Thursday, June 25, 2020
Eberron: All Over Again [Side Quest Material]
Sunday, June 14, 2020
Eberron Episode III: Stolen Goods
- Deep Fried Frog Crunchies. Served with risotto, breadsticks and ale. (50gp) For the next 4 hours, choose one target. You have advantage on Charisma checks against the target for the duration.
- Gnomish Pasta with aged cheese and tomatoes. Served with wine. (75gp) For the next 24 hours, you may add 1d4 to one ability check.
- Ramen Gnomebowl. Served with pork slices, fresh mushrooms and wine. (100gp) For the next 24 hours, you may add 1d4 to one saving throw.
- A Gnome's Feast. Roasted Whole Chicken, served with crunchies, bread, risotto & wine. (150gp) For the next 24 hours, you may add 1d4 to any saving throw.
- Word around the city is that the Hopping Hammer got fleeced recently. It is very obvious that you and your friends are responsible.
- Any aspiring thieves know that you have to find a fence for your goods. Someone who is willing to accept the stolen goods and knows of ways to profit from them.
- But before that... I'd like to know one thing
"You see piercing amber eyes staring at you from the shadows around you. It creeps towards you slowly, revealing itself to be a velociraptor armed with sharp teeth and claws. Then several more appear with drool hanging from their terrifying teeth. Intimidating-looking Halflings also step out from the shadows, cutting off any means of escape."
- You and I don't want to things to get ugly, so answer my questions and you might go free.
- Who are you? You working for the Tyrants? Show me your true form!
- What have you to gain by stealing from Daask? Huh?
- Extremely unlikely, but... did House Tarkanan send you?
"Please roll an insight check with advantage."
Friday, June 12, 2020
Eberron Episode II: Part 4, Sabotage?
BACKGROUND
Tuesday, June 9, 2020
Eberron Episode II: Part 2, You May Not Leave
If players try to leave Starilaskur by lightning rail...
...they're gonna have to wait for a while before that could happen. House Orien is concerned for the customer's safety and has shut the trains down temporarily."A few days passed after you first started your journey. A strange mysterious dust cloud appear out of seemingly nowhere. Needless to say, this dust cloud heavily obscured your vision to the point where you could not see where you're headed to.
You were able to make out some kind of shelter in the dust storm. There seems to be nowhere else to go. What do you do? "
Kalkia the gynosphinx was once a mighty warrior that battled monsters for the thrill of it, and she bears many scars as signs of her years of combat, including a long gash that begins on her left temple, crosses her left eye and her leonine muzzle, and terminates at her right jaw. She was tasked by one of the gods with defending a legendary relic in this dungeon, and commanded to not let any intruders through unless she was bested.
Kalakia stayed true to this command for something approaching one thousand years, but time has made her bored and weary. She hasn’t had anyone but the boorish manticores that have made their nest in the unprotected parts of this dungeon for company for the past hundred years, and she’s desperate for entertainment. As soon as the adventures enter her domain, she traps them and forces them to answer her riddles—if only to inject some amusement into her life. The entertainment boosts her mood immensely, and she ultimately figures that any adventurers that successfully solve one of her riddles has technically “bested” her, thus fulfilling her obligation.
START!!
You enter a room at the base of a short staircase, with tall walls on either side of you. After ascending the stairs, you emerge into a sandy arena, dimly lit by torches burning with blue flame. The door slams shut behind you, and iron bars slide into place in front of it. Before you stands a majestic sphinx, her long and unruly mane decorated with splendid golden finery. A raucous wave of cheering and jeering erupts around you, and you see nearly a dozen manticores sitting in amphitheater-style seating all around the room.
“Welcome, esteemed guests,” the sphinx purrs. “I am Kalakia. Behind me is the treasure I have been tasked by the gods to not relinquish unless I am bested.” She yawns loudly and crosses her paws. “But I have stood vigil here for an eon, and I grow bored. Perhaps being bested in a game of riddles would be suitable to release me from my charge?”
