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.