Sunday, February 19, 2006
Eberron Characters
Y'all may have noticed that I have posted the Eberron characters that I have. I've found temporary pictures for everyone, and posted what I could remember of the histories that we discussed. Please feel free to edit the histories, change the picture, whatever, I was going on memory and may well have forgotten stuff. Especially feel free to add details, allies and enemies and other such things to your histories.
Eberron Character: William d'Deneith
Name: William Snow d'Deneith
10th level Human Fighter (Good-Aligned)
Build: Great Weapon Fighter
Fighter Talents: Two-handed Weapon Talent
Background: Society - Noble (+2 to Diplomacy)
FINAL ABILITY SCORES
Str 20, Con 16, Dex 12, Int 11, Wis 13, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 14, Dex 12, Int 11, Wis 13, Cha 10.
Init +6
Speed 5
Passive Insight 16
Passive Perception 16
Languages Common, Giant
AC: 25 Fort: 26 Reflex: 20 Will: 20
HP: 90 Surges: 12 Surge Value: 23
TRAINED SKILLS
Endurance +11, Intimidate +10, Athletics +13, Streetwise +10
UNTRAINED SKILLS
Acrobatics +4, Arcana +5, Bluff +5, Diplomacy +7, Dungeoneering +6, Heal +6, History +5, Insight +6, Nature +6, Perception +6, Religion +5, Stealth +4, Thievery +4
FEATS
Weapon Focus (Axe), Weapon Expertise (Axe), Weapon Proficiency (Execution axe), Armor Proficiency (Plate), Toughness, Power Attack, Potent Challenge
POWERS
At-Will: Brash Strike, Cleave, Reaping Strike
Encounter: Lunging Strike, Crushing Blow, Come and Get It
Daily: Brute Strike, Pinning Smash, Victorious Surge
Utility: Unstoppable, Agile Approach, Into the Fray
ITEMS
Reflexive Plate Armor +2, Righteous Execution axe +2, Amulet of Protection +3, Backpack (empty), Bedroll, Flint and Steel, Pouch, Belt (empty), Everburning Torch (2), Climber's Kit, Journeybreads (20), Rope, Silk (50 ft.), Waterskin, Iron Armbands of Power (heroic tier), Boots of Free Movement (heroic tier), Belt of Vigor (heroic tier)
History: William d'Deneith was born to be a Blademark. His Sentinel Dragonmark showed up in early adolescence, but even before then, he showed an affinity for martial combat and tactics, and his father, out on the fields of battle in Karrnath and Cyre, relished the letters from trainers and family who assured him that William had a great destiny within the family. William continued to train, anxious for the day when he would be sent to join his father and brother on the battlefield.
Then the destruction of Cyre came, and William's father and brother, along with thousands of other Deneith warriors, were gone. For the 16-year-old William, this was more reason to go out and pay back the Cyrans and everyone else in blood. But Sharri d'Deneith, William's mother, had already lost her husband and other son. She was unwilling to send her only remaining son, and for that matter the only dragonmarked youth in the family, into the meat grinder of the war. William burned with anger, but his duty to his house and family forced him to obey his mother's wishes. He was sent to live with his great uncle, Maresh d'Deneith, in the city of Sharn.
There, William continued his training, and found himself in a fairly cushy position as a weapons/combat trainer at Morgrave University, helping to train other future Blademarks. His uncle was sympathetic to William's desire for adventure and combat, and thus turned a blind eye when William began seeking out first fights and then more wide-ranging adventures, occasionally leaving assistants to do his teaching so he could seek out something more exciting in the field.
William's spirit of adventure got the attention of those at Morgrave University, and he was offered a position within one of Morgrave's many adventuring bands, a position that he jumped at. The five adventurers developed bonds of friendship and trust over the course of several adventures, all within the city of Sharn at first, but then out into Darguun, the Mournland and Zilargo. They called themselves the Wandering Wolves, and William adopted the identity of "Wolf" to hide his exploits from his mother.
While pursuing a vampire named Lucan on behalf of the King's Dark Lanterns, William met his demise. The vampire had boarded an airship called the Cloud's Destiny, and had dominated some gnomish warriors to guard his pursuit on the docking tower. The Wolves attacked the gnomes, and William rushed past the battered guards to try and catch the departing airship. One of the gnomes, in a desperation move, tried to push William off the 80-foot tower and, thanks to William losing his footing, he succeeded. William tried to catch the other docking berths on the way down but was unsuccessful, and along with some wounds he had received in battle with Lucan earlier, the fall was enough to kill him. The Wolves, in a hurry to catch Lucan, couldn't even pause to recover the body of their fallen comrade, trusting in the power of his House to recover it when news of his demise got out.
Unfortunately, William's body was recovered not by House Deneith, but by the Emerald Claw. Their leadership decided to resurrect him as a vampire to use against his friends, and William sought revenge on the Wolves, first with the Emerald Claw and then, after a truce was arranged between the Emerald Claw and the Wolves on behalf of the Tyrants, on his own. His pursuit took him to Xen'drik, and it was there that the Wolves used ancient, powerful magic to restore William back to life. His dragonmark was nullified by his death, undeath and rebirth, left only a regular, non-magical tattoo, and his memories of his time as a member of the undead are mercifully hazy, and he has rejoined the Wandering Wolves once more.
3.5 Stats:
Race: Dragonmarked Human (Sentinel)
Class: Fighter 4
Experience: 7666
Alignment: Chaotic Neutral
Religion: Uncertain
Homeland: Karrnath
Age: 20 Height: 6'2" Weight: 190 lbs.
Statistics: STR 17, DEX 15, CON 16, INT 14, WIS 15, CHA 12, BAB +4, Fort +4 (+7), Ref +1 (+3), Will +1 (+3), Init +2 (+2), AC 19 (+8 armor, +1 Dex), HP 43
Skills: Climb +7 (+4), Intimidate +7 (+8), Jump +7 (+4), Ride +7 (+9), Swim +7 (+2)
Weapons/Attacks: +9 (2d6+5, Greatsword +1), +7 (1d4+3, Dagger), +7 (1d4+3, Spiked Gauntlets), +7 (1d8+3, Masterwork Heavy Mace), +6 (1d6, Light Crossbow w/50 Bolts)
Equipment:
Feats: Cleave, Combat Expertise, Least Dragonmark (Shield of Faith), Power Attack, Powerful Charge, Weapon Focus (Greatsword)
Proficiencies: All Simple & Martial Weapons, All Armor & Shields
Languages: Common
10th level Human Fighter (Good-Aligned)
Build: Great Weapon Fighter
Fighter Talents: Two-handed Weapon Talent
Background: Society - Noble (+2 to Diplomacy)
FINAL ABILITY SCORES
Str 20, Con 16, Dex 12, Int 11, Wis 13, Cha 10.
STARTING ABILITY SCORES
Str 16, Con 14, Dex 12, Int 11, Wis 13, Cha 10.