Kalakia stamps a paw and the blue flames illuminating this room grow brighter, revealing innumerable bas relief carvings all along the walls of this chamber. The carvings depict gods, mythic locales, monsters, spells, and artifacts wielded by mighty heroes.
Kalakia’s Riddles
Monday, June 8, 2020
Eberron Episode II: Part 1, Starilaskur Lock Horn Championship
Vathirond & Starilaskur is roughly 200 miles away from each other. That would take about two weeks of travel to cover that distance. Using the lightning rails reduces the travelling time about 4 to 6 hours.
Thursday, June 4, 2020
Upscaling the Danger (Ongoing)
Mini-Adventure 1: Hatred Like Clawed Wind
Mini-Adventure 2: Love Like Raging Fire
- 4 Thugs
- 1 Salamander
Mini-Adventure 3: Envy Like Crushing Earth
Mini-Adventure 4: Greed Like Fathomless Water (Completed)
Mini-Adventure 5: Fear like Dark Oblivion
End of the Saj Festival: Saj's Fun Showdown
The Blood Sport
Eberron: Derailed
- Fodder: A group of bandits Gossan could afford
- Bruiser: Zarpin Fulgur, Human Blood Hunter (lightning)
- Safecracker: Quiscies Fairtaint, Halfling Rogue
- Mastermind: Gossan Crestlit, Halfling Bard
"You are on your way back to Sharn from your last mission via the lightning rails. While boarding the train at the lightning rails station, you noticed something peculiar: An entourage of well-armed guards were accompanying a tightly-secured and embellished box into a furthest car of the train. No announcements were made so you simply have no clue what that was all about.It was just about to be another ordinary lightning rail trip. You watch the car's window as the greeneries of Breland speed past your eyes. Suddenly, you heard a scream, followed by a loud voice yelling at the back of the car:"Oi! None of ya'll do anything stupid now and no one gets hurt!" You quickly dart your eyes back to see a gang of cocky bandits holding their weapons toward the passengers with ill-intent. You can feel the hilt of your weapon with your fingers as your hand instinctively reach for it. What do you do?"
What's Next?
- Turns out, this was no ordinary passenger train. The discovery of the Xen'drik artifact has already drawn a lot of unwanted attention.
- Morgrave University took initiative and prepared a decoy on the official cargo train. The real artifact was then placed in this seemingly ordinary passenger train.
- However, a rat in the University revealed the plan to Gossan and sabotaged their efforts.
- The brains behind this operation is a Halfling called Gossan Crestlit, a member of the Boromar clan.
"Upon entering this car, you noticed several bodies of unconscious guards laying on the ground. These were the same guards you saw earlier before boarding the train. Whatever they were protecting must have been compromised. You hear a noise up ahead. Sounds like trouble. What do you do?"
- My superb lockpicking skills landed the role of the safecracker. My job was to disable the security that grant my partners access to the treasure.
- My partner, Zarpin, is a blood hunter who made quick work of the guards while cracked the safe open. We've opened the safe long ago.
- Due to some... complications, I was tasked slow down any signs of resistance.
- A skycoach is catching up to this train as we speak. My partners must've already made it out with the artifact.
- The artifact was in the car after me.
"At this moment you hear a strange noise coming from the rear door. You might not be too late after all. What do you do?"
- Gossan has a gem stone worth 100 gp on him
- The Blood Hunter has the Variant Living Armor
Armor (any), very rare (requires attunement)This hideous armor is formed from black chitin, beneath which veins pulse and red sinews glisten. To attune to this item, you must wear it for the entire attunement period, during which tendrils on the inside burrow into you.
While wearing this armor, you have a +1 bonus to Armor Class, and you have resistance to the following damage types: necrotic, poison, and psychic.
Symbiotic Nature. The armor can’t be removed from you while you’re attuned to it, and you can’t voluntarily end your attunement to it. If you’re targeted by a spell that ends a curse, your attunement to the armor ends, and it detaches from you.
The armor feeds on its host's life force. Immediately after you finish any long rest, you must succeed on a DC 15 Constitution saving throw or be reduced to 0 hit points.