Wednesday, April 30, 2008

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