Init +6
Speed 5
Passive Insight 16
Passive Perception 16
Languages Common, Giant
AC: 25 Fort: 26 Reflex: 20 Will: 20
HP: 90 Surges: 12 Surge Value: 23
TRAINED SKILLS
Endurance +11, Intimidate +10, Athletics +13, Streetwise +10
UNTRAINED SKILLS
Acrobatics +4, Arcana +5, Bluff +5, Diplomacy +7, Dungeoneering +6, Heal +6, History +5, Insight +6, Nature +6, Perception +6, Religion +5, Stealth +4, Thievery +4
FEATS
Weapon Focus (Axe), Weapon Expertise (Axe), Weapon Proficiency (Execution axe), Armor Proficiency (Plate), Toughness, Power Attack, Potent Challenge
POWERS
At-Will: Brash Strike, Cleave, Reaping Strike
Encounter: Lunging Strike, Crushing Blow, Come and Get It
Daily: Brute Strike, Pinning Smash, Victorious Surge
Utility: Unstoppable, Agile Approach, Into the Fray
ITEMS
Reflexive Plate Armor +2, Righteous Execution axe +2, Amulet of Protection +3, Backpack (empty), Bedroll, Flint and Steel, Pouch, Belt (empty), Everburning Torch (2), Climber's Kit, Journeybreads (20), Rope, Silk (50 ft.), Waterskin, Iron Armbands of Power (heroic tier), Boots of Free Movement (heroic tier), Belt of Vigor (heroic tier)
History: William d'Deneith was born to be a Blademark. His Sentinel Dragonmark showed up in early adolescence, but even before then, he showed an affinity for martial combat and tactics, and his father, out on the fields of battle in Karrnath and Cyre, relished the letters from trainers and family who assured him that William had a great destiny within the family. William continued to train, anxious for the day when he would be sent to join his father and brother on the battlefield.
Then the destruction of Cyre came, and William's father and brother, along with thousands of other Deneith warriors, were gone. For the 16-year-old William, this was more reason to go out and pay back the Cyrans and everyone else in blood. But Sharri d'Deneith, William's mother, had already lost her husband and other son. She was unwilling to send her only remaining son, and for that matter the only dragonmarked youth in the family, into the meat grinder of the war. William burned with anger, but his duty to his house and family forced him to obey his mother's wishes. He was sent to live with his great uncle, Maresh d'Deneith, in the city of Sharn.
There, William continued his training, and found himself in a fairly cushy position as a weapons/combat trainer at Morgrave University, helping to train other future Blademarks. His uncle was sympathetic to William's desire for adventure and combat, and thus turned a blind eye when William began seeking out first fights and then more wide-ranging adventures, occasionally leaving assistants to do his teaching so he could seek out something more exciting in the field.
William's spirit of adventure got the attention of those at Morgrave University, and he was offered a position within one of Morgrave's many adventuring bands, a position that he jumped at. The five adventurers developed bonds of friendship and trust over the course of several adventures, all within the city of Sharn at first, but then out into Darguun, the Mournland and Zilargo. They called themselves the Wandering Wolves, and William adopted the identity of "Wolf" to hide his exploits from his mother.
While pursuing a vampire named Lucan on behalf of the King's Dark Lanterns, William met his demise. The vampire had boarded an airship called the Cloud's Destiny, and had dominated some gnomish warriors to guard his pursuit on the docking tower. The Wolves attacked the gnomes, and William rushed past the battered guards to try and catch the departing airship. One of the gnomes, in a desperation move, tried to push William off the 80-foot tower and, thanks to William losing his footing, he succeeded. William tried to catch the other docking berths on the way down but was unsuccessful, and along with some wounds he had received in battle with Lucan earlier, the fall was enough to kill him. The Wolves, in a hurry to catch Lucan, couldn't even pause to recover the body of their fallen comrade, trusting in the power of his House to recover it when news of his demise got out.
Unfortunately, William's body was recovered not by House Deneith, but by the Emerald Claw. Their leadership decided to resurrect him as a vampire to use against his friends, and William sought revenge on the Wolves, first with the Emerald Claw and then, after a truce was arranged between the Emerald Claw and the Wolves on behalf of the Tyrants, on his own. His pursuit took him to Xen'drik, and it was there that the Wolves used ancient, powerful magic to restore William back to life. His dragonmark was nullified by his death, undeath and rebirth, left only a regular, non-magical tattoo, and his memories of his time as a member of the undead are mercifully hazy, and he has rejoined the Wandering Wolves once more.
3.5 Stats:
Race: Dragonmarked Human (Sentinel)
Class: Fighter 4
Experience: 7666
Alignment: Chaotic Neutral
Religion: Uncertain
Homeland: Karrnath
Age: 20 Height: 6'2" Weight: 190 lbs.
Statistics: STR 17, DEX 15, CON 16, INT 14, WIS 15, CHA 12, BAB +4, Fort +4 (+7), Ref +1 (+3), Will +1 (+3), Init +2 (+2), AC 19 (+8 armor, +1 Dex), HP 43
Skills: Climb +7 (+4), Intimidate +7 (+8), Jump +7 (+4), Ride +7 (+9), Swim +7 (+2)
Weapons/Attacks: +9 (2d6+5, Greatsword +1), +7 (1d4+3, Dagger), +7 (1d4+3, Spiked Gauntlets), +7 (1d8+3, Masterwork Heavy Mace), +6 (1d6, Light Crossbow w/50 Bolts)
Equipment:
(1) Alchemist's Fire, (1) Antitoxin, Backpack, Blue enamel masterwork Chain Shirt (in Haversack), Full plate armor, +1 Large Steel Shield (generally not in use), Magebred Light Riding Horse, (1) Oil of Magic Weapon, (1) Potion of Bull's Strength, (1) Potion of Lesser Restoration, (1) Potion of Cure Moderate Wounds, Signet ring (Wandering Wolves), 104 GP
Feats: Cleave, Combat Expertise, Least Dragonmark (Shield of Faith), Power Attack, Powerful Charge, Weapon Focus (Greatsword)
Proficiencies: All Simple & Martial Weapons, All Armor & Shields
Languages: Common
Eberron Character: Tock
Name: TockRace: Warforged
Class: Artificer 7/Fighter 1
Experience: 32,000
Alignment: Neutral
Religion: None
Homeland: Cyre, Displaced
Age: 14 Height: 6'0" Weight: 315 lbs.
