Saturday, March 25, 2006

Eberron Character: Brand Wayfinder

Name: Brand Wayfinder d'Orien
Human Ranger 10
Fighting Style: Beast Mastery
Beast Companion Type: Wolf
Background: Eldeen Reaches (+2 to Athletics)

FINAL ABILITY SCORES
Str 20, Con 10, Dex 13, Int 13, Wis 16, Cha 10.

STARTING ABILITY SCORES
Str 16, Con 10, Dex 13, Int 13, Wis 14, Cha 10.

Init +6
Speed 7
Passive Insight 18
Passive Perception 23
Languages Common, Giant

AC: 22 Fort: 23 Reflex: 20 Will: 20
HP: 67 Surges: 6 Surge Value: 16

TRAINED SKILLS
Perception +13, Nature +13, Endurance +9, Acrobatics +10, Athletics +16, Stealth +10, Arcana +11

UNTRAINED SKILLS
Bluff +5, Diplomacy +5, Dungeoneering +8, Heal +8, History +6, Insight +8, Intimidate +5, Religion +6, Streetwise +5, Thievery +5

FEATS
Mark of Passage, Blade Initiate, Two-Weapon Fighting, Two-Weapon Defense, Novice Power, Acolyte Power, Adept Power

POWERS
At-Will: Circling Strike, Hit and Run, Twin Strike

Encounter: Enclose the Prey, Paired Predators, Dimensional Vortex

Daily: Hunter's Bear Trap, Two-Wolf Pounce, Dimensional Bond

Utility: Pack Dimensional Warp, Weave Through the Fray, Companion Emplacement

ITEMS
Adventurer's Kit, Candle (3), Climber's Kit, Everburning Torch, Fine Clothing, Flask (empty), Flint and Steel, Grappling Hook, Hammer, Journeybreads (20), Oil (1 pint), Pitons (10), Pouch, Belt (empty), Ritual Book, Rope, Silk (50 ft.), Sunrod (4), Tent, Torch (3), Waterskin, Deathcut Hide Armor +2, Longbow, Arrows (60), Dagger (2), Sacrificial Longsword +3, Lightning Short sword +1, Boots of Striding (heroic tier), Amulet of Physical Resolve +1, Bag of Holding (heroic tier), Alchemist's Acid (level 1), Alchemist's Fire (level 1), Antivenom (heroic tier), Panther Tears (heroic tier), Ghoststrike Oil (level 3) (2), Woundpatch (heroic tier), Alchemical Silver (heroic tier), Lodret Leaf (heroic tier), Tanglefoot Bag (level 7), Quickhit Braces (heroic tier), Arcane Signet Ring, Identification Papers, Standard, Traveling papers

RITUALS
Raise Beast Companion, Water Walk

History: Brand's father, Traega d'Orien, was a noble in the House of Orien and was next in line for succession to a position of influence within the house. A cousin who was next in line after the father was not strong like most in his house. He was sickly and weak and grew to be quite diabolical, especially for the House of Orien. When Traega d'Orien fell in love with Sheryn, a druid from the Eldeen Reaches, the cousin revealed their love affair and arranged things so that the Traega was exiled. Traega and his lover went to the Eldeen Reaches. The cousin hired mercenaries to kill Traega once he was far away from the watchful eyes of House Orien, but he survived the attack. Traega d'Orien escaped and drew his pursuers after him to keep them away from his lover.

However, he had left Brand’s mother, Sheryn, pregnant. She quickly wed a close friend to cover up the fact that the child came from the House of Orien. Brand’s dragonmark manifested as a teenager and he and his mother went to great lengths to cover it up. One day he had to use his power to save a friend and thus his mark was revealed. The cousin had left a spy in the village all these years, just in case the father should return. The spy reported that the father had a son, so the cousin led a delegation from the House of Orien to retrieve the boy. The elders of the Eldeen Reaches declared that Brand should return with the cousin for political reasons.

