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