Statistics: STR 11, DEX 14, CON 12, INT 17, WIS 11, CHA 15, BAB +5, Fort +4 (+5), Ref +2 (+4), Will +5 (+5), Init +2 (+2), AC 19 (+8 armor, +1 Dex), HP 38
Skills: Concentration +6 (+6), Craft (Warforged) +8 (+11), Craft (Alchemy) +10 (+13), Craft (Weaponsmithing) +8 (+10), Disable Device +8 (+11), Knowledge (Arcana) +10 (+13), Open Lock +1 (+3), Ride +2 (+4), Spellcraft +10 (+17), Use Magic Device +12 (+16)
Infusions: 1 - 4/day (Ablative Armor, Armor Enhancement, Lesser, Energy Alteration, Enhancement Alteration, Identify, Indisputable Possession, Inflict Light Damage, Light, Magic Stone, Magic Vestment, Magic Weapon, Metamagic Scroll, Pending Potion, Repair Light Damage, Resistance item, Shield of Faith, Skill Enhancement, Spell Storing item, Weapon Augmentation, personal), 2 - 4/day (Armor Enhancement, Align Weapon, Bear's Endurance, Bull's Strength, Cat's Grace, Chill Metal, Eagle's Splendor, Elemental Prod, Fox's Cunning, Heat Metal, Inflict Moderate Damage, Lucky Blade, Owl's Wisdom, Reinforce Construct, Repair Moderate Damage, Suppress Dragonmark, Toughen Construct, Weapon Augmentation, Lesser), 3 - 3/day (Adamantine Weapon, Armor Enhancement, Greater, Blast Rod, Construct Energy Ward, Inflict Serious Damage, Lucky Cape, Magic Weapon, Greater, Metamagic Item, Power Surge, Repair Serious Damage, Spell Snare, Stone Construct, Suppress Requirement)
Class Abilities: Artificer Knowledge, Artisan Bonus, Craft Homunculus, Craft Wand, Disable Trap, Item Creation, Metamagic Spell Trigger, Retain Essence
Racial Abilities: Living Construct (Ex), Composite Plating, Light Fortification (Ex), Natural Weapon
Weapons/Attacks: +7 (1d10+1, Armblade), +7 (1d8+1, Heavy Mace +1), +6 (1d4, Slam), +8 (1d8, Light Crossbow w/80 Bolts)
Equipment:
Cloak of Resistance +2, Essence of the Scout, Magebred Light Riding Horse, (1) Potion of Resist Energy (Fire) (10), Signet ring (Wandering Wolves), (15) Sling Bullets, Wand of Magic Missiles (8 charges), Wand of Magic Missiles (13 charges), Warforged Repair Kit, 154 GP, 20 CP
Feats: Adamantine Body, Scribe Scroll, Brew Potion, Craft Magic Arms and Armor, Craft Wondrous Item, Exceptional Artisan, Exotic Weapon Proficiency (Arm Blade), Extraordinary Artisan, Legendary Artisan, Magical Aptitude
Proficiencies: All Simple and Martial Weapons, All Armor and Shields
Languages: Common
History: Tock is a late-model warforged, created by House Cannith in Cyre just under 20 years after the process had been perfected. He was created with battle in mind, and trained to provide battlefield repairs and magical support to a warforged unit. He was put into the field of battle in Karrnath, helping to support Cyre troops in many bloody conflicts. 10 years after Tock was created, Cyre was destroyed, turned into the Mournland. Already Tock was having doubts about the constant battles that had become his life, and the destruction of what he had been fighting for didn't help. Still, he didn't desert, but remained as a battlefield medic until two years later, when the Thronehold Treaty both ended the war and gave Tock his freedom.
Tock immediately set out for Sharn, as he felt that would be the best place to learn more of the magecrafting that he had only a rudimentary understanding of at that point. He found a master artificer, Jhornan Goath, in the employ of Morgrave University, and came on as an apprentice and teaching aide. In exchange for his considerable talents, Goath trained Tock in more aspects of being an artificer, helping to round his training out beyond the combat-specific uses it had been put to.
With his skills growing, Tock sought more field research and exotic magic, and to that end, Goath put in a good word for him with those setting up expeditions to Xen'drik. Tock joined a band of adventurers to become one of Morgrave's many adventuring bands. The five adventurers developed bonds of friendship and eventually became known as The Wandering Wolves, an adventuring band joined with the Clifftop Adventurers' Guild.
Soon after their adventures began, the Wolves covertly opened a shop named Gareth's Gear, and Tock began serving as in-house artificer when he wasn't out adventuring. Then, on an adventure in Trolanport, William d'Deneith, the party's most powerful member, was killed. This shocked Tock into a bit of an awareness, realizing that he was probably not that suited for adventuring, and besides, he enjoyed lab work more anyway. He became the first member of the Wandering Wolves to retire from active adventuring, and now he serves as the full-time artificer for Gareth's Gear, where his skills have grown by leaps and bounds.
Eberron Character: Pel
Changeling Rogue 10 (Unaligned)
Rogue Tactics: Brutal Scoundrel
Background: Sharn (+2 to Insight)
FINAL ABILITY SCORES
Str 14, Con 10, Dex 18, Int 11, Wis 14, Cha 17.
STARTING ABILITY SCORES
Str 12, Con 10, Dex 16, Int 11, Wis 14, Cha 13.
AC: 24 Fort: 19 Reflex: 23 Will: 21
HP: 67 Surges: 6 Surge Value: 16
Init +9
Speed 6
Passive Insight 26
Passive Perception 22
Languages Common, Giant
TRAINED SKILLS
Stealth +16, Thievery +15, Streetwise +13, Perception +12, Bluff +16, Insight +16, Religion +10
UNTRAINED SKILLS
Acrobatics +9, Arcana +5, Diplomacy +9, Dungeoneering +7, Endurance +5, Heal +7, History +5, Intimidate +8, Nature +7, Athletics +7
FEATS
Backstabber, Initiate of the Faith, Novice Power, Weapon Proficiency (Rapier), Acolyte Power, Adept Power
POWERS
At-Will: Riposte Strike, Sly Flourish
Encounter: Sly Lunge, Daunting Light, Circling Predator
Daily: Easy Target, Deep Cut, Swift Strike
Utility: Master of Deceit, Bastion of Health, Shadow Stride
ITEMS
Adventurer's Kit, Bones of the Traveler +2, Dynamic Rapier +3, Summoned Leather Armor +3, Crossbow, Crossbow Bolts (40), Burglar's Gloves (heroic tier), Boots of Stealth (heroic tier), Amulet of Protection +2, Thieves' Tools, Rope, Silk (50 ft.), Grappling Hook (2), Sanctified Incense (Religion), Bracers of Mighty Striking (heroic tier), Gem of Colloquy (heroic tier), Potion of Healing (heroic tier) (2), Elixir of Aptitude (heroic tier), Potion of Vigor (heroic tier), Backpack (empty), Everburning Torch, Fine Clothing
History: Pel was born in Sharn, City of Towers. He never knew his mother, who left at an early age, and grew up under the tutelage of his father, Vadis, who was a member of the Tyrants, a mysterious guild of shapeshifters who control the bordellos and the flow of information in Sharn. From as early as he could walk, Pel was learning to stick to the shadows, remain unobtrusive and decipher what information was worth remembering, and what could be cast aside. He rose fairly quickly within the ranks of the organization, which seemed a boon, but would soon prove to be a problem as well.
Cord Lanner, a 5th-level rogue and one of the few humans on the Inner Circle of the Tyrants, found himself in a dispute with Vadis over information brokering and the running of certain bordellos. Pel found himself in the middle of these two warring factions, and when an agent of Cord came to him and asked if he'd be willing to murder his father to become one of Cord's lieutenants, Pel agreed. Then he double-crossed Cord and brought the information about the assassination plot to the Inner Circle, which found Cord's actions disruptive and forced him into a truce with Vadis. Vadis became a lieutenant to Cord, and Pel had earned a powerful enemy. Vadis gave his son a new identity and sent him to work at Morgrave University as a researcher.
Pel's information-gathering abilities served him well, and he became a valued addition to Morgrave's library. He also passed worthwhile information on to his father secretly. About six months ago, he joined with several other adventurers to become one of Morgrave's many adventuring bands. The five adventurers developed bonds of friendship and trust over the course of several adventures, all within the city of Sharn, and they all look forward to the day when their bosses at Morgrave will send them on a more worldly adventure, perhaps even one into the lost continent of Xen'drik itself.
A near-death experience on the road to Trolanport put Pel in touch with his god, the Traveler, and led him to take up the calling. He has begun studying the ways of the Traveler's priests, and has been granted some divine spell abilities as a result.