Once he was in his new environment, Brand tried to learn the ways of the House of Orien. However, he was very put off with the intricacies of political maneuvering. He learned from someone loyal to his father the truth about his father’s exile and the cousin’s treachery. He also learned that his father is still alive. He took off, heading out to look for his father. He learned that his dad was last spotted in Xen'drik, the lost continent, so he went to work for Morgrave University in Sharn as a cartographer. When fate finally brought Brand to Xen'drik, he had little hope of finding his father on so vast a continent. However, when Brand was struck by a mummy in combat and began to feel the ravages of its disease upon his flesh, he learned that his father had been keeping an eye out for him as well. For in that grave moment, Brand's father appeared from a Dimension Door, saying, "It's good to have oracles, boy." Then Traega d'Orien spirited Brand away to locales unknown.

As it turned out, "locales unknown" was his father's camp in Xen'drik, where Brand got to stay with his father and his allies for a few months, training and studying until he rejoined the Wolves a few months later. Upon returning to Khorvaire, he returned to House Orien and revealed that he was alive, beginning his training as a Blade of Orien.

3.5 Stats:
Race: Human
Class: Ranger 6/Rogue 1/Blade of Orien 2
Experience: 38,022 (Next Level 45,000)
Alignment: Chaotic Neutral
Religion: Balinor/Sovereign Host
Homeland: Eldeen Reaches
Age: 18 Height: 6'1" Weight: 162 lbs.

Statistics: STR 14, DEX 18 (22), CON 12, INT 14, WIS 14, CHA 11, BAB +8/+3, Fort +5 (+7), Ref +10 (+17), Will +2 (+5), Init +4 (+6), AC 23 +25% miss chance (AC 22 when not using 2 weapons) (+4 armor, +6 Dex, +1 Two-Weapon Defense, +1 Ring, +1 Amulet), Move: 40, HP 62

Skills: Balance +2 synergy (+8), Bluff (+2 vs. Warforged/+4 vs. Humans) Climb +1 (+3), Concentration +1 (+2), Diplomacy +3 (+6), Handle Animal +9 (+9), Heal +3 (+4), Hide +10 (+16), Jump +0 (+9), Knowledge (Dungeoneering) +6 (+8), Knowledge (Geography) +1 (+3), Knowledge (Nature) +8 (+12), Listen +3 (+4/+6 vs. Warforged/+8 vs. Humans), Move Silently +12 (+18), Profession (Cartographer) +2 (+3), Ride +3 (+11), Search +3 (+5), Sense Motive +5 (+6, +8 vs. Warforged/+10 vs. Humans), Spot +8 (+9, +11 vs. Warforged/+13 vs. Humans), Survival +12 (+15, +17 above ground, +18/20 vs. Warforged/+20/22 vs. Humans), Tumble +9 (+15)

Spells: 1st - 2/day Default: Embrace the Wild (SC), Blades of Fire (SC)

Class Abilities: Favored Enemy: Warforged +2/Humans +4, Track, Wild Empathy (+2 synergy), Two Weapon Fighting, Endurance, Animal Companion, Improved Two Weapon Fighting, Trapfinding, Sneak Attack +1d6, Heir's Mark, Improved Dimension Leap, Swift Leap
Weapons/Attacks: +15/+10 (1d6+3/+5 vs. Warforged/+7 vs. Humans, Rapier +1), +15/+10 (1d6 Electricity +1d6+2/+4 vs. Warforged/+6 vs. Humans, Shortsword of Shock), +13/+8/+13/+10 (Two-Weapon Fighting: Rapier/Rapier/Short Sword/Short Sword), +15/+10 (1d8 +1/+4 vs. Favored Enemies, +1 Hunting Longbow w/20 arrows) SNEAK ATTACK: +1d6

