Experiences with Eberron thus far?

Ya know, I don't think anyone in my group even remembers that we have action points. Certainly, I don't think anyone has used any, and it might have been nice for stabilizing people at various times.

Then again, I don't think that character's/player's 'sense' of self-preservation was that high when heaven's door came around to be knocked upon.


fanboy2000 said:
One word about Psionics in Eberron: Blue

Oh boy, now I'm filled with anticixiety, an emotion best envisioned by the exciting foreknowledge that you've found a map to a lair filled with treasure... ...and dragons.
 

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Oh boy, now I'm filled with anticixiety, an emotion best envisioned by the exciting foreknowledge that you've found a map to a lair filled with treasure... ...and dragons.

I'm having trouble deciding if this is sarcasm. Oh, well. I'll live.
Edit: it's not sarcasim, see below.

But seriously, there's a whole nation south of the Mournlands ran by goblins. Someone's the power behind the throne there, and as the DM I know who it is. :D
 
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The Scene: Aboard the lightning rail, traveling southeast into Aundair.

The Party: A halfling warrior and her clawfoot mount (currently in the cattle car); a shifter ranger who's a professional bounty hunter; and a bard/rogue, son of a small family of House Orien.

The Situation: Having recently destroyed a powerful machine that had been stolen by the Order of the Emerald Claw, the heroes travel back toward Passage, where they are to report to their employers. En route, the train suddenly picks up speed. Looking outside, the PCs discover that the train is being attacked by over two dozen Emerald Claw soldiers. Most of them swoop in under the effects of fly spells, but four archers ride flying carpets (two on each), and above it all, the leader of this cell of the Emerald Claw, mounted atop a nightmare! The PCs, and many other passengers and guards aboard the lightning rail, move to defend themselves.

(For the record, the Colonel wasn't intended to fight much in the battle. He was primarily there to direct the troops, perhaps to get in a few good hits, and essentially to make the PCs hate him for when he showed up later in the campaign.)

For the first several rounds of combat:

The bard remains atop the last car of the train, sniping archers with his wand of magic missiles, crouched low against incoming arrows and the 30-mile-per-hour winds. The shifter, his twin blades spinning fiercely, battles back the Emerald Claw troops who would land on the top of the car. And the halfling, mounted on her swift-footed dinosaur, leaps from the back of the train, and immediately sets out after one of the magic carpets, intent on slaying the archers and capturing the carpet.

After several rounds of battle and leaping about, the halfling finds herself atop a carpet she has no idea how to steer. The shifter finds himself hanging from the car by his fingertips, and barely walks himself, hand-over-hand, to the nearest platform between cars. The halfling returns to the train, allowing the carpet to continue on unguided; she and the shifter move inside, where many of the passengers are engaged in bloody struggle with the Emerald Claw.

Atop the train, the bard has taken the second carpet out of the battle by casting grease on it. But the Colonel has had enough. The nightmare plunges downward, slamming both hooves into the poor bard. The bard, to that point wounded only by a few stray arrows, is nearly slain. He must flee, and he must do so quickly.

Dodging beneath the foul beast's thrashing, firey hooves, the bard tumbles toward the end of the train, drawing his whip from his belt as he does so. Continuing his movement, the bard leaps off the back of the train, lashing his whip back as he does so! Incredibly, his attack roll is sufficient to "trip" or "disarm" the nightmare. The whip lashes about the beast's left rear ankle, and using his own enemy as a fulcrum point, the bard lets his momentum carry him out to the furthest extent of the whip's reach, and then swings back downward into the rear door of the train!