Pel had an even nearer brush with death at the hands of Xulo, the malevolent creation pattern, in the heart of Xen'drik. A 30 foot tall primitive warforged crushed him to death with its fists during combat. Pel was restored to life by a priest of The Keeper, thanks to a deal made by his friend Lysander.
3.5 Stats:
Race: Changeling
Class: Rogue 5/Cleric 5
Experience: 45478
Alignment: Chaotic Neutral
Religion: Traveler (of Dark Six)
Homeland: Breland (Sharn)
Age: 20 Height: 5'9" (varies) Weight: 150 (also varies)
Statistics: STR 10, DEX 14, CON 14, INT 18, WIS 14, CHA 16, BAB +7, Fort +5 (+7), Ref +5 (+7/8), Will +5 (+7), Init +2 (+2), AC 21 (+6 armor, +2 Dex, +1 amulet, +2 ring of protection), HP 73
Skills: Appraise +1 (+5), Bluff +5 (+10), Concentration +2 (+5), Craft (Trapmaking) +5 (+13), Decipher Script +5 (+8), Diplomacy +5, +2ss (+10), Disable Device +7 (+15), Disguise +1 (+15), Escape Artist +1 (+3), Forgery +1 (+5), Gather Information +7/+2ss (+12), Heal +1 (+3), Hide +7/+6 (+15), Intimidate +1 (+8), Knowledge (Books) +1 (+5), Knowledge (Dungeoneering) +1 (+5), Knowledge (History) +2 (+6), Knowledge (Local) +6 (+11), Knowledge (Myths & Legends) +1 (+5), Knowledge (Religion) +6 (+10), Knowledge (Underworld) +1 (+5), Listen +3 (+5), Move Silently +8 (+10), Open Lock +5 (+11), Perform (Actor) +1 (+4), Profession (Researcher) +2 (+4), Search +6 (+10), Sense Motive +4 (+8), Slieght of Hand +1 (+5), Spellcraft +5 (+11/+13 decypher scroll), Spot +3 (+5), Tumble +1 (+3), Use Magic Device +11 (+16/+20 w/scrolls)
Spells: 0 - 5/day (Create Water, Cure Minor Wounds, Detect Magic, Detect Poison, Guidance, Inflict Minor Wounds, Light, Mending, Purify Food and Drink, Read Magic, Resistance, Virtue); 1 - 4+1 domain/day (Bane, Bless, Bless Water, Cause Fear, Command, Comprehend Languages, Curse Water, Deathwatch, Detect Chaos/Evil/Good/Law, Detect Dragonmark, Detect Undead, Divine Favor, Doom, Endure Elements, Entropic Shield, Hide from Undead, Inflict Light Wounds, Magic Stone, Magic Weapon, Obscuring Mist, Protection from Chaos/Evil/Good/Law, Remove Fear, Sanctuary, Shield of Faith, Summon Monster I; 2nd - 3+1 domain/day, I'll be damned if I'm typing in every 2nd level spell. 3rd - 1+1 domain/day. Animate Rope (domain), Longstrider (domain), Woodshape/Locate Object (domain), Fly/Stoneshape (domain).
Class Abilities: 3d6 Sneak Attack, Trapfinding, Evasion, Trapsense +1, Uncanny Dodge, Turn Undead 6/day, turn check +5, turn dmg 2d6+8 , Domains (Artifice: +4 on Craft check, creation spells at +1 caster level, Travel: Freedom of Movement 1/day x Cleric lvl)
Racial Abilities: +2 vs. sleep/charm effects, +2 on Bluff, Intimidate & Senese Motive, Natural Linguist, Minor Change Shape (Su)
Weapons/Attacks: +7 (1d6+2, +2 Scimitar), +3 (1d6, Masterwork Rapier), +2 (1d6, Shortsword), +8 (1d8, Light Crossbow w/20 bolts)
Equipment:
+2 glamored studded leather armor, Hat of Anonymity +5 hide & continuous non-detection, Pearl of power +1, Devastation gloves, Amulet of Natural Armor +1, Ring of Protection +2, Ring of Invisibility, (1) Antitoxin, Cleric's Vestments (gold inlaid), Shiftweave outfit, Clothes (Traveler's Outfit, Peasant's Outfit, Courtier's Outfit), Darkweave Cloak (+1 Hide), Ink (vial), Masterwork Thieves Tools, Mirror, (1) Parchment, Pen, Magebred Light Riding Horse, Map case, (2) Potion of Cure Moderate Wounds, (2) Potion of Cure Light Wounds, Scholar's Outfit, 10 silver bolts, 14 +1 Adamantine Bolts, 7 +2 bolts, 3 doses Dreamlily, 50' silk rope, Signet ring (Wandering Wolves), 2 Featherfall Talismans, Goggles of Night, 7th lvl Wand of Magic Missiles 4d4+4 (35 charges), Wand of scorching ray 4d6 (12 charges), +2 keen scimitar, Eternal Wand of cure moderate wounds, Potion of displacement, Potion of owl's wisdom, potion of cat's grace, thunderstones,
Infinite Scroll Case contains the following: Scrolls (1 - Charm Animal, 1 - Hide From Undead, 2 - Restoration, 1 - Nuetralise Poison, 1 - Remove Disease, 2 - lesser Restoration, 2 - Dispel Magic, 1- Invisibility purge, 1 - resurgence, 1 - searing light, 0 - stoneskin, 1 - flamestrike, 1 - Tenser's Floating Disk, 1 - truestrike, 1 - detect thouhts, 1 - Spider Climb, 0 - web, 2 - comprehend languages, 0 - keen edge) 5473gp, 1532gp Letter of Credit, pouch of gems worth 2500gp,
Feats: Education, Magical Aptitude, Nimble Fingers
Proficiencies: Simple, Scimitar, Hand Crossbow, Rapier, Sap, Shortbow, Short Swords, All Armor and Shields
Languages: Common, Draconic, Elven, Orc, Goblin
Game Off, Then On
Gaming is off for the next two weeks. Nate is having birthday festivities, and then we'll be having STAPLE!
I suggest we plan on gaming on March 10, and if someone turns out to be unavailable (it seems like someone might have been possibly unavailable) I can run a one-shot Feng Shui game or something along those lines.
Paul is the newest member of the blog and the game group, and will be joining us on the Eberron campaign. He's back in town on March 17, but I figure it might be more along the lines of March 24 or the week after when we start Eberron, depending on when we get to a good stopping point on the Realms.
I suggest we plan on gaming on March 10, and if someone turns out to be unavailable (it seems like someone might have been possibly unavailable) I can run a one-shot Feng Shui game or something along those lines.
Paul is the newest member of the blog and the game group, and will be joining us on the Eberron campaign. He's back in town on March 17, but I figure it might be more along the lines of March 24 or the week after when we start Eberron, depending on when we get to a good stopping point on the Realms.
Monday, February 13, 2006
Game on
So update your RSVP in the template.
This week: thrills! Chills! Spills! Dills! (Pickles, that is.)
This week: thrills! Chills! Spills! Dills! (Pickles, that is.)
Thursday, February 09, 2006
Game Off
No game this Friday Feb. 10th; Nate is out, and I am out. I have a client presentation the following morning that I have to develop a Flash application for.
Realms resumes on the 17th.
Edited to add: However, Randy will be having folks over to watch the final two hours of Arrested Development at 7:30 PM at his place. If you're interested in coming, feel free, and email if you need directions!