Equipment:
+1 Rapier (Keen), +1 Masterwork Short Sword of Shock, +2 Chitin Armor (w/Crystal of Lifekeeping), +1 Bastard Sword, Light Mace, Amulet of Natural Armor +1, Minor Cloak of Displacement, Vest of Resistance +1, Ring of Protection +1, Gloves of Dexterity +4, Bag of Tricks (Rust), Golembane Scarab, Hat of Disguise, Potion Bracer, Potion: Cure Moderate Wounds (3), Potion: Cure Light Wounds (3), Potion: Lesser Restoration, Potion:Protection From Evil (2), Potion:Hide From Undead, Oil: Magic Weapon (2), Oil: Bless Weapon (3), Silversheen (4), Scrolls: Restoration, Charm Animal (2), Magic Fang (9), Summon Nature's Ally I, Cat's Grace, Speak With Animals (4), Cure Serious Wounds, Aspect of the Wolf (2nd), Boots of Striding & Springing, Pearl of Power (1st level), Bracer of Continual Flame, Wand: Cure Light Wounds (48 charges), Daylight Pellet (2), Backpack, Belt Pouch, Traveler's Outfit (Glamerweave), Acidic Fire (2), Noxious Smokesticks (2), Smokestick (1), Feather Fall Token (3), Wandering Wolves signet ring, 6 CP, 10 SP, 243 GP, 11 PP, Gems worth 2,095 GP, Letter of Credit: 600 GP

In Bag of Holding (Type 2):
Candle, Map Case (1), Map of Giant City from someone working for his devious uncle Aeromus, Fishhook, Flint & Steel, Ink (1 oz. vial), Inkpen, Small Steel Mirror, Parchment (5 sheets), Trail Rations (1 day), Eternal Rations (0 days), Sewing Needle, Torch (2), Waterskin, Whetstone, (1) Sunrod, (5) Antitoxin, Panther's Tears (1 - gives low-light vision, but with strong light sensitivity), (1) Vermin Ointment (drives off vermin), Hunter's kit (+2 circumstance bonus to Survival when hunting/foraging, or helps throw off trail of those tracking by scent - 10 uses), (2) Dagger, Glamerweave Noble's Outfit


Feats: Least Dragonmark (Dimensional Leap 90' 4/Day), Lesser Dragonmark (Dimension Door 2/Day, 1,380', 4 passengers), Greater Dragonmark (Teleport 1/Day, 1,200 miles, 4 passengers), Weapon Finesse, Two-Weapon Defense
Proficiencies: Simple & Martial Weapons, Shields, Light Armor
Languages: Common, Sylvan, Goblin, Drow
Contacts: Lionel d'Vadalis in Sharn

Name: WHITEHEARTH
Race: Wolf
Statistics: STR 14, DEX 16, CON 15, INT 2, WIS 12, CHA 6, BAB/Grapple +3/+2, Fort +6, Ref +6, Will +1, Init +3, AC 17 (Touch 13, Flat Footed 14), Speed 50', HP 29

Skills: Hide +2, Listen +3, Move Silently +3, Spot +3, Survival +1 (+4 to track by Scent)
Feats: Trace, Weapon Focus (Bite)
Tricks (7): Attack, Track, Down, Guard, Heel, Stay, Defend
Special Abilities: Low Light Vision, Scent, Link, Share Spells
Weapons/Attacks: +6 (1d6+2, Bite), +6 (1d6+2, Full Attack, Bite)
A wolf that hits with a bite can attempt a trip (+1 check modifier) as a free action with no touch attack or attack of opportunity. If the attempt fails, the opponent cannot attempt to trip the wolf.

Name: Crowley
Race: Medium Viper
Statistics: STR 8, DEX 17, CON 11, INT 1, WIS 12, CHA 2, BAB/Grapple +1/+0, Fort +3, Ref +6, Will +1, Init +3, AC 16 (Touch 13, Flat Footed 13), Speed 20' (climb/swim), HP 9

Skills: Balance +11, Climb +11, Hide +12, Listen +5, Spot +5, Swim +7
Feats: Weapon Finesse
Tricks (7): Attack
Special Abilities: Scent, Link, Share Spells
Weapons/Attacks: +4 (1d4-1 plus poison, Bite)
Poison (Ex) - Poisonous bite that deals initial and secondary damage of 1d6 Con (DC 11).

