Thursday, June 25, 2020

Eberron: All Over Again [Side Quest Material]

Welcome to Eberron: All Over Again Adventure! This adventure is intended for four to five Tier 1 characters starting their careers in the exciting, progressive world of Eberron. Eberron: All Over Again is built with good aligned characters in mind and assumes that the characters have taken up the Adventurer's Guild Group Patron or other similar Group Patrons/Factions.

This adventure first starts at Clifftop Adventurer's Guild where they will assigned a job that will take them to the hamlet of the First Tower.

BACKGROUND

This adventure contains 3 mini-adventures that can be played in any order. These mini-adventures are written in a way that will give the characters a little taste of how life is like in the world of Eberron. 

ADVENTURE OVERVIEW

 As mentioned above, the adventure first starts at Clifftop Adventurer's Guild where characters can introduce themselves to the party they will travel with for the upcoming adventures. There, they are assigned to travel to the adjacent thorp of the First Tower where they will meet characters that require their help.

HOOKS

This adventure is written with the assumption that all participating characters are members of the Adventurer's Guild Group Patron. The Adventurer's Guild houses Khorvaire's bravest and brightest adventurers and provide jobs for their members. Members can choose to take up the jobs posted by the guild or go off on their own adventures as long as they pay the guildhall a visit from time to time. 

Players are more than welcome to come up with their own hooks so long as they motivate their character to cooperate and take part in the following adventure. Feel free to adjust the adventure accordingly.

The following contain some ideas for hooks players can use instead of joining the Adventurer's Guild. These ideas can also serve as inspiration for the players to come up with their own original hooks.

1. Making a living is tough in Breland and jobs are hard to come by. You are willing to take anything (within reason) that comes your way. You've heard of this job in one of your enquiries and took it without sparing a thought.

2. You've built your own guild but you find yourself in need of renown & recognition (Maybe even cash). This job seemed like the right place to start.

3. The King's Citadel is willing to employ third-party assistance to enforce justice to all of Breland. The King's Citadel has a hard time enforcing the law in the many metropolises of Breland and lawlessness runs rampant in areas outside of the major cities. You decided to take up the King's Citadel call for help.

3.5 The King's Citadel are also looking to recruit new talents into their force. There are other branches that operate under the same umbrella but have different specializations. For example, the King's Dark Lantern is a branch of the King's Citadel but they specialize in Intelligence gathering than law enforcement. Any characters that show potential might be approached and asked to join the appropriate branch when the opportunity presents itself.

4. You may be uncomfortable with working under the service of the King for your own reasons but lawlessness is still something you cannot tolerate. You are more than happy to enforce your own justice to any troublemaker in your adventures. Earning some extra cash along the way would be nice.

NOTE! Since the adventure begins at the adventurer's guild, you may allow characters who aren't guild members to take jobs from the Adventurer's Guild. Your Adventurer's Guild could be open to providing jobs to non-members in a bid to allow members to join on their own accord or to help Clifftop's economy. Feel free to adjust the adventure and come up with other ways as to how the characters get to participate in the adventure should your Guild be more exclusive to their own members.

PART OF SOMETHING BIGGER

This adventure is designed to be really flexible and self-contained. After the characters are done with the quests at the First Tower, their adventure may continue in the city of Sharn or in the skies via an airship.

Sunday, June 14, 2020

Eberron Episode III: Stolen Goods

In the last adventure, our adventurers explored the city of Starilaskur and even completed a job for a fellow citizen.

...And then they went on to steal goods from one of the city's most famous blacksmith.

PLAYER OBJECTIVE: Sell your Stolen Goods.

DESIGN OBJECTIVE:
- Add more locales & sites to Starilaskur
- Enforce consequences
- Possibly invent a brand new villain

===NEW PLACES===
Etoile's Restaurant: A highly-regarded Gnomish restaurant which sells the best Gnomish Specialty Dishes. Eating a dish here grants a Gnomish effect. You can only have one Gnomish effect at a time.
  • 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.
Etoile Restaurant is very popular in Starilaskur and most of the time it is fully packed with hungry customers. 

Commune's Eatery. Ordinary restaurant which serves decent food. They specialize in the common beef Gnomebowl which comes in a set for 5sp.

Le Auberge. An inn that offers cheap rooms that go for 1gp per night. Also serves meals and drinks for 1sp.

===NEW BOOKS===
The Starry Library has some new books in store:



===SELL YOUR STOLEN GOODS===

A DC10 Intelligence check or similar will tell the character that selling the stolen goods at the public market is not a good idea. Someone might deduce that the party members are the thieves the City Watch is looking for and might even make a report. 