Realms resumes on the 17th.
Edited to add: However, Randy will be having folks over to watch the final two hours of Arrested Development at 7:30 PM at his place. If you're interested in coming, feel free, and email if you need directions!
Friday, February 03, 2006
The point
of the previous post was to ping Randy's RSS counter so that he would come to the site and update the template to tell me if he's coming to the game tonight or not.
Coincidentally, that is also the point of this post.
Coincidentally, that is also the point of this post.
Thursday, February 02, 2006
Friday, January 20, 2006
William d'Deneith
...will be of the "House Scion" archetype from the Player's Guide to Eberron. Which officially makes him Better Than You.
Tuesday, January 17, 2006
Player's Guide to Eberron
The Player's Guide to Eberron is out today, and from a casual glance, it looks really good. After a brief chapter on Eberron character archetypes, it goes to an alphabetical listing of everything in the world, from organizations to continents, in a sort of "encyclopedia" style format, with no GM-only information. It's a great way to get a flavor of the world, and the alphabetical organization makes it easy to find whatever you're looking for.
Thursday, January 12, 2006
Eberron: Maps of Sharn, City of Towers
Here are a couple of maps to Sharn, the city where your characters are based and the biggest metropolis in Eberron. Sharn is a city that is built both horizontally and vertically, divided into wards (Upper, Middle, Lower, etc.) and then further into districts on each vertical ward. Generally speaking, the lower the ward, the lower the living conditions, until you get into the industrial "cogs" that provide the utilities that keeps the city running in many respects. Y'all work at Morgrave University on the Upper Ward, and may live either up there or more cheaply in a Lower Ward that is vertically separate but horizontally equal to Morgrave, giving you cheaper housing and a shorter commute.
Don't worry too much if any of that (or this) doesn't make any sense to you. Just a couple maps to give you a visual indicator of Eberron. Side view first, overhead view second.

Don't worry too much if any of that (or this) doesn't make any sense to you. Just a couple maps to give you a visual indicator of Eberron. Side view first, overhead view second.

Sunday, January 08, 2006
Sign Up
Next week's game is scheduled. Edit the page template to sign up (move your name from Unknown to In).
For Blogger newbies: click the Blogger icon at top left, sign in if necessary, click "Template" tag. Scroll down to the section for signups (delimited by long lines of # symbols) and change the text. Save and republish.
Cheers!
Ben
For Blogger newbies: click the Blogger icon at top left, sign in if necessary, click "Template" tag. Scroll down to the section for signups (delimited by long lines of # symbols) and change the text. Save and republish.
Cheers!
Ben
Saturday, January 07, 2006
A Few Eberron Character Tidbits
For Ben:
1. Karrnath suffered quite a bit during the war. They used undead troops to bolster their forces, and continue to rely on the undead in their armies. Rumors insist that the Blood of Vol have a toehold in the government. The government itself is a strict military dictatorship that has the country in martial law. Every citizen serves a term in the military, and every citizen practices with the local militia. Battles between Karrnath and Cyre were especially bloody, and mostly took placeon Karrnath soil. This makes it seem extremely likely that you and Nate were on the opposite sides of a battle, and that he might have been in Karrnath when Cyre became the Mournland. Or, if you guys feel like that's too much of a potential strain on PC's relationship, he was somewhere else. Either way, you'll probably both harbor a little resentment, as your nations were bitter enemies. However, Thronehold, the city where the Last War treaty was negotiated, is in Karrnath, and King Kaius III was one of the first to press for peace.
2. Perhaps it was unease with the undead units that led you to leave Karrnath and seek your fortunes elsewhere. Perhaps you were just tired of being ordered around and wanted a taste of freelance military life beyond being part of a mercenary unit. Whatever the case, your travels lead you to Morgrave University, where they could use veterans to teach basic combat, tactics and recent military history as well as providing muscle on frequent expeditions, both for educational purposes and for recovering artifacts from around the world, including the lost continent of Xen'drik.
5 Things Every Karrn Knows: 1. How to play a chesslike boardgame called Conqueror. 2. Their own family tree going back at least four generations. 3. A bit about military organization. 4. An appreciation for art, spurred by the propaganda posters produced by artisans during the war. 5. A keen sense of the weather, even if only being good at answering the question "How hot was it yesterday?" in Cliff Clavin-like detail.
For Nate:
1. Before the war, Cyre was known as a place that was on the artistic and cultural cutting edge of Galifar. Think of it as Paris or Milan in terms of setting trends in art, fashion, etc. However, during the war, the nobles began to take this avant-garde lifestyle in a direction that was more decadent and immoral, even as the common people struggled to hold onto their values in the face of a conflict that they were deeply involved in. Your character might have an artistic bent as a result of living amongst Cyrans.
2. After the war ended, perhaps your desire to study and work on less war-heavy aspects of artificing led you to Morgrave University, which is rough and tumble enough to employ a veteran warforged in its magical studies department without blinking an eye. Probably you are an assistant professor to a higher-ranking artificer who continues to teach you lessons about artificing and magic as well.
5 Things Every Cyran Knows: 1. Where they were on the Day of Mourning - "Tomorrow in Cyre" has become an expression of hope, a reflection of sadness and a promise to win back what was lost. 2. Some form of artistic expression. 3. The Cyran appreciation, which promotes the appreciation of beauty and magic in avant-garde and unconventional ways. 4. What happened on the day of Mourning. Every Cyran has a different version, but everyone believes they know what happened to Cyre on that day. As a less emotional warforged, your character might be exempt from this one. 5. How to perform a Cyran tago, a frenetic and beautiful dance. Again, as a warforged, your character probably does not know this one.
For Chris:
1. If you want, you can take a Regional Education benefit. Educated in Breland gives you a +1 bonus on Knowledge (Nobility and Royalty) and Profession checks and a -1 penalty on Concentration and Knowledge (Religion). Educated at Morgrave gives you a +1 on Decipher Script and Knowledge (Geography), a -1 on Diplomacy and Knowledge (religion), one lesser underworld contact in Sharn and 25 less gold. Educated in Sharn gives you a +1 on climb and knowledge (the planes) and a -1 on Handle Animal and Knowledge (geography). Or you can go with a general street education and skip all of this.
2. Breland is probably the most prosperous nation in Sharn, and it has the makings of a diplomacy in its Brelish Parliament, even though it also still answers to a king. Think of it as England at the height of its empire.
3. The battle within The Tyrants (your guild) came down to Cord Lanner, a long-standing human in the guild who runs a profitable information brokerage and Ree, a changeling upstart who started up her own information/blackmail business. You had to back one of them when they came into conflict. Tell me which one it was and I'll work up more specifics. When you chose sides, your backer got you into Morgrave University at the library by forgiving a gambling debt owed by one of the librarians. My suggestion would be that this librarian (and the other PCs) are the only ones who know your true nature, and that everyone else knows you as a human library/research assistant with a false name and identity.
5 Things Every Brelish Knows: 1. The Galifar Code of Justice, which breaks down mostly to the right to defend yourself, the right to confront your accuser and the right to open debate. 2. That different is just different, which means that the Brelish tend to be tolerant of different races, faiths, cultures, etc. 3. Something about the weather. 4. The virtues of democracy. 5. The wisdom of Beggar Dane, an anonymous street bard whose columsn in The Sharn Inquisitive sound suspiciously like D&D versions of the Poor Richard's Almanac by Ben Franklin.