Name: LANDSTRIDER
Race: Magebred Light Riding Horse
Statistics: STR 16, DEX 17, CON 17, INT 2, WIS 12, CHA 6, BAB/Grapple +2/+8, Fort +6, Ref +6, Will +2, Init +1 (+4), AC 17 (Touch 14, Flat Footed 14), Speed 70', HP 30

Skills: Listen +6, Spot +6
Feats: Endurance, Run, Excellent Learner, Alertness
Tricks (8): Come, Heel, Stay, Track, Fetch
Special Abilities: Low Light Vision, Scent
Weapons/Attacks: -1 (1d4+1, Hoof), -1/-1 (1d4+1, Full Attack, 2 Hooves)

Wednesday, March 22, 2006

Who is this Woman?

Who is she? What does she have to offer your characters, and ask of them in return? You'll find out on Friday!

Oh, and unless my calendar is incorrect, I believe Friday is also Ben's birthday!

Friday, March 10, 2006

Feng Shui Some Other Friday!

Gaming is called on account of lack 'o gamers. We'll pick up with Forgotten Realms next week, and then start Eberron on the 24th (or 31st, depending on schedules and whether or not we get to an FR stopping point).

Thursday, March 09, 2006

Feng Shui Friday!

Feng Shui is an RPG based on action movies, specifically influenced by the Hong Kong action movies of John Woo, Tsui Hark and the like. Kung-fu, gunplay and sorcery. The game also includes some sci-fi and fantasy elements. You guys won't need to worry too much about the details of the setting, as for the introductory adventure (which may be the only adventure, if we just run a one-shot), your characters will just be modern-day heroes who don't really know about all the strangeness they're about to encounter. Think Jack Burton in Big Trouble in Little China.

Basic Rules:
1. Dice - You'll have two dice, six-sided, of two different colors. One is your negative die, the other your positive. You roll both, subtract negative from positive, add it to whatever attribute/skill you're using, and aim for a target number. Most of the time, if you roll a six (on either die), you'll roll again and add that number in. So it's a dice mechanic similar to Shadowrun, for those familiar with that, except with the addition of negative dice.

2. Stats - You have four primary attributes - Body, Chi, Mind and Reflexes. Each of these has sub-attributes: Bod (Move, Strength, Constitution, Toughness), Chi (Fortune, Kung Fu and Magic), Mind (Charisma, Intelligence, Perception, Will), Reflexes (Agility, Manual Dexterity, Speed).

3. Combat - Combat basically works like this: You roll initiative, which is one six-sided die (no rerolling sixes on this one) added to your Speed sub-attribute. The action is judged in terms of "shots" instead of rounds or turns. Think "shots" like shots from a movie set, rather than shots from a gun, and it mostly makes sense. The highest initiative count determines how many shots are in the "sequence," which represents more or less three seconds of real time. The GM counts down the shots, and each time it hits your initiative, you act. Each action uses up a certain number of shots (firing a gun at one opponent is one shot, at two is two, dodging an attack is one shot, etc.) and reduces your initiative count. When the shot clock hits 0, we roll initiative again. Don't worry too much about how damage works, I'll explain it on the fly and it's pretty easy. Mostly you'll be fighting unnamed mooks, and as long as you do about 10 points of damage, they'll be taken down with one shot.

4. Style - The style of Feng Shui is to do everything big and loud. Don't say "I shoot the guy" when you can say "I spin around, whip my .45 out of my coat at blinding speed and put two bullets into his head." Don't say "I punch the guy" when you can say "I pull out the desk drawer, push his face down into it, and slam it shut." This sort of imaginative, over-the-top description of how your characters fight and move is the key to making the game fun.

Characters:
Since I'm running a one-shot on relatively short notice, we're not going to go real in-depth on character creation. I'm going to build four different characters using their templates, bring them to the game, you guys can take one of the characters and we'll go from there. What I'm planning on having right now are: Ex-Special Forces, Killer, Martial Artist and Maverick Cop.

Background:
When we start, your characters will be mostly strangers to one another. The Killer and Ex-Special Forces guys will have trained together way back when, but otherwise, mostly unrelated. You'll all be attending the funeral of Old Man Fong, a kindly ice cream vendor in San Francisco who you've all run into and befriended at some point during your lives, and that's where things will start.

