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Eberron for Two, Part Two
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<blockquote data-quote="Southern Oracle" data-source="post: 7652797" data-attributes="member: 1249"><p>We join our dynamic duo as they lurk outside a ruined tower while Brelish and Cyre forces clash on the Saerun Road below the hill. Each has mission; can they work together to accomplish them? For the first part of this article, <a href="http://www.enworld.org/forum/content.php?1187-Eberron-for-Two" target="_blank">see here</a>.</p><p> [PRBREAK][/PRBREAK]</p><p>My daughter and her boyfriend played their first Eberron encounter Saturday night when I got home from work. As a warforged, my daughter’s character Morg was charged with scouting the tower for signs of enemy activity by his commanding officer in the Brelish army, while her boyfriend’s changeling character Lam was tasked with rescuing Lord Major Bren ir’Gadden, who had been captured and was suspected to be held prisoner in the tower.</p><p> </p><p>The two approached the tower on foot from different directions, aware of each other but not really cooperating. I removed one of the dolgrims and half the kruthik hatchlings from the encounter because there were only two characters, but they both decided to take a “wait and see” approach instead of entering the tower, I jumpstarted the action by having Morg ambushed by a second dolgrim. At the same time, I had some of the kruthik hatchlings emerge from the rubble to attack the changeling.</p><p> </p><p>The fighting remained separated for the entire encounter. Morg had the harder battle, as the dolgrim flanked him at one time with a hatchling and got the warforged down to 1 hit point. Thanks to <em>second wind</em> and <em>warforged resolve,</em> Morg managed to remain conscious. His <em>lightning ring</em> took out the hatchling and, thanks to <em>dazzling sunray,</em> the dolgrim never managed to hit him again.</p><p> </p><p>Lam quickly dispatched the other kruthik hatchlings and entered the tower, engaging the other dolgrim. Because of the Prophecy mark, there wasn’t a lot of room for the dolgrim to maneuver or shift, and thanks to Lam’s greenblood oil and <em>assassin’s strike,</em> the dolgrim was done for in just a few rounds. He also made quick work of the shackles holding the Lord Major and Aric Blacktree, thanks to some awesome Thievery checks.</p><p> </p><p>We ended the session on a cliff hanger, as the characters emerged from the tower with a wounded Lord Major and a comatose Aric Blacktree, only to find Emerald Claw agents and a small horde of zombies blocking their path.</p><p> </p><p>Below is the boyfriend’s character, for your enjoyment. I can’t help feeling it’s a bit of an uber-munchkin, but in an adventuring party of two, I feel it’s justified. What do you think?</p><p> </p><p><strong>Lam Level 1 Executioner</strong></p><p>Medium natural humanoid (shapechanger) <strong>XP</strong></p><p><strong>HP</strong> 22 <strong>Bloodied</strong> 11 <strong>Surge Value</strong> 5 <strong>Surges </strong>7</p><p><strong>AC</strong> 19 <strong>Initiative</strong> +5</p><p><strong>Fortitude</strong> 11; <strong>Reflex</strong> 16; <strong>Will</strong> 15</p><p><strong>Speed</strong> 6</p><p><strong>Action Points</strong> 1</p><p><strong>Traits</strong></p><p><strong>Attack Finesse</strong></p><p>Lam uses his Dexterity instead of Strength for his melee basic attacks. In addition, once per turn he can deal 1d8 extra damage with a weapon attack using a one-handed weapon, a garrote, a blowgun, or a shortbow.</p><p><strong>Poison Use</strong></p><p>Lam knows two poison recipes – greenblood oil and ungol dust. During an extended rest, he can prepare one vial of poison, provided he has a poisoner’s kit. The poison expires if not used before Lam’s next extended rest. Lam is immune to his own poison.</p><p><strong>Quick Swap</strong></p><p>Once during each turn, Lam can take a free action to draw or stow a weapon and then draw another weapon.</p><p><strong>Two-Weapon Defense</strong></p><p>While wielding a melee weapon in each hand, Lam gains a +1 shield bonus to AC and Reflex.</p><p><strong>Venom Hand Master</strong></p><p>Lam’s attacks ignore poison resistance and poison immunity.