For Jason:
1. We now have in the party a Changeling Rogue, a Human Dragonmarked Fighter and a Warforged Artificer. There's room for just about anything, but you might consider a Sorcerer, Wizard, Bard or Cleric if you want to add a dimension of support the group doesn't have, or another fighter/barbarian/ranger type if you want to add muscle. You guys are without a healer, but with the halflings of House Jorrasco in every major city in Eberron, that's less of an issue than it might be in other campaigns. You're also without a powerhouse mage, but with an artificer and a dragonmarked fighter in your ranks, you'll be pretty handy with magically-assisted combat. So basically, feel free to explore whatever options you want. I'd suggest, in order to keep things sort of uniquely Eberron, playing a Shifter or someone with a dragonmark, but certainly with the regional flavor you can probably play just about anything.
2. The decision was made that you all will be working for Morgrave University, a somewhat less than reputable university in Sharn, City of Towers. Each of you will have a "day job" as a teacher or something along those lines, but you will also be doing freelance adventuring and adventuring on behalf of the University.
1. Karrnath suffered quite a bit during the war. They used undead troops to bolster their forces, and continue to rely on the undead in their armies. Rumors insist that the Blood of Vol have a toehold in the government. The government itself is a strict military dictatorship that has the country in martial law. Every citizen serves a term in the military, and every citizen practices with the local militia. Battles between Karrnath and Cyre were especially bloody, and mostly took placeon Karrnath soil. This makes it seem extremely likely that you and Nate were on the opposite sides of a battle, and that he might have been in Karrnath when Cyre became the Mournland. Or, if you guys feel like that's too much of a potential strain on PC's relationship, he was somewhere else. Either way, you'll probably both harbor a little resentment, as your nations were bitter enemies. However, Thronehold, the city where the Last War treaty was negotiated, is in Karrnath, and King Kaius III was one of the first to press for peace.
2. Perhaps it was unease with the undead units that led you to leave Karrnath and seek your fortunes elsewhere. Perhaps you were just tired of being ordered around and wanted a taste of freelance military life beyond being part of a mercenary unit. Whatever the case, your travels lead you to Morgrave University, where they could use veterans to teach basic combat, tactics and recent military history as well as providing muscle on frequent expeditions, both for educational purposes and for recovering artifacts from around the world, including the lost continent of Xen'drik.
5 Things Every Karrn Knows: 1. How to play a chesslike boardgame called Conqueror. 2. Their own family tree going back at least four generations. 3. A bit about military organization. 4. An appreciation for art, spurred by the propaganda posters produced by artisans during the war. 5. A keen sense of the weather, even if only being good at answering the question "How hot was it yesterday?" in Cliff Clavin-like detail.
For Nate:
1. Before the war, Cyre was known as a place that was on the artistic and cultural cutting edge of Galifar. Think of it as Paris or Milan in terms of setting trends in art, fashion, etc. However, during the war, the nobles began to take this avant-garde lifestyle in a direction that was more decadent and immoral, even as the common people struggled to hold onto their values in the face of a conflict that they were deeply involved in. Your character might have an artistic bent as a result of living amongst Cyrans.
2. After the war ended, perhaps your desire to study and work on less war-heavy aspects of artificing led you to Morgrave University, which is rough and tumble enough to employ a veteran warforged in its magical studies department without blinking an eye. Probably you are an assistant professor to a higher-ranking artificer who continues to teach you lessons about artificing and magic as well.
5 Things Every Cyran Knows: 1. Where they were on the Day of Mourning - "Tomorrow in Cyre" has become an expression of hope, a reflection of sadness and a promise to win back what was lost. 2. Some form of artistic expression. 3. The Cyran appreciation, which promotes the appreciation of beauty and magic in avant-garde and unconventional ways. 4. What happened on the day of Mourning. Every Cyran has a different version, but everyone believes they know what happened to Cyre on that day. As a less emotional warforged, your character might be exempt from this one. 5. How to perform a Cyran tago, a frenetic and beautiful dance. Again, as a warforged, your character probably does not know this one.
For Chris:
1. If you want, you can take a Regional Education benefit. Educated in Breland gives you a +1 bonus on Knowledge (Nobility and Royalty) and Profession checks and a -1 penalty on Concentration and Knowledge (Religion). Educated at Morgrave gives you a +1 on Decipher Script and Knowledge (Geography), a -1 on Diplomacy and Knowledge (religion), one lesser underworld contact in Sharn and 25 less gold. Educated in Sharn gives you a +1 on climb and knowledge (the planes) and a -1 on Handle Animal and Knowledge (geography). Or you can go with a general street education and skip all of this.
2. Breland is probably the most prosperous nation in Sharn, and it has the makings of a diplomacy in its Brelish Parliament, even though it also still answers to a king. Think of it as England at the height of its empire.
3. The battle within The Tyrants (your guild) came down to Cord Lanner, a long-standing human in the guild who runs a profitable information brokerage and Ree, a changeling upstart who started up her own information/blackmail business. You had to back one of them when they came into conflict. Tell me which one it was and I'll work up more specifics. When you chose sides, your backer got you into Morgrave University at the library by forgiving a gambling debt owed by one of the librarians. My suggestion would be that this librarian (and the other PCs) are the only ones who know your true nature, and that everyone else knows you as a human library/research assistant with a false name and identity.
5 Things Every Brelish Knows: 1. The Galifar Code of Justice, which breaks down mostly to the right to defend yourself, the right to confront your accuser and the right to open debate. 2. That different is just different, which means that the Brelish tend to be tolerant of different races, faiths, cultures, etc. 3. Something about the weather. 4. The virtues of democracy. 5. The wisdom of Beggar Dane, an anonymous street bard whose columsn in The Sharn Inquisitive sound suspiciously like D&D versions of the Poor Richard's Almanac by Ben Franklin.
For Jason:
1. We now have in the party a Changeling Rogue, a Human Dragonmarked Fighter and a Warforged Artificer. There's room for just about anything, but you might consider a Sorcerer, Wizard, Bard or Cleric if you want to add a dimension of support the group doesn't have, or another fighter/barbarian/ranger type if you want to add muscle. You guys are without a healer, but with the halflings of House Jorrasco in every major city in Eberron, that's less of an issue than it might be in other campaigns. You're also without a powerhouse mage, but with an artificer and a dragonmarked fighter in your ranks, you'll be pretty handy with magically-assisted combat. So basically, feel free to explore whatever options you want. I'd suggest, in order to keep things sort of uniquely Eberron, playing a Shifter or someone with a dragonmark, but certainly with the regional flavor you can probably play just about anything.
2. The decision was made that you all will be working for Morgrave University, a somewhat less than reputable university in Sharn, City of Towers. Each of you will have a "day job" as a teacher or something along those lines, but you will also be doing freelance adventuring and adventuring on behalf of the University.
Saturday, December 17, 2005
Eberron: Religion and Warforged
"Just as most warforged are not inclined to align themselves with any particular moral or ethical philosophy, few show much interest in religion. Some warforged have found a kind of answer to the questions of their existence by taking up the cause of one religion or another, but these remain a small (if rather vocal) minority among their kind. A larger number gravitate to a messianic figure called the Lord of Blades. This powerful leader gathers a cultlike following of disaffected warforged by preaching a return to the Mournland and rebellion against the "weak-fleshed" races."