As the halfling and the shifter battle back the Claw soldiers, the Colonel and his nightmare ride ahead, eventually getting ahead of the lightning rail. The bard, after casting a few cures on himself, searches the cattle car for several long lengths of chain and a metal bar or spike, which he eventually lashes together. He quaffs his potion of jump, in case it should be needed, and climbs back atop the train. In his hands, he holds the end of the chain with the metal spike; the other end of the chain dangles off the train, held just a few feet above the ground by a mage hand. The Colonel isn't there, having ridden ahead, but two other Emerald Claw soldiers have landed on the roof of the car, believing it now unguarded. Creeping stealthily, any sound he might accidentally make drowned out by the roar of the train, he approaches the guards unnoticed. In a single move, he drops the spike, crosswise, so it lands atop both their feet--and releases the mage hand as well, dropping the other end of the metal chain into the electrical field on which the lightning rail rides.

(I didn't even roll for damage. These were 2nd level warriors. They were just dead.)

The bard casts invisibility, again lifts the end of the chain from the field with his mage hand, and begins moving toward the front of the train.

In front of the train, the Colonel and his nightmare drop down to the level of the train. The rider draws his two-bladed ghost touch sword. The nightmare turns ethereal, and they charge through the train, blade spinning. Several passengers are slain, and one of our heroes aboard is badly wounded. Once the Colonel has passed completely through the train, he and his mount become solid once more, and begin to take to the sky. The bard, who ceased moving forward when the Colonel vanished at the front of the train, sees his mounted foe emerge from the rear, sword dripping blood. And the bard, once again, leaps from the train...

His natural roll, his potion of jump, and his action point result in a 43 total. The nightmare is a mere 30 feet from the train.

Materializing in mid-air, as he makes his attack, the bard slams into the nightmare, impaling it with the metal spike! And even as he falls to earth, bouncing from the painfully hot hide of the beast, he once more drops the spike into the electrical field.

I decided that an electrical charge so powerful should do rather substantial damage. 10d6, to be exact, equivalent to the highest-level lightning bolt.

The result? The bard lay on the ground, bruised and battered but alive. The Colonel, dazed and confused (much as I was, as DM, after witnessing this), wandered off, where he proceeded to escape via a preprepared refuge spell. And the nightmare, which was to have been a major aspect of the final battle with the Colonel, several games from now? Quite, quite dead.

Many action points were spent that day, and the heroes got themselves a nice flying carpet out of the deal.

And that is the sort of thing we've been doing with Eberron so far. :D
 
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EricNoah said:
I'll be able to tell you after this weekend. Very much looking forward to it, and to seeing WanderingMonster as DM. :)
I can say that I'm more than a little anxious.:heh: New group. New campaign.

I've tried to imagine it like a serial, and actually wrote the adventure like a script. The pilot is pretty straightforward, since we need to feel each other out, but I think it will be a blast. I even came up with a title for the campaign (which I suggest): The Greenhorn Tales. The pilot episode is "The Secret of the Misty Curtain":]
 

fanboy2000 said:
I'm having trouble deciding if this is sarcasm. Oh, well. I'll live.

But seriously, there's a whole nation south of the Mournlands ran by goblins. Someone's the power behind the throne there, and as the DM I know who it is. :D

Oh no sir, I assure you it is not sarcasm, I like/fear Blues a great deal.

It may be, however, that I, like a certain Kids in the Hall character save in writing, have a condition whereby I sound sarcastic at all times more or less as a condition.

Regardless, anticixiety is a very real and heartfelt emotion. Particularly as I 'chug' along on my thesis.
 

You can read about the misadventures of my crew on my site (link's in the sig). I generally have to remind them that they have Action Points.

But I love Eberron . It's the only thing keeping me playing D&D right now.
 

Mouseferatu said:
And that is the sort of thing we've been doing with Eberron so far. :D

Man, that description just SOOO wants me to have my book (only 16 more days till it arrives) and run an adventure with it. Can I ask what level the PC's were?
 

Demiurge needs to get on here and do a proper storyhour and description (or maybe I will, once I get all my logs organized), but the IRC campaign I've been playing has noir written all over it.