Any questions, post 'em in the comments section. See most of you on Friday!

Wednesday, March 08, 2006

Eberron Character: Lysander d'Phiarlan

Name: Lysander Llyddellyn d'Phiarlan
Elf Bard 10 (Unaligned)
Build: Cunning Bard
Bardic Virtue: Virtue of Cunning
Background: Occupation - Entertainer (+2 to Bluff)

FINAL ABILITY SCORES
Str 10, Con 10, Dex 18, Int 14, Wis 13, Cha 18.

STARTING ABILITY SCORES
Str 10, Con 10, Dex 14, Int 14, Wis 11, Cha 16.

Init +9
Speed 6
Passive Insight 19
Passive Perception 21
Languages Common, Elven

AC: 24 Fort: 15 Reflex: 20 Will: 20
HP: 67 Surges: 7 Surge Value: 16

TRAINED SKILLS
Arcana +14, History +14, Acrobatics +13, Bluff +16, Diplomacy +14, Thievery +13

UNTRAINED SKILLS
Dungeoneering +9, Endurance +7, Heal +9, Insight +9, Intimidate +12, Nature +11, Perception +11, Religion +10, Stealth +11, Streetwise +12, Athletics +7

FEATS
Ritual Caster, Mark of Shadow, Sneak of Shadows, Arcane Initiate, Bardic Knowledge, Jack of All Trades, Combat Virtuoso

POWERS
At-Will: Vicious Mockery, Guiding Strike

Encounter: Magic Missile, Inspiring Refrain, Rhyme of the Blood-Seeking Blade, Deflect Attention

Daily: Verse of Triumph, Compulsion, Saga of Vengeance

Utility: Song of Courage, Synchronicity, Veil

ITEMS
Ritual Book, Gloves of Storing (heroic tier), Mithral Finemail +2, Lightning Scimitar +1, Doss Lute +2, Magic Longbow +3

RITUALS
Traveler's Chant, Wizard's Curtain

History: Lysander was born into House Phiarlan and had, for the house in question, and an elf reared in the city of Sharn, a fairly normal childhood. That is, until the war, and specifically, the tension within the old organization, cost the lives of both of his parents, presumably; the bodies were never recovered. An only child, his fate may have been difficult, but House Phiarlan takes care of its own and Lys found himself cared for and educated, if not as lovingly as in a family home, certainly as thoroughly.

When his dragonmark manifested, that care and education became an intense interest in the future of this young elf. He was given, somewhat reluctantly, to be the apprentice and student of Chiarlin the Heretic, a Bard and spy of some reknown. Chiarlin found his way into many circles of information, not just because of his entertainment qualities, but also because he constantly asked trouble-making questions in such grandstanding ways that people wanted to hear him and host him just to see what he would do next.

He ingrained in his apprentice his distrust of those who wish to control and anyone who claimed special authority from the Gods. His unorthodox view of Story not Song being the cornerstone of creation earned him few friends among the more mainstream Bards. (In fairness, Chiarlin taught that Song was part of Story.) He also claimed that the known Gods were too involved in the stories, as they were passed down, to be actual Storytellers. So the Elder Dragons must be the Storytellers, if they were not in fact characters themselves. Lys learned the discipline of thorough research and the art of telling the story with an emphasis on the points he needed highlights for either his employers or his audience, or both.

At the end of his training, Lys did some minor work for the House, before he was posted to Morgrave University to be part of an adventuring team. He has built good relations with the others in his team and begins to show promise as a gatherer of information.

Unlike even most Elves in the human world, Lys is driven by a fierce curiosity and an earnest desire for knowledge. He is also something of an adrenaline junkie, a dangerous descriptor for a barely-tested adventurer.

3.5 Stats:
Race: Elf
Class: Bard 7, Dragonmarked Heir 3
Experience: 45,406
Alignment: Neutral Good
Religion: Unknown
Homeland: Breland (Sharn)
Age: 137 Height: 5'5" Weight: 105 lbs.