</p><p><strong>Way of the Ninja</strong></p><p>Lam’s Attack Finesse class feature applies to kusari-gama and shuriken, and his assassin poisons can be applied to shuriken.</p><p><strong>Standard Actions</strong></p><p><strong>M Kusari-Gama</strong> (weapon)<strong> * At-Will</strong></p><p><em>Attack:</em> Reach 2 (one creature); +7 vs. AC</p><p><em>Hit:</em> 1d10+5 damage.</p><p><strong>M Short Sword</strong> (weapon)<strong> * At-Will</strong></p><p><em>Attack:</em> Melee (one creature); +8 vs. AC</p><p><em>Hit:</em> 1d6+5 damage.</p><p><strong>R Shuriken</strong> (weapon)<strong> * At-Will</strong></p><p><em>Attack:</em> Ranged 6/12 (one creature); +8 vs. AC</p><p><em>Hit:</em> 1d4+5 damage.</p><p><strong>m Ninja-to Rush</strong> (weapon)<strong> * At-Will</strong></p><p><em>Requirement:</em> Must use short sword.</p><p><em>Effect:</em> If Lam has jumped, fallen, or flown this turn, he gains combat advantage against the target for this attack.</p><p><em>Attack:</em> Melee (one creature); +8 vs. AC</p><p><em>Hit:</em> 1d10+5 damage.</p><p><em>Special:</em> When charging, Lam can use this power in place of a melee basic attack.</p><p><strong>m Running Slash</strong> (weapon)<strong> * Encounter</strong></p><p><em>Effect:</em> Lam moves up to his speed and makes the following attack at any point during his move. This movement does not provoke an opportunity attack from the target.</p><p><em>Attack:</em> Melee 1 (one creature); +7 vs. Reflex (kusari-gama) or +8 vs. Reflex (short sword)</p><p><em>Hit:</em> 1d10+5 damage (kusari-gama) or 1d6+5 (short sword), and the target is slowed until the end of Lam’s next turn.</p><p><strong>m Whirling Kusari-Gama</strong> (weapon)<strong> * At-Will</strong></p><p><em>Requirement:</em> Must use kusari-gama.</p><p><em>Primary Attack:</em> Reach 2 (one creature); +7 vs. Reflex</p><p><em>Primary Hit:</em> 5 damage, and the target falls prone. Lam can shift 1 square and make a secondary attack.</p><p><em>Secondary Attack:</em> Reach 2 (one creature); +7 vs. AC</p><p><em>Secondary Hit:</em> 1d6 damage.</p><p><strong>r Poisonous Shuriken</strong> (weapon)<strong> * At-Will</strong></p><p><em>Requirement:</em> Must use shuriken.</p><p><em>Attack:</em> Ranged 6/12 (one, two, or three creatures); +8 vs. AC</p><p><em>Hit:</em> 1d4 damage.</p><p><em>Special:</em> If Lam poisoned his shuriken before this attack, the poison damage applies to each creature hit.</p><p><strong>Second Wind</strong> (healing)<strong> * Encounter</strong></p><p><em>Effect:</em> Lam spends a healing surge and regains hit points equal to his surge value. In addition, he gains a +2 bonus to all defenses until the start of his next turn.</p><p><strong>Minor Actions</strong></p><p><strong>m Changeling Trick * Encounter</strong></p><p><em>Effect:</em> Melee 1 (one creature); Lam makes a Bluff check opposed by the target’s passive Insight. If Lam’s check succeeds, he gains combat advantage against the target until the end of his next turn.</p><p><strong>Changeling Disguise</strong> (polymorph)<strong> * At-Will</strong></p><p><em>Effect:</em> Lam alters his physical form to take on the appearance of any Medium humanoid. He retains his statistics in his new form, and his clothing, armor, and possessions do not change. The new form lasts until Lam changes form again.</p><p>Any creature that attempts to see through Lam’s ruse makes an Insight check opposed by his Bluff check, and he gains a +5 bonus to his check.</p><p><strong>Greenblood Oil</strong> (poison)<strong> * Consumable</strong></p><p><em>Effect:</em> Choose one of the following actions:</p><p></p><ul> <li data-xf-list-type="ul">Lam applies the poison to his melee weapon or his shuriken. During this encounter, the next enemy he hits with a weapon attack using the poisoned item takes 10 extra poison damage, and it cannot regain hit points (save ends).</li> <li data-xf-list-type="ul">Lam pours the poison into a drink or onto a plate of food. The first creature to consume the food or drink within the next hour takes a -4 penalty to saving throws and cannot regain hit points until the end of its next extended rest.</li> </ul><p><strong>Triggered Actions</strong></p><p><strong>Assassin’s Strike * Encounter</strong></p><p><em>Trigger:</em> Lam hits a creature within 5 squares with an attack using a weapon.</p><p><em>Effect:</em> The target takes 1d10 extra damage from the triggering attack. If the target is helpless, the damage is maximized.