Coulee, on the other hand, can find his contact and find a better way of dealing with things.

Criminal Contact: Through his contacts, Coulee managed to find a local Boromar gang member who gave advice about their operation. He basically discouraged them from doing so but they went on to do it anyway.

Coulee can go back to the Boromar member (Joton Barrelfall) to look for a way to sell the goods.

  • 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
MONSTERS: Velociraptors, Zhent martial art adepts, Halfling Thugs, Clawfoots.

"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."
A successful DC10 Insight check will tell the character that even though Joton seems hostile right now, it's all part of the tough guy act. He has no desire to spill any blood but will do it if he must.

Four major criminal syndicates operate all across Khorvaire and Starilaskur is not spared. Joton belongs to the Boromars, a criminal syndicate mostly made up of Halflings.
The Hopping Hammers are in league with Daask.

Then there is House Tarkanan and the Tyrants.

Friday, June 12, 2020

Eberron Episode II: Part 4, Sabotage?


Starilaskur, the City of Gnomes

For this particular adventure, I wanna adapt a few elements from AL's Boltsmelter's Book with a few changes of my own.
Characters can learn about an ongoing conflict if they listen in on some rumors or decide to visit the smiths for themselves.

BACKGROUND

Tuesday, June 9, 2020

Eberron Episode II: Part 3, Trouble at Brey Hills Farms


Introduction

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.

[This adventure is designed for players who decide to leave prematurely.]

If they choose to leave via the roads by foot or carriage however...

"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

===BACKGROUND===

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.

Kalkia's Domain


START!!

When everyone is ready to begin, read the following...
 
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

Hungry for more jobs and adventures, the party have chosen to make a quick pit stop at the Gnome-dominated city Starilaskur.
15gp per player; 60gp altogether for the ride from Vathirond to Starilaskur. Using the lightning rails significantly reduces the travelling time at a price.

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.

I have decided to chart my own pricing as the information from the sourcebook is really pricey. A ride from town to city can cost up to 100gp which is ridiculous.

First Class: 5sp per mile
Economy: 5cp per mile

Thursday, June 4, 2020

Upscaling the Danger (Ongoing)

The Adventure's League Season 2 adventure City of Danger is the adventure that this article will refer to. This page's purpose is to consolidate all the monsters that will be used throughout this adventure and provide an easy place to access all the stats needed to run it.

The adventure mentioned is meant for Levels 1 to 2 characters. There are some monsters that I wish to add into the mix so that I can spike up the difficulty. I also don't want to waste my efforts building these monsters and ending up not using any of them. Although, they might be a little too powerful for the players to handle, but I have it in good judgement that a challenge is what they are looking for.

Also, Beyond20 has some kick-ass new features that I am eager to use for my games so it would be a waste to resort to ordinary stat blocks. Without further ado, let's start:

Mini-Adventure 1: Hatred Like Clawed Wind

The Kron family plans to exact their revenge against the Cloaks. They've joined forces with the Cult of the Howling Wind to do just that! Little did they know that the Cult also plans to use their hatred for the Cloaks to achieve their own agendas.

EXTRA: 1 Larch (Hostage, Commoner)

MONSTERS: (Wave 1)

Mini-Adventure 2: Love Like Raging Fire

MONSTERS:

Mini-Adventure 3: Envy Like Crushing Earth

MONSTERS:

Mini-Adventure 4: Greed Like Fathomless Water (Completed)

MONSTERS:

Mini-Adventure 5: Fear like Dark Oblivion

MONSTERS:
  1. Quasit

End of the Saj Festival: Saj's Fun Showdown

All good things must come to an end and the Saj festival is no different. The adventurers might have clinched an extra level by the time they reach this night.
Saul managed to speak with the fighters Daisho talked about and they agreed to visit the estate to provide some bloody entertainment.

Ladies & gentlemen, I present to you... the Blood Sport!

The Blood Sport

This is a series of gladiator fights designed to give viewers the maximum viewing pleasure possible. Competitors can use any means to win fights and they're allowed to make any strikes with full force.

Astrid, with the help of the Thayan wizard, has gone ahead to invite the both the city's and Thay's strongest healers to the festival. Fallen fighters are eliminate from the tournament but they cannot. Any wounded are immediately rushed to the healers.

Before the fight, Thayans will provide the winners with a special potion that instantaneously grant long rest to those who consume it. The loser will just receive healing but are not allowed back in the fight.