Chris, not sure that your warforged Cleric will work without some modification. The closest thing to the fanatical version you described would be a follower of the Lord of Blades, but that's not really player character territory. The other deities in Eberron are the Church of the Silver Flame (fanatical LG who worship a sentient flame that is part demon, part angel and part prophet merged into one), The Sovereign Host (a pantheon of 9 gods who are generally worshipped as a pantheon by clerics), The Dark Six (the evil flipside of The Sovereign Host), The Blood of Vol (a somewhat sinister cult that believes in the power of blood, and is generally considered to be potentially wicked, if not outright evil), The Cults of the Dragon Below (essentially worshipping the powers of Hell), The Path of Light (a monk-like discipline based in the psionic-heavy lands of The Inspired) and The Undying Court (the positive-energy charged undead of the elven lands, essentially elven ancestor worship).
You can also potentially draw spells simply from the spirital remnants of the Dragon Above (heaven, essentially), which means you aren't aligned with any particular god or pantheon.
On the other hand, if you wanted to pursue your master inquisitive, you might consider starting as a changeling rogue or you might consider playing a human with a dragonmark, as master inquisitives often come from the half-elven House Medani or the humans and half-orcs of House Tharashk. This would require spending a feat to be dragon-marked (and probably more feats later to make it more powerful), but would give you a built-in spell-like ability, such as Identify, Know Direction, Locate Object, Detect Magic or Detect Poison somewhere between once or twice a day.
Chris, not sure that your warforged Cleric will work without some modification. The closest thing to the fanatical version you described would be a follower of the Lord of Blades, but that's not really player character territory. The other deities in Eberron are the Church of the Silver Flame (fanatical LG who worship a sentient flame that is part demon, part angel and part prophet merged into one), The Sovereign Host (a pantheon of 9 gods who are generally worshipped as a pantheon by clerics), The Dark Six (the evil flipside of The Sovereign Host), The Blood of Vol (a somewhat sinister cult that believes in the power of blood, and is generally considered to be potentially wicked, if not outright evil), The Cults of the Dragon Below (essentially worshipping the powers of Hell), The Path of Light (a monk-like discipline based in the psionic-heavy lands of The Inspired) and The Undying Court (the positive-energy charged undead of the elven lands, essentially elven ancestor worship).
You can also potentially draw spells simply from the spirital remnants of the Dragon Above (heaven, essentially), which means you aren't aligned with any particular god or pantheon.
On the other hand, if you wanted to pursue your master inquisitive, you might consider starting as a changeling rogue or you might consider playing a human with a dragonmark, as master inquisitives often come from the half-elven House Medani or the humans and half-orcs of House Tharashk. This would require spending a feat to be dragon-marked (and probably more feats later to make it more powerful), but would give you a built-in spell-like ability, such as Identify, Know Direction, Locate Object, Detect Magic or Detect Poison somewhere between once or twice a day.
Sunday, December 11, 2005
Eberron Primer - Official Site
The Wizards of the Coast site has a variety of interesting information on Eberron on this page, including an Overview, Organizations, The World, an Across Eberron Introductory Brochure and, perhaps most useful, an Interactive Map of Eberron.
Saturday, December 10, 2005
Eberron Part One - General Overview:
Here is the first in my series of "boiled down" Eberron for players' eyes. I'll hit what I think are the crucial elements of the Eberron setting.
Some movies that inspired the "Eberron mood":
Brotherhood of the Wolf, Casablanca, The Maltese Falcon, The Mummy, Pirates of the Caribbean, Raiders of the Lost Ark
The tone:
Eberron combines traditional medieval fantasy with pulp action and dark adventure. A devastating war (The Last War) took over the world for the last 100 years (it has been two years since a treaty ended it) and magic is built into the fabric of the society. Cities exist which feature buildings tall as modern skyscrapers, an aristocracy of "Dragonmarked" merchant families control much of the world's economy, elemental-bound airships and magically powered "lightning rails" (think magic trains) provide mobility across the world for a great majority of the citizenry, not just the lucky adventurers with teleport and flight spells.
Ten Things You Need to Know:
This comes straight out of the book, but I've truncated the descriptions. If you want to read the full list (and I recommend it), it's on page 8-9 of Eberron, and I'll bring the book with me to gaming from now on.
Some movies that inspired the "Eberron mood":
Brotherhood of the Wolf, Casablanca, The Maltese Falcon, The Mummy, Pirates of the Caribbean, Raiders of the Lost Ark
The tone:
Eberron combines traditional medieval fantasy with pulp action and dark adventure. A devastating war (The Last War) took over the world for the last 100 years (it has been two years since a treaty ended it) and magic is built into the fabric of the society. Cities exist which feature buildings tall as modern skyscrapers, an aristocracy of "Dragonmarked" merchant families control much of the world's economy, elemental-bound airships and magically powered "lightning rails" (think magic trains) provide mobility across the world for a great majority of the citizenry, not just the lucky adventurers with teleport and flight spells.
Ten Things You Need to Know:
This comes straight out of the book, but I've truncated the descriptions. If you want to read the full list (and I recommend it), it's on page 8-9 of Eberron, and I'll bring the book with me to gaming from now on.
- If it exists in D&D, it exists in Eberron - In short, beholders, +1 swords, etc. are all present
- Tone and attitude - Alignments are relative, there are limited "action points" (like Spycraft, but different) to accomplish dramatic or cinematic scenes even if the dice don't always roll your way
- A world of magic - There's a working class of mages, as well as the Dragonmarked houses, that provides any number of magical conveniences to everyone
- A world of adventure - Magical transport means your adventures will be far-reaching and mobile, and there is a vast array of locations, from the war-blasted Mournland to the jungle continent of Xen'drik with its fallen giant civilization.
- The Last War has ended - sort of - There is a two-year peace as the campaign begins, but there are still old feuds and pain from one hundred years of war affecting people from the commoner to those in power
- The Five Nations - Galifar, the kingdom that shattered when the Last War began, was made up of Five Nations: Aundair, Breland, Cyre, Karrnath and Thrane. Four of them survive as independent countries; Cyre was destroyed in the closing days of the Last War, and is now known as the Mournland. The campaign will be based in the city of Sharn, which is in the nation of Breland.
- A world of intrigue - Eberron has a great need for adventurers, espionage and sabotage. The dragonmarked houses, churches both pure and corrupt, crime lords, monster gangs, secret societies, dragons, etc. all jockey for power in the post-war society.
- Dragonmark dynasties - There are 13 Dragonmarked Houses that represent the majority of business interests in Eberron. The family members don't all manifest Dragonmarks, but those that do gain special magic powers that help them with the chosen vocation of the houses. The houses are: House Cannith (Architects of magic and steel, original builders of the Warforged), House Deneith (Bodyguards and mercenaries), House Ghallanda (Magically enhanced halfling innkeepers and chefs), House Jorasco (Halfling healers), House Kundarak (Dwarven bankers, offering bills of exchange instead of bulky coins to carry around), House Lyrandar (Half-elf weather manipulators, helpful to farmers and sailors), House Medani (Half-elven bodyguards, inquisitives, scouts and sentries), House Orien (Couriers and transportation, responsible for the lightning rail and elemental airship routes), House Phiarlan (Elven artists and entertainers with illusion and divination magic), House Sivis (Gnomish translators, notaries and scribes), House Tharasik (Human/half-orc prospectors, inquisitives and bounty hunters), House Thuranni (A split faction from House Phiarlan, slightly more shady and aggressive in the way they provide services), House Vadalis (Producers of fine magebred animals, animal trainers and teamsters of renowkn)
- Dragonshards - The creation myth divides Eberron into three parts, each tied to a dragon of legend: Siberys (The sky and stars), Khyber (The underdark and abyss) and Eberron (the world itself). Each section produces stones and crystals imbued with arcane power known as dragonshards. These dragonshards enhance dragonmarks, allow the binding of elementals and can be used in the construction of various magic items. They are rare and difficult to come by, and are often the subject of quests, especially in the lost continent of Xen'drik.
