Eberron Campaign – Part 4 Final Battle

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Re: Eberron Campaign – Part 4 Final Battle

Post by Rabbit Burner » Mon Apr 09, 2018 4:08 am

So much cool stuff in these amazing setups.

Love that massive single piece water tile.

The two things that gave us a 'Wow' moment was seeing the orrery and the massive tentacles (yes did actually say 'wow') like seeing a 3D storyboard for a film.

Fabulous and inspiring Feymous - keep them coming :)
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Re: Eberron Campaign – Part 4 Final Battle

Post by William » Sun Apr 08, 2018 11:22 am

Very cool set-up. Thank you for letting us in on these game sessions. Your posts are always special.
I noticed something on a few of your 6" long RotA walls. I never realized the sun faces were painted up. I like the way those walls pop. Imho, your extras (torches, bookcases and statues) are what really set the bar high.
Your designs on these campaigns are so Yummy. (running out of expletives) :)
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( aka: Rock Breaker Bill - Column Barron of BRoM )

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Re: Eberron Campaign – Part 4 Final Battle

Post by kitenerd » Sun Apr 08, 2018 11:13 am

It’s almost impossible to overstate how amazing this building is

There are lots of fantastic builds but your builds always seem to combine all the elements of storyline with aesthetic value and ultimately with really cool playable encounter areas


Now i want RotA even more
"Miniatures?, sure sign of a petty mind!" - 'The Women' 1939

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Re: Eberron Campaign – Part 4 Final Battle

Post by dice4hire » Sun Apr 08, 2018 7:31 am

The Realms pieces here are really excellent, they give a good subdued whitish/something vibe to the whole build.
A pretty decent Docent of Valoria

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Re: Eberron Campaign – Part 4 Final Battle

Post by Feymous » Sun Apr 08, 2018 6:34 am

I had expected the cobra headed rakshasa to be the final battle. That is until the the party’s gunslinger opened battle by shooting the arcane engine. Massive damage to a delicate magical device is always fun right???? When asked to roll a percentile die to determine what random chaotic magic resulted, the gunslinger rolled a 100…..queue long slumbering monster from the deep.

Back in the entry hall, the party decides to kick open the doors and surprise whatever may be inside. Beyond the heavy doors lies the senate chambers; two wide sets of stairs leading to the senate floor two stories below. At the bottom sits the strange arcane engine the party had seen in the library blueprints. The room’s occupant, a robed serpent man, turns their direction with a hiss, his head flattening in a patterned hood. Gripping the edge of the orrery with an outstretched hand, he sets the engine in motion. As he does so, the party notices the strange hands of this creature, with his palms facing the wrong direction. This is no normal serpent folk, it’s a cobra headed rakshasa!

Even a rakshasa was no match for our brave adventurers, especially when aided by the arcane blast released from the orrery when shot by the party’s gunslinger. But slaying the demon cobra wasn’t that last challenge for the party. As they exit the senate, the guards the PCs bypassed earlier are waiting. To top things off, it appears that the arcane blast from the orrery also woke something old from the bottom of the lake.
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Eberron Campaign – Part 4 Final Battle

Post by Feymous » Sun Apr 08, 2018 6:25 am

I recently wrapped up the campaign I’ve ran for the last year. Below are pics from our final game.

The party is now certain that the biggest threat in Saventh Yhi has taken up residence in the government district, located in the middle of the city’s central lake. In the heart of this district is Saventh Yhi’s ancient senate chambers. The People’s Plaza, which once stood before the senate’s grand entrance, sunk back into the lake centuries ago.

The only visible entrance into the senate is the heavily guarded main hall. Fortunately, the rival adventuring party rescued by the PCs, offers them a token of gratitude. The map of a secret cavern entrance.

Our adventurers emerge from a hidden entrance in the floor of what appears to be a construction staging area. The room is piled high with lumber, rope, pulleys, and other supplies. Slave laborers are manacled to the walls and strewn across a large table are crane blueprints. The party sneaks across the hall to a grand library. Here they find more blueprints; this time of a complex arcane engine for which the party cannot discern the purpose. Beyond the library are lavish bed chambers.

All that remains unexplored are the large double doors at the end of the entry hall. However, as the group approaches, they notice scratch marks on the floor near the right hand wall. Upon investigation, the party discovers a hidden room, with a strange serpent fountain and doorway. When they try to explore the chamber beyond, they are stopped short by a wall of force blocking the serpent archway. The party's alchemist notices and translates a passage on the fountain, which reads: “none may enter here who have not proven their blood pure of Khyber’s taint”. They party correctly discerns that by splashing a few drops of their blood in the fountain (and assuming no PCs have a demonic bloodline) they can pass through the wall of force. Beyond the archway, they find an excavation site. Although it looks like whatever was buried here has recently been removed.
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