: -1 = 0 [base] -1 [wisdom]
Attack (handheld): +3 = 1 [base] +2 [strength]
Attack (unarmed): +3 = 1 [base] +2 [strength]
Attack (missile): +2 = 1 [base] +1 [dexterity]
Grapple check: +3 = 1 [base] +2 [strength]

Light load:
Medium load:
Heavy load:
Lift over head:
Lift off ground:
Push or drag:
66 lb. or less
67-133 lb.
134-200 lb.
200 lb.
400 lb.
1000 lb.

Region of Origin: Mournland

Languages: Common Dwarven

Heavy Mace [1d8, crit x2, 8 lb., one-handed, bludgeoning]

Longbow [1d8, crit x3, range inc. 100 ft, 3 lb, piercing]

Feats:

    Adamantine Body

Traits:

Action Points: 5 (this level)

Skill Name
Key
Ability
Skill
Modifier
Ability
Modifier
Ranks
Misc.
Modifier
Appraise Int 1 =
+1
Balance Dex* 1 =
+1
Bluff Cha -2 =
-2
Climb Str* 4 =
+2
+2
Concentration Con 3 =
+3
Craft_1 Int 5 =
+1
+4
Craft_2 Int 1 =
+1
Craft_3 Int 1 =
+1
Diplomacy Cha -2 =
-2
Disguise Cha -2 =
-2
Escape Artist Dex* 1 =
+1
Forgery Int 1 =
+1
Gather Information Cha -2 =
-2
Heal Wis -1 =
-1
Hide Dex* 1 =
+1
Intimidate Cha 2 =
-2
+4
Jump Str* -2 =
+2
+2 -6 [speed 20]
Listen Wis -1 =
-1
Move Silently Dex* 1 =
+1
Perform_1 Cha -2 =
-2
Perform_2 Cha -2 =
-2
Perform_3 Cha -2 =
-2
Perform_4 Cha -2 =
-2
Perform_5 Cha -2 =
-2
Ride Dex 1 =
+1
Search Int 1 =
+1
Sense Motive Wis -1 =
-1
Spot Wis -1 =
-1
Survival Wis -1 =
-1
Swim Str** 2 =
+2
Use Rope Dex 1 =
+1

* = check penalty for wearing armor

Warforged fighter racial substitution levels give d12 hit dice (included), plus intimidate as a class skill.

Warforged fighter racial substitution level 1 gives +3 on initiative (included) and +3 on saves vs fear. The cost is the normal fighter's first-level bonus feat.

Warforged

  • +2 constitution, -2 wisdom, -2 charisma (already included)
  • Composite plating makes armor unusable, 5% arcane spell failure
  • Cannot heal damage naturally
  • Does not eat, sleep, breathe
  • 25% chance to avoid criticals and sneaks
  • -1 to -9 hp, inert but not progressing to death
  • Immune to poison, sleep, energy drain, disease, nausea, paralysis, fatigue, exhaustion
  • Slam for 1d4 bludgeoning
  • Adamantine body gives -5 armor penalty on certain skill checks.
Fighter

  • Bonus Feats (already included)

Class HP rolled
Level 1: Fighter 12

Bash's Equipment:

    11 lb
    3 lb
    2 lb
    2 lb

    4 lb
    5 lb
    1 lb

    1 lb
    _____
    29 lb
    Weapons / Armor / Shield (from above)
    Arrows (quiver of 20) x1
    Backpack
    Caltrops
    Flint and steel
    Grappling hook
    Rope (50', silk) x1
    Sacks x1
    Signal whistle
    Whetstone

    Total

Wednesday, April 16, 2008

Tuesday April 22nd

The official start to the campaign.

Starring

Jay Vandendool as Bash - Warforged Fighter
Cary Lee as ??? - Warforged Artificer

I can run the campaign with just two players.  With Adamantine body, Bash will be able to adsorb a lot of punishment, I might not even need to change the encounters I have set up.  I will however make some parts easier if needed.  Hypertext d20 has a good encounter level calculator so I should be able to keep things challenging without being ridiculous.

I purchased Forge of War and it's pretty fascinating.  One of the things it has suggestions for is "Flashback" adventures.  I'm going to assume Jay and Cary's characters have known each other along time.  So I hope they can work together to give me a skeleton backstory that we can flesh out over the coming months.

If anyone else wants in let me know. As always people can join the campaign anywhere along, we can come up with some explanation for the character to join. 


Friday, April 11, 2008

Warforged Undead?

From Derek:

Here’s one for the Blog. If I didn’t know better I’d swear Curtis wrote this question himself. Found this in the D&D FAQ on the Wizards of the Coast website.

 

Can a warforged be animated as or transformed into an undead?

 

A warforged isn’t immune to necromancy effects, so it can be animated as or transformed into an undead, as long as the effect, template, or monster description doesn’t otherwise bar it. For example, only humanoids and monstrous humanoids can become vampire spawn (according to the vampire’s create spawn special attack), so a warforged couldn’t become a vampire spawn. Another example: The zombie template states that it “can be added to any corporeal creature… that has a skeletal system.” (MM 265) A warforged is certainly a corporeal creature, but it doesn’t seem like a warforged has a skeletal system, so it couldn’t be animated as a zombie.