- New races - In addition to the standard campaign, there are three new playable races: Changelings (half-doppleganger), Shifters (half-lyncanthrope) and warforged (sentient constructs forged during the Last War).
Friday, December 09, 2005
Realms: In The Beginning
In our inaugural adventure in the young Realms:
A series of brutal, gory murders terrorizes a small village in Halruaa, and our heroes investigate. Finding tracks leading from the most recent kill westward, they pursue the killer deep into the Akhkaur Swamp, and into an ambush! Native bullywugs, led by a pair of sinister and deadly yuan-ti halfbloods, surround the party. During the fight, Martin catches some of the yuan-ti speech, and learns that they have been ordered to capture the party if possible. Our heroes narrowly prevail, slaying one yuan-ti, and the other flees.
Now hot on the trail of this second yuan-ti, the party comes at length to a twisted, foul part of the swamp. The yuan-ti's trail leads directly into an underwater tunnel. Warned off by an acrid odor, the slowly decaying bodies of three bullywugs in a nearby pond, and a complete lack of other life in the area, they retreat, deciding to find the bullywug camp and glean what information they can there.
Locating the camp and capturing a guard pose little difficulty for the experienced rangers, and soon the party has a guide. Their prisoner leads them across the marshes into deeper water, and finally to a dock pointing into the River Ghalagar, which cuts across the center of the Akhkaur. There they found a yuan-ti slaver galleon, apparently deserted. Boarding, our heroes find signs of recent occupation, several slave cages, lodging for several yuan-ti (including a dread Abomination), and captain's quarters.
And in one of the cages, bound and dehydrated, they find a captured human. A mage of some kind, from the looks of him. With a certain light in his eyes, usually reserved for Player Characters...
A series of brutal, gory murders terrorizes a small village in Halruaa, and our heroes investigate. Finding tracks leading from the most recent kill westward, they pursue the killer deep into the Akhkaur Swamp, and into an ambush! Native bullywugs, led by a pair of sinister and deadly yuan-ti halfbloods, surround the party. During the fight, Martin catches some of the yuan-ti speech, and learns that they have been ordered to capture the party if possible. Our heroes narrowly prevail, slaying one yuan-ti, and the other flees.
Now hot on the trail of this second yuan-ti, the party comes at length to a twisted, foul part of the swamp. The yuan-ti's trail leads directly into an underwater tunnel. Warned off by an acrid odor, the slowly decaying bodies of three bullywugs in a nearby pond, and a complete lack of other life in the area, they retreat, deciding to find the bullywug camp and glean what information they can there.
Locating the camp and capturing a guard pose little difficulty for the experienced rangers, and soon the party has a guide. Their prisoner leads them across the marshes into deeper water, and finally to a dock pointing into the River Ghalagar, which cuts across the center of the Akhkaur. There they found a yuan-ti slaver galleon, apparently deserted. Boarding, our heroes find signs of recent occupation, several slave cages, lodging for several yuan-ti (including a dread Abomination), and captain's quarters.
And in one of the cages, bound and dehydrated, they find a captured human. A mage of some kind, from the looks of him. With a certain light in his eyes, usually reserved for Player Characters...
Tuesday, November 15, 2005
WLD Prequel - New D&D Campaign
Greetings everyone!
Since we've had some group changes, I thought I'd launch a new D&D campaign in the Realms. It'll be a "prequel" to the World's Largest Dungeon game. I want to explore how the WLD came into being, why it exists, and who created it, and I want to run a game with a little more storytelling and a little less hack'n'slash than the WLD game itself. The play style will remain fairly casual, but with a greater emphasis on characters. While I won't guarantee character survival, the game will be much less lethal than the WLD game. It will take place primarily in Halruaa and its neighborhood in southern Faerun and will likely involve lots of extraplanar travel. Because it will take place around the time of the creation of the WLD, many details of the world will be different than what's in the source books. This is "when the world was young." It's a time of high magic and powerful gods who still take an active interest in the world. It's an age of mythology. Your characters will be among the very first adventurers the world has known; peasants will tell their grandchildren about the day they saw "the Wizard, the Thief, and the Cleric" walk past their village.
If this sounds like something you'd be interested in, we'll meet on Friday at our place at 7 PM for a character and background history creation session. Characters will begin at 6th level: high enough to start most prestige classes if you like, but low enough that I don't have to start the first game by throwing a pit fiend at you.
I'll be particularly impressed by any player who creates a character who is an ancestor of their WLD character, or of the monastic order that guards the WLD in present-day Faerun.
Cheers!
Ben
Since we've had some group changes, I thought I'd launch a new D&D campaign in the Realms. It'll be a "prequel" to the World's Largest Dungeon game. I want to explore how the WLD came into being, why it exists, and who created it, and I want to run a game with a little more storytelling and a little less hack'n'slash than the WLD game itself. The play style will remain fairly casual, but with a greater emphasis on characters. While I won't guarantee character survival, the game will be much less lethal than the WLD game. It will take place primarily in Halruaa and its neighborhood in southern Faerun and will likely involve lots of extraplanar travel. Because it will take place around the time of the creation of the WLD, many details of the world will be different than what's in the source books. This is "when the world was young." It's a time of high magic and powerful gods who still take an active interest in the world. It's an age of mythology. Your characters will be among the very first adventurers the world has known; peasants will tell their grandchildren about the day they saw "the Wizard, the Thief, and the Cleric" walk past their village.
If this sounds like something you'd be interested in, we'll meet on Friday at our place at 7 PM for a character and background history creation session. Characters will begin at 6th level: high enough to start most prestige classes if you like, but low enough that I don't have to start the first game by throwing a pit fiend at you.
I'll be particularly impressed by any player who creates a character who is an ancestor of their WLD character, or of the monastic order that guards the WLD in present-day Faerun.
Cheers!
Ben
Tuesday, November 01, 2005
A Change-Up For Me
Dig it, peeps - I'm going to be breaking from Friday night gaming for a bit.
Sort of.
Basically I'm pulling a "Charles" - stepping out of our Friday night sessions for a bit to cheat on you guys with another group. T'ain't nothin' personal, but my co-worker Dan has a campaign I've been interested to try out, especially since one of the members is an old buddy of mine that I haven't seen in years.
Don't hate me. It's just gaming as an "open relationship." ;^)
Sort of.
Basically I'm pulling a "Charles" - stepping out of our Friday night sessions for a bit to cheat on you guys with another group. T'ain't nothin' personal, but my co-worker Dan has a campaign I've been interested to try out, especially since one of the members is an old buddy of mine that I haven't seen in years.
Don't hate me. It's just gaming as an "open relationship." ;^)
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