3.09.2014

The Defenders, Vol. 2, Issue 10 - Enter...Sentinels!

While searching the boxed items that the Reavers had been moving from the temple, Kurt discovered chest plates for warforged marked with an unusual emblem with a serpentine neck leading down to two upraised wedges and a three-pronged arrow pointing downward. None of the heroes could imagine what it symbolized, and so kept it fresh in their minds for when they were able to think on it more. At the moment, finding civilization was the foremost concern.

And so, after a quite hefty trek through the woods, which was relatively incident-free, the group emerged from the jungle into a small town that abutted a river, there to be greeted by friendly locals with funny accents. The locals offered the heroes free food and lodging within a barn, since they had no formal inn. In addition, the group brokered the usage of one of the village's rafts and draft lizard in exchange for seeing cargo downriver safely.

A fine, restful night was had by all, but on the following day, when preparing for their voyage to Newthrone, the capital city of Q'barra, danger came streaking down to earth like a comet in the form of an eight foot tall construct, ordering the band to stand down, and telling them to prepare for their own extermination as a breach of the natural laws of Eberron!

When it lands, the group can see that it has the strange emblem on its chest plate and immediately surmise that this thing was constructed in the temple ruins before the operation pulled out. Further chatter with the thing also revealed that it identified itself as being associated with something called the "Sentinel Legion".

Since it was intent on eradicating our heroes, battle was commenced. Dr. Crane approached the thing and cast Darkness on it, shrouding the construct in a bubble of inky shadows, which the others used to guess its location as they attacked it from range. Isaiah backed from the thing while Henry moved forward to engage it, taking several solid blows as the others attacked the general area.

Then, screaming from the sky came another of the Sentinels, this one hovering in air and firing force beams at the party. The first of the powerful warforged was felled, leaving the group to deal with the one in the air. Many tactics were tried to engage the thing in melee in mid-air, but were ineffective. Finally, the use of the cargo meant to be taken downriver as missile weapons against the thing proved enough to damage it enough that it flew off from whence it came.

An apology was made to the villagers, and they accepted, helping the group prepare for their trip downstream - quite possibly just to hurry up getting the Extranormals out of their town. Henry inspected the fallen warforged, and tried to pry out small dragonshards used to focus its force blasts, but broke both of the delicate crystals, then gave up after doing a bit more study of its construction.

Cast of Characters
Jean Grey, Elan Psion (Kineticist) 6|Wilder 6  - Angela
Bennet du Paris [Exodus], Human Psion (Nomad) 6|Spellthief 5/Cerebrex 1 -Taylor
Henry [Beast], Artificer 6|Anthropomorphic Ape 2/Monk 4 - Paul
Kurt Wagner [Nightcrawler], Rogue 3/Fighter 2|Totemist 2/Wizard 3 - David
Kitty Pryde [Shadowcat], Wizard 5|Ninja 5 - Sam
Dr. Isaiah Crane (Scarecrow), Sorceror 4|Cleric 4 - Jon
Johnathan Blaze (Phantom Traveler) [Ghost Rider], Flaming Bone Creature 2/Warlock 2|Fighter 4 - G2

Bonus Feature: The First Limitations
I'm a session behind writing this up, but during the playing of Issue 11, just how powerful the special ability I gave to Scarecrow is came up. Initially, I had said that Baselines - that is, any creature or person without the Extranormal subtype - would not be granted a saving throw against Scarecrow's spells and abilities with the Fear descriptor. This is, very obviously, severely broken.

And so, I have made the following errata for Dr. Isaiah Crane/Scarecrow's granted power:

No Baseline creature or character may save against Dr. Crane's spells or abilities with the Fear descriptor, unless they meet the following criteria.
- Dragon or Outsider type. This does not apply to Native Outsiders.
- All inclusive types (unless they have levels in a PC class, see below) get saves, as normal, if their Hit Die is double Dr. Crane's level.
- Any creature or character with levels in a PC class may make a save against the aforementioned abilities or spells if they are at least 4 levels higher than Dr. Crane.
- All creatures normally immune to Fear effects, either from type or ability, retain this ability as it concerns Dr. Crane's abilities or spells.
- Those within a Paladin's Aura of Courage, if they would be affected by Dr. Crane's granted power, gain the ability to make a saving throw, but do not benefit from the +4 bonus normally granted by that aura.

3.05.2014

Campaign Alphabet - C

Eberron (Defendersverse)

Captain Aundair

This Extranormal being was, in many historian's minds, the only reason Aundair survived past the final days of the Last War.

Art by pursuer-of-darkness
Shortly after the plans by Lord Marlex were intercepted and acted against with brutal efficiency by the Thranes in late 925 YK, and another crushing setback in 927, Aundair was put on their back foot in the war and were struggling to hold their lines against an empowered Thrane and keep a stalling presence upon the Karnnathi front. This was not to be for long.