</p><p><em>Special:</em> Nothing but a short or extended rest can allow Lam to regain the use of this power.</p><p><strong>Skills</strong> Acrobatics +10, Bluff +10, Stealth +12, Streetwise +8, Thievery +10</p><p><strong>Str</strong> 11 (+0) <strong>Dex</strong> 20 (+5) <strong>Wis</strong> 8 (-1)</p><p><strong>Con</strong> 10 (+0) <strong>Int</strong> 10 (+0) <strong>Cha</strong> 16 (+3)</p><p><strong>Alignment</strong> Unaligned <strong>Languages</strong> Common</p><p><strong>Equipment</strong> leather armor, kusari-gama, shuriken (20), adventurer’s kit, greenblood oil (1 dose), poisoner’s kit, thieves’ tools, 16 gp</p></blockquote><p></p>
[QUOTE="Southern Oracle, post: 7652797, member: 1249"] We join our dynamic duo as they lurk outside a ruined tower while Brelish and Cyre forces clash on the Saerun Road below the hill. Each has mission; can they work together to accomplish them? For the first part of this article, [URL="http://www.enworld.org/forum/content.php?1187-Eberron-for-Two"]see here[/URL]. [PRBREAK][/PRBREAK] My daughter and her boyfriend played their first Eberron encounter Saturday night when I got home from work. As a warforged, my daughter’s character Morg was charged with scouting the tower for signs of enemy activity by his commanding officer in the Brelish army, while her boyfriend’s changeling character Lam was tasked with rescuing Lord Major Bren ir’Gadden, who had been captured and was suspected to be held prisoner in the tower. The two approached the tower on foot from different directions, aware of each other but not really cooperating. I removed one of the dolgrims and half the kruthik hatchlings from the encounter because there were only two characters, but they both decided to take a “wait and see” approach instead of entering the tower, I jumpstarted the action by having Morg ambushed by a second dolgrim. At the same time, I had some of the kruthik hatchlings emerge from the rubble to attack the changeling. The fighting remained separated for the entire encounter. Morg had the harder battle, as the dolgrim flanked him at one time with a hatchling and got the warforged down to 1 hit point. Thanks to [I]second wind[/I] and [I]warforged resolve,[/I] Morg managed to remain conscious. His [I]lightning ring[/I] took out the hatchling and, thanks to [I]dazzling sunray,[/I] the dolgrim never managed to hit him again. Lam quickly dispatched the other kruthik hatchlings and entered the tower, engaging the other dolgrim. Because of the Prophecy mark, there wasn’t a lot of room for the dolgrim to maneuver or shift, and thanks to Lam’s greenblood oil and [I]assassin’s strike,[/I] the dolgrim was done for in just a few rounds. He also made quick work of the shackles holding the Lord Major and Aric Blacktree, thanks to some awesome Thievery checks. We ended the session on a cliff hanger, as the characters emerged from the tower with a wounded Lord Major and a comatose Aric Blacktree, only to find Emerald Claw agents and a small horde of zombies blocking their path. Below is the boyfriend’s character, for your enjoyment. I can’t help feeling it’s a bit of an uber-munchkin, but in an adventuring party of two, I feel it’s justified. What do you think? [B]Lam Level 1 Executioner[/B] Medium natural humanoid (shapechanger) [B]XP[/B] [B]HP[/B] 22 [B]Bloodied[/B] 11 [B]Surge Value[/B] 5 [B]Surges [/B]7 [B]AC[/B] 19 [B]Initiative[/B] +5 [B]Fortitude[/B] 11; [B]Reflex[/B] 16; [B]Will[/B] 15 [B]Speed[/B] 6 [B]Action Points[/B] 1 [B]Traits[/B] [B]Attack Finesse[/B] Lam uses his Dexterity instead of Strength for his melee basic attacks. In addition, once per turn he can deal 1d8 extra damage with a weapon attack using a one-handed weapon, a garrote, a blowgun, or a shortbow. [B]Poison Use[/B] Lam knows two poison recipes – greenblood oil and ungol dust. During an extended rest, he can prepare one vial of poison, provided he has a poisoner’s kit. The poison expires if not used before Lam’s next extended rest. Lam is immune to his own poison. [B]Quick Swap[/B] Once during each turn, Lam can take a free action to draw or stow a weapon and then draw another weapon. [B]Two-Weapon Defense[/B] While wielding a melee weapon in each hand, Lam gains a +1 shield bonus to AC and Reflex. [B]Venom Hand Master[/B] Lam’s attacks ignore poison resistance and poison