Statistics: STR 12, DEX 18, CON 12, INT 14, WIS 14, CHA 19 (16), BAB +3, Fort +5(+1), Ref +8 (+4), Will +8 (+2), Init +4 (+4), AC 22 (+1 buckler, +1 Mithral Shirt, +4 Dex), HP 60

Skills: Balance +7, Bluff +8, Climb +3, Concentration +5, Craft (Painting) +2, Decipher Script +5, Diplomacy +9, Disguise +5, Escape Artist +4, Forgery +2.5, Gather Information +8, Hide +10, Intimidate +6, Knowledge (Arcana) +3, Knowledge (Geography) +3, Knowledge (History) +7, Knowledge (Nobility and Royalty) +5, Knowledge (Religion) +3, Listen +4, Move Silently +10, Perform (Act) +10, Perform (Dance) +5, Perform (Oratory) +9, Perform (Sing) +14, Perform (String Instruments) +10, Search +4, Sense Motive +9, Sleight of Hand +5, Spellcraft +6, Spot +5, Tumble +11.

Action Dice: 8(11)

Spells: Spells Known (Brd 3/4/3/1): 0 -- Dancing Lights, Detect Magic, Ghost Sound, Know Direction, Read Magic, Resistance; 1st -- Charm Person, Cure Light Wounds, Identify, Sleep; 2nd -- Eagle`s Splendor, Invisibility, Mirror Image, Hold Person; 3rd -- Allegro, Glibness;
Class Abilities: Inspire Courage +1 - Fascinate - Countersong - Inspire Competence-Suggestion-Bardic Knowledge +8, Additional Action Points, House Status, Improved Least Dragonmark (Mark of Shadow: Minor Image, Disguise Self), Lesser Dragonmark (Mark of Shadow: Shadow Conjuration)
Racial Abilities: +2 vs. Enchantment spells & effects, Immunity: Sleep Effects (Ex), Low-light vision (Ex)
Weapons/Attacks: +8 (1d6+2+1d6, +1 keen, shocking burst rapier), +78(1d8+1, Longsword +1), +7, +11 thrown(1d4, Dagger), +12(1d8, Longbow w/20 arrows)

Equipment:
Coin: 241 pp, 8 gp, 4sp; Musical instrument (5 gp); Entertainer`s outfit (3 gp); (2 sp); (2 gp); Bedroll (1 sp); Ink (vial) (8 gp); Parchment (sheet) (2) (4 sp); Paper (sheet) (4 sp); Backpack (2 gp); Signet ring (5 gp); Smokestick (2) (40 gp); Sunrod (2 gp). Magic: Wondrous: Hand of the Mage (900 gp);; Wondrous: Silversheen (250 gp); Wand: Darkness (4) (Charges: 7) (6,000 gp); Wand: Cure Light Wounds (1) (charges:37) (750 gp); Wondrous: Glove of Storing (10,000 gp); Wondrous: Cloak of Charisma +2 (4000 gp); Potions: Cure Moderate Wounds (400 gp), , Cat's Grace (4) (400 gp), Scroll: Major Image, Dispel Magic ; Wondrous: Hat of Disguise: +2 Ring of Protection; 13 =1 arrows: Amulet of Health
Feats: Least Dragonmark (Minor Image), Extra Music, Favored in House, lesser dragonmark, improved least dragonmark, improved lesser dragonmark, weapon finesse
Proficiencies: Simple Weapons, Shield, Light Armor
Languages: Common, Elven, Draconic

Wednesday, March 01, 2006

William's 15th Birthday Present


For William d'Deneith's fifteenth birthday, his kindly Uncle Maresh commissioned a portrait of the boy. Being of the House of the Blademark, there was little doubt what the theme of the piece would be. Bedecked with crimson and gold, the family colors, and wielding his grandfather Gowan's storied blade, William stands triumphant on a battlefield, facing westward towards Cyre. The bodies of his foes litter the torn earth around his feet.

William was thrilled.

Click on the little version for the big version.

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:
(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: Tock
Race: 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

Name: 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.

Monday, February 13, 2006

Game on

So update your RSVP in the template.

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!

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.

Thursday, February 02, 2006

And so

We game on Friday. Woot.

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.



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

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.