With that, the following contains the tournament's roster:

[Medium] Astrid: "First fight of the Night! Are you ready for some fun?"
4x Zhentarim Thugs

[Deadly] Astrid: "These guys seem confident! Will they be able to win the night?"
1x Uthgardt Barbarian Leader
3x Beserkers

[Deadly] Astrid: "No Weapons? Are they for real?"
4x Zhent Martial Art Adept

[BEYOND DEADLY] Astrid: "Now who is this handsome, strapping fella? Folks, I think we might be looking at the winner already!"
1x Blackguard


After the arena, consider using the Downtime Activity rule for 1 in-game week before the start of the next adventure.
 






Eberron: Derailed

You are on your way back to Sharn from your last mission via the lightning rails, one of the fastest ways of travelling around Breland and even the rest of Khorvaire! Something tells you this might not be some ordinary train-ride. Will you able to figure out who's trying to ruin your ride?

BACKGROUND
A legendary artifact has been uncovered from the mysterious continent of Xen'drik. The artifact was en route to Morgrave University for further study but the halfling, Gossan Crestlit from the Boromar clan has somehow caught wind of this news. Such an artifact is highly coveted in Breland, especially in Sharn and Gossan wants it all for himself.

Knowing that the artifact is going to be heavily guarded, Gossan deploys a team of his most trusted companions and bandits to pull off this heist.




Gossan's Heist Team:
  •  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


===START!===
Once the table is ready to begin, start with the following

"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?"
MONSTERS: 3 Bandits
The Halfling Bandit hang back and hold a passenger hostage while 2 bandits prowl around the car to rob the passengers.
 
These bandits intend to rob all of the passengers for extra loot but their purpose is to prevent anyone from reaching the first-class car.
Having beaten all of the main guards unconscious, they rob the rest of the car with confidence, thinking that the worse has already passed.

 

This map is not finalized. You will have to do some small editing of your own so as to fit the adventure.

What's Next?

There are 2 more cars after the current one and each of them have two to three bandits each. These bandits only want to collect valuables and are generally not interested in taking lives.

MONSTERS: 3 Bandits per car

REWARDS: 75 gp worth of stolen valuables which can be returned to the passengers. If characters choose the honorable path, the passengers are happy to allow them to keep 10 gp to share among themselves.

Discoverable Info: (A captured bandit or a journal reveals the following information)
  • 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.

===SAFECRACKER===
Having heard the ruckus outside, Quiscies promptly hides and plans to jump the unsuspecting characters. 

"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?"

MONSTERS: 1 Rogue, 2 Bandits
REWARDS: 90gp worth of stolen treasure.

INFO: Quiscies can be encouraged to tell on his criminal partners.
  • 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.
Once the characters are done, read the following:

"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?"

===BOTCHED ESCAPE===
"This is the car at the furthest end of this train. You see opened locks dangling from their chains and an empty safe. At the furthest end you see a male elf with the strangest-looking set of armor you've ever set your eyes on. He is accompanied by a halfling and a few bandits with the same outfit as the ones you've fought before. Beside them is a half-opened door with a special sky-coach latched onto the car.

'What have you done with Quiscies?!' The halfling screams at you. 'To hell with this! Zarpin, we'll settle our problems later. Right now you have to kill them!' The elf brandishes his twin blades as he charges towards you. Brace yourselves and roll initiatives!"

Rowboat by Araknophobia | Row boat, War machine, Bottle opener wall 
The Boromars use a sky-coach that is simply a boat attached to crystals that powers it. They meant to escape with their prize much earlier but something held them back.

MONSTERS: 1 Blood Hunter, 1 Bard & 2 Bandits
The Blood Hunter is wearing the Variant Living Armor and has the benefits listed in the item description.

REWARDS: 
  • 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.

 Once the characters reach Wroat's station, the authorities insists that they give the armor up. If they somehow wiggle their way out of the authorities' grasp and choose to sell it, they can find only one buyer who is willing to take the armor off their hands for 50 gp.
(They can, however, hold on to the item until a later level when they can find a more reputable buyer.)

===CONCLUSION===
If the Boromar clan members are defeated, the characters can choose to either round them up or execute them. 

Whichever path they choose, the train makes a quick stop at Wroat, the capital city of Breland. They can either hand the felons over or inform the authorities of the events that transpired.

Eventually the Adventurer's Guild will hear of the party's deeds. This is one deed that can help the party gain infamy in Breland. Gaining enough infamy could gain the attention of the Wayfounder's Foundation which can open a lot of doors for the players.

House Orien, House Cannith and Morgrave University will eventually hear about the character's deeds and consider giving the Adventurer's Guild a little treat whenever the members need to catch a ride on the lightning rails.

In any case, this adventure will inexplicably change the fates of the characters. Malicious organizations will not like hearing about their failures to recover the artifact and will carefully think about their next move.