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Eberron: Useful Information November 10, 2009

Posted by elopingcamel in 3.5e, Eberron, Narrative, PC.

This weekend we were able to play our Eberron campaign again. We ended last time right as Fetalus and crew were entering a large, glass-covered ruin to search for information on where to find the schema.

The Map Room

As soon as they enter they see a dwarf zombie, and two fighters (one of which is a female). Wolfie sprints into the melee, biting the dwarf zombie and tripping him to the ground.

Lia rains arrows onto the foes, dealing damage occasionally (her rolling was very hit and miss). Fetalus, thinking he understood flanking rules, decides to swing around the room to cast a spell at the female fighter, who it was becoming obvious was the leader of this little squad. The female fighter immediately sprints at Fetalus the first chance she gets and takes him on. He luckily escapes the initial melee without too much damage and begins to use fight and flight tactics, until Lia can manage to get in close enough to help out. Eventually, the zombie and male fighter are destroyed and the party takes the leader down–Fetalus happily dealing the final blow.

They find some excellent loot on the bodies of the room’s most recently dead persons. Then, the room itself is searched, where clues to the next schema are found. After understanding that the clues carved into the statues in the room relate to points on the giant map on the floor, the group discovers that it is in the foothills of Cyre that the schema will be found. They destroy the clue on the statue, to keep the Emerald Claw from following behind them, and leave the building. As soon as they step outside, they come across a vampiric-looking fellow who seems less than pleased to find adventurers exiting one of the buildings in his site (he is the head of the Emerald Claw crew). After some successful bluffing, Lia convinces him that the room was already destroyed when they went in and that they know nothing of a schema or whatever. A battle almost ensues, but instead the man disappears in a pissed-off flash, obviously intent on relaying information somewhere, despite his obvious desire to kill the annoying fools caught trespassing on his dig.

The party flees the scene and begins the trek to the foothills of Cyre (in the Mournlands). While traveling, Fetalus works with Prince Phillip (his familiar toad) to train him in a level of bard (it actually was just one bard-like ability: the Croak of Courage, which gives a slight bonus to Fetalus). This cost Fetalus some XP, but he was willing to pay it, because nothing sounded cooler to him at the time than Phillip belching out a Croak of Courage at some incredibly needed moment, when Fetalus has lost hope and is about to give up (you may be able to tell that this will not be a power or ability that gets too overused–it was a flavor thing, because Fetalus loves his little toad so much, that he is inspired to fight harder to protect him).



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