 

Derek J Myers

Wednesday, April 9, 2008

Tuesday April 15th

There seems to be enough interest to try and run an online campaign.  Even if only as an experiment to see if the concept works.

As such, I will attempt to run the first game on Tuesday April 15th.  I'll have the server up and running hopefully around 7:00 pm, with the intention of starting the adventure around 8:00 pm.  I will be in attendance for the face-to-face game this Sunday so we can discuss any last minute questions people might have.

Let me know if you can/can't make it Tuesday the 15th by leaving a comment.  I believe Dave is out.

I was going to have the party go through random encounters before starting the main adventure, however, I'm thinking now I should just go onto the adventure.  Why waste time with random encounters simply to level the characters.  Move onto the brunt of the content right away.  

Should be interesting.


Sunday, April 6, 2008

Online Campaign?

As we've decided to go to Derek's Eberron campaign after the Reavenloft game,  Neil as suggested that possibly we could run a mid-week on-line game.

I'm game for this, but it depends on how many people can play.

I am available every tuesday night.  I have a pharmacist who works tuesday nights exclusively.

So I'd love to know how many people are interested in a online, tuesday night campaign.


Wednesday, April 2, 2008

Campaign on hold

From Derek:

Good afternoon, Curtis

 

There’s been some talk among the group regarding your proposal to run a Warforge game. I think we’re all very interested in the concept and I think we’re all starting to come up with interesting character concepts. However, I think the bigger question we need to address before we put any more time and effort into this game is whether or not now is the best time to start it?

 

The biggest hurdle we all see is your ability to play, in person, on a consistent basis. I understand that the drive from Orangeville to my place is an hour plus on a good day. And we know that you have responsibilities to Shopper’s Drug Mart and most importantly to Katy and Gus. We’re concerned that if you want to be the DM we need a firm commitment from you that you will be there in person more than 50% of the time. We’re thinking 3 out of 4 weeks. If you don’t think that his is realistic then perhaps we should put this idea on hold.

 

Before you introduced your Warforge campaign idea the rest of the group seemed very keen to go back to the game I was running before the Ravenloft module. I deliberately left a number of major plot points hanging and unresolved so that returning to the game would be seen as exciting and not just stop-gap while we wait for 4th edition. I know that you weren’t as involved in my game as the rest of the group and I imagine that this presents you with some reservation about us going back to it. I’m happy to work with you to either flesh out the character you played (Jackson the pirate, I believe), or we can introduce a brand new character. I’m hoping to run my game for about 4-6 months. Depending on what the party does, I can leave it as a cliff hanger or wrap it up at that time. But this should move us far enough ahead that 4th edition will be out and we’ve had enough time to review the new rules.

 

Jay has a large campaign (set in Eberron) that he’s itching to run. He has already said that he won’t begin the campaign until the 4th edition is out. And I assume he’ll need a little bit of time to create monsters and NPCs and get a good feeling for the new rules.

 

If we opt to play my game for a few months, and then move on to Jay’s campaign, it could be a year or more before we’re ready to start something brand new (like the Warforrge game). Keep in mind babies are on the way at the end of the summer so that will no doubt throw a wrench into everyone’s gaming plans.

 

So there you have it. Let me know what you think. I’ve copied Neil on this email. He and I have been discussing the above without involving the rest of the group too much. We wanted to get your impressions before we got everybody involved in the discussion. Let us know what you think.

 

Later bud. Have fun in Florida and wish my best to Katy and Gus.

 

Derek J Myers

Sunday, March 30, 2008

Lord of Blades Reading Material

Here are a few articles of interest I've pulled from the web.

As you read them, keep in mind the perspective of the writer on the subject.

http://en.wikipedia.org/wiki/Warforged

http://dndvault.ign.com/View.php?view=Columns.Detail&category_select_id=1&id=149
http://dndvault.ign.com/View.php?view=Columns.Detail&category_select_id=1&id=151

http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=460
First slot of the Table. This information is specific to D&D online, however, as this identifies the favoured weapon of the Lord of Blades is a greatsword, Clerics of Blades can wield one.
http://ddo.tentonhammer.com/index.php?module=ContentExpress&func=display&ceid=508
Again DDO info, but interesting to read.

http://www.wizards.com/default.asp?x=dnd/ebds/20040705a
http://www.wizards.com/default.asp?x=dnd/ebds/20050627a
http://www.wizards.com/default.asp?x=dnd/ebds/20050711a

http://www.coveworld.net/eberron/rules.html#alignment

http://www.angelfire.com/dragon3/captainjarlot/index.html
See 17-20,99-100, 107, 171-172, 243-244, 257, 273-275, 325, 337-338, 341, 356, 361, 368-369, 416, 456