Basic campaign synopsis: Dragnet meets Sharn meets Sam and Max meets Casablanca. The party is a group of Freelance Police running a shoestring policeforce in the City of Towers, solving murders, mysteries, and mysterious cases of meat pies. With only 2 real combats in a total of 4 four hour sessions, a combination of smooth talking, action points and random insights have lead the party to solve 2 cases, and cover next month's rent.

I'm doing a bad job of describing this, but the outcome is incredible: noir and police comedy brought together in an incredible blend.
 

Dr. Strangemonkey said:
Ya know, I don't think anyone in my group even remembers that we have action points.


My brother so far has run us through the Forgotten Forge and the first Dungeon adventure (that we are still finishing). This has take us two sessions, and we just reached 2nd level.

The first session, I emphasized to the players that action points were an option. A couple were used. The second session, I emphasized that they "reset" at the next level and not to hoard them. Indeed, fighting a very tough encounter, I went through all but one and the rest of the party burned a number also.

Now that the players are beginning to get the feel of the system down, I figure the next couple of sessions will see more emphasis on the atmosphere of the world.

I've printed out the first three issues of the Korranberg Chronicles, and plan on using them as props. Indeed, last session I used one (I picked up on the street during play) and was using articles from the chronicles to suggest solutions to problems. I had another player borrow it from to get her feeling on the latest news.
 

I've had a total of 5 sessions, mostly over the summer, of Eberron. Already had one TPK in the Shadows of the Last War adventure. Started up again, and will be running the same series of adventures with a group that's only slightly different (1 person changed), but I'm going to use the adventure from Dungeon 113 as a buffer between The Forgotten Forge and Shadows of the Last War. Plus standard "variation" to the mechanics.

1st Session: TFF - Only a 3 person party consisting of a warforged cleric of the silver flame, a high-elf ranger, and a human rogue (with virtually no combat focus). The group easily swayed their way past every skill check, and handled the roleplaying admirably well at least so far as to avoid causing trouble. In combat, however, they were a bit on the mushy side, nearly being wiped out in every single fight once they reached the sewers. Finished the whole of the module in 1 marathon session. The elf died to the warforged encounter at the end (it was Saber, I believe).

2nd Session: Interlude - Lots of bartering and trading in sharn. Trying to acquire information, and even the rogue acquiring a permanent place to rest in the city in the form of an apartment. Later they ended up at the beginning of SotLW.

3rd Session: SotLW 1 - A shifter replaces the elf (same player, similar build), and we have a second rogue with more of a violent penchant. They travel to the goblin lands, handle most every situation there fairly well (I think they "like" goblins a bit ever since we had a particular NPC goblin). Once they hit the quarry... they are mauled to bits. They try to approach the camp, even after they get what warning I could legitimately give them, and walk right into the middle of it. There isn't even any parlaying once the skeletons and watchman aim their weapons. They should have retreated, but they thought they'd luck through it. They could have, if there wasn't a mage with a wand of magic missiles opening up on them. They are captured and interrogated by the vampire-guy. They then are left to solve the puzzle while his undead vulture observes them. This gives them a few hours head start into the mournlands earlier than they originally would have been able to leave. It was a pretty solid set up for a capture and release scenerio that was beneficial to both sides.

4th Session: Blech. Mournlands, much treasure scrounging followed by fighting monsters. The young carcass crab manages to crit twice in as many rounds, one member escapes. But that pretty much killed the pace of things and it was better to start over after a bit of wallowing in the change of events.

5th Session: Same as the first, but with substantial changes. Among them, I reversed the order of a number of locations and encounters, and added about 4 unique and different characters to the whole show. Also worked in a daelkyr experiement into the whole thing. It went well, and next Saturday we are running the follow up session (using the module from dungeon 113).



The players seem to like it, if only because they like being in a city large enough to have a market for magic and magic items. Not something I usually had in my games (not low magic or anything, but large cities would be uncommon).
 

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