immunity. [B]Way of the Ninja[/B] Lam’s Attack Finesse class feature applies to kusari-gama and shuriken, and his assassin poisons can be applied to shuriken. [B]Standard Actions[/B] [B]M Kusari-Gama[/B] (weapon)[B] * At-Will[/B] [I]Attack:[/I] Reach 2 (one creature); +7 vs. AC [I]Hit:[/I] 1d10+5 damage. [B]M Short Sword[/B] (weapon)[B] * At-Will[/B] [I]Attack:[/I] Melee (one creature); +8 vs. AC [I]Hit:[/I] 1d6+5 damage. [B]R Shuriken[/B] (weapon)[B] * At-Will[/B] [I]Attack:[/I] Ranged 6/12 (one creature); +8 vs. AC [I]Hit:[/I] 1d4+5 damage. [B]m Ninja-to Rush[/B] (weapon)[B] * At-Will[/B] [I]Requirement:[/I] Must use short sword. [I]Effect:[/I] If Lam has jumped, fallen, or flown this turn, he gains combat advantage against the target for this attack. [I]Attack:[/I] Melee (one creature); +8 vs. AC [I]Hit:[/I] 1d10+5 damage. [I]Special:[/I] When charging, Lam can use this power in place of a melee basic attack. [B]m Running Slash[/B] (weapon)[B] * Encounter[/B] [I]Effect:[/I] Lam moves up to his speed and makes the following attack at any point during his move. This movement does not provoke an opportunity attack from the target. [I]Attack:[/I] Melee 1 (one creature); +7 vs. Reflex (kusari-gama) or +8 vs. Reflex (short sword) [I]Hit:[/I] 1d10+5 damage (kusari-gama) or 1d6+5 (short sword), and the target is slowed until the end of Lam’s next turn. [B]m Whirling Kusari-Gama[/B] (weapon)[B] * At-Will[/B] [I]Requirement:[/I] Must use kusari-gama. [I]Primary Attack:[/I] Reach 2 (one creature); +7 vs. Reflex [I]Primary Hit:[/I] 5 damage, and the target falls prone. Lam can shift 1 square and make a secondary attack. [I]Secondary Attack:[/I] Reach 2 (one creature); +7 vs. AC [I]Secondary Hit:[/I] 1d6 damage. [B]r Poisonous Shuriken[/B] (weapon)[B] * At-Will[/B] [I]Requirement:[/I] Must use shuriken. [I]Attack:[/I] Ranged 6/12 (one, two, or three creatures); +8 vs. AC [I]Hit:[/I] 1d4 damage. [I]Special:[/I] If Lam poisoned his shuriken before this attack, the poison damage applies to each creature hit. [B]Second Wind[/B] (healing)[B] * Encounter[/B] [I]Effect:[/I] Lam spends a healing surge and regains hit points equal to his surge value. In addition, he gains a +2 bonus to all defenses until the start of his next turn. [B]Minor Actions[/B] [B]m Changeling Trick * Encounter[/B] [I]Effect:[/I] Melee 1 (one creature); Lam makes a Bluff check opposed by the target’s passive Insight. If Lam’s check succeeds, he gains combat advantage against the target until the end of his next turn. [B]Changeling Disguise[/B] (polymorph)[B] * At-Will[/B] [I]Effect:[/I] Lam alters his physical form to take on the appearance of any Medium humanoid. He retains his statistics in his new form, and his clothing, armor, and possessions do not change. The new form lasts until Lam changes form again. Any creature that attempts to see through Lam’s ruse makes an Insight check opposed by his Bluff check, and he gains a +5 bonus to his check. [B]Greenblood Oil[/B] (poison)[B] * Consumable[/B] [I]Effect:[/I] Choose one of the following actions: [LIST] [*]Lam applies the poison to his melee weapon or his shuriken. During this encounter, the next enemy he hits with a weapon attack using the poisoned item takes 10 extra poison damage, and it cannot regain hit points (save ends). [*]Lam pours the poison into a drink or onto a plate of food. The first creature to consume the food or drink within the next hour takes a -4 penalty to saving throws and cannot regain hit points until the end of its next extended rest. [/LIST] [B]Triggered Actions[/B] [B]Assassin’s Strike * Encounter[/B] [I]Trigger:[/I] Lam hits a creature within 5 squares with an attack using a weapon. [I]Effect:[/I] The target takes 1d10 extra damage from the triggering attack. If the target is helpless, the damage is maximized. [I]Special:[/I] Nothing but a short or extended rest can allow Lam to regain the use of this power. [B]Skills[/B] Acrobatics +10, Bluff +10, Stealth +12, Streetwise +8, Thievery +10 [B]Str[/B] 11 (+0) [B]Dex[/B] 20 (+5) [B]Wis[/B] 8 (-1) [B]Con[/B] 10 (+0) [B]Int[/B] 10 (+0) [B]Cha[/B] 16 (+3) [B]Alignment[/B] Unaligned [B]Languages[/B] Common [B]Equipment[/B] leather armor, kusari-gama, shuriken (20), adventurer’s kit, greenblood oil (1 dose), poisoner’s kit, thieves’ tools, 16 gp [/QUOTE]
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