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House rules: Action Points (as 3.5 Eberron)
Max HP.
20 point buy.
Characters:
Vent Verte: Human Avenger
Ghost: Human Avenger 3/Slayer 5
Crimson Spider: Warlock
Not Mogo: Goblin Zealot.
Adventure begins with a dramatic caravan escape 2 advanced ogres, 8 goblin fighter 1s, and 3 hobgoblin fighters, none have armor. Players are getting more use out of their magic items than their class features. Crimson Spider is the exception who uses whip of spiders to good effect. The fight lasts six rounds. Minor damage to PCs, 2 civilians killed, to gobs escape.
Not Morgo then uses his bloodhound spell to track the escaped goblins. Meanwhile Vent Vert switches to his fop identity to gather info about some criminals who escaped before the PCs entered the scene. Crimson Spider and Ghost use their cover identities to try and ask question regarding an explosive. Lots of dead ends, although Not Morgo uses Disguise to disguise himself as a third identity Not-Not-Morgo, so he could retain access to his class features.
Anyway, long RP investigation later, our heroes realise this is all a plot against Baron Trelib d'Madani. Some skill challenges, a lot of web spells later the Lightning rail was stopped before becoming a burning fireball of lightning, shrapnel and death.
Player Feedback
Abilities from magic items more useful and interesting than class features.
Wrist tattoos are still great.
Why isn't secret Identity just a feat anyone can take?
Vent Verte just felt like a fighter with more skill points (he used acrobatics to grand effect)
Nobody used their favour from having followers.

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Something else I should point out. During investigation portions of the adventure our heroes would split the party when they changed guises, which can work but it means that vast swaths of roleplaying occur while the other heroes are staring at their phones or taking turns in hearthstone.