Thrane pushed forward and held much of southern Aundair, cowing the citizens there and denying them food to break their wills. The Karnns, however, were conducting even viler practices. Though known to have employed undead in their armies, a new commander on the western front, known as Kron, was reviled, even among his allies for corpse-harvesting battlefields to bolster his armies. 

Aundair could not stand by any longer. The Knights Arcane had collected the only survivor from the field of a Karnnathi victory, a body clinging to life after the awful enervating touch of an undead had nearly claimed him. He was taken to the towers of Arcanix and powerful magics and alchemies were concocted and forced into this soldier's body. 

On the brink of death as he was, his physical shell could not fight off any of the effects forced into him, and all involved feared that this soldier would give his life for his country on the slap of an arcane lab. It was not to be, however, as his will to fight and live held the magics tight to his frame, shaping him into the peak of human perfection. 

Aundair had the first of what they hoped was a series of enhanced soldiers, and by keeping him unnamed, save for the nomme de guerre of Captain Aundair, had a powerful tool to rebolster patriotism and, in theory, also aid the failing recruitment seen in the nation. 

Captain Aundair was dispatched to the Eastern Front to battle Karnnath, where he met in battle with Kron and soundly defeated him, leading Kaius II to dismiss the general in the face of defeat and overwhelming political pressure over Kron's battlefield atrocities. Kron was a blessing in comparison to his replacement, however, a diabolical soldier - matched in many ways to Captain Aundair - and being called the Red Skull.

Captain Aundair served diligently and courageously for the crown of Aundair for sixty-six years in the Last War, never seeming to age a day in his service. He ended up missing in action, and feared dead, after the Day of Mourning, as he was in Metrol around that time.
Sabotage brought about the end of the program which birthed the Captain, and though heralded as the first Extranormal early on, evidence that others had come before leaves many to believe that he is simply the first in the modern era.

Golarion

The Catacombs (of Wrath)

Discovered by Vic, Walt, and Rissi after pursuing Tsuto Kaijutsu through the Glassworks in Sandpoint, the heroes did multiple excursions into these vaults, even once taking the sage, Brodert Quink, with them to help determine the age and purpose behind the structure, as well as determine who built it.

Quink was certain (and correct) that the catacombs were constructed during the days of ancient Thassilon, and the party discovered cells and chambers that made it apparent that it had served as a prison during that time. 

Deep in the bowels of this structure, the heroes encountered twisted rage-driven abominations and even a weaker form of demon known as a quasit, both of which gave the group more trouble than they bargained for.

Khardtha

The Council

Alternately known as the Council, the Council of Wyrms, the Dragon Knights, or the Dragon Council, this odd body is rumored to be composed of some of the oldest and most powerful of each type of dragon on Khardtha.

Little else is known about the Council, save that it was presumably founded by Clughfelyliam, a great wyrm green - who is also rumored to be the first dragon to ever step foot on Khardtha - after supposedly delcaring that he would gather his kind in grand council. For what reasons then or now the dragons band together is unknown, though it is said by those claiming to have seen them that they never travel in their true forms, instead traipsing the countryside disguised as knights (thus the alternate name for the group), resplendent in fantastic armors, and carrying equally magnificent weapons.

Each, in their knightly forms, sits astride a mount unique to the rider and reflecting their supposed demeanor. Among these beasts are enormous hell hounds, nightmares, pegasi, and more. Others have reported seeing the members of this group riding horses that match their own draconic hues, leading some to speculate that the 'horses' were dragons, as well, using shaping magic to assume the form of stallions.

Whatever the truth behind the Council, even if they are these great dragons, indeed, when and if they decide to act upon or against any idea or individual or group, they will present what may be the most powerful force ever gathered on Khardtha.

The Wilderlands

The City-State of the Invincible Overlord

The Great Enemy. The City State of the Invincible Overlord - known as Ryan's Ruin to sages, Rhamsandron to wizards, and Normoot to the native barbarian Altanians - or simply, the City State, lies to the east of Viridistan and has been a constant needle in the side of the World Emperor.

Though defeated decisively in almost every engagement, the City State is seen as a necessary pest, the bug that shall not be permanently smashed, as its tributes keep a steady flow of gold into Viridistan's coffers. The periodic incursions and the contested borders that are a hotbed of military and civil action are of little distraction, though the tension grows and may someday soon pop, making Viridistan finally conquer their neighbor to the east.

Travel and commerce between the city-states is sometimes necessary, but no true Viridistani would stay long in a city occupied by those would would regularly traffic with the monstrous races of orcs, trolls, and goblins.

Likewise, the heretical beliefs practiced in the City State no doubt breeds the poor dispositions that most denizens of that tyranny display. Might be all the mammals they eat, too.

At least, that's what the World Emperor's own Guard Sergeant Trisful says...