Tondropolis:
the D&D connection
D&D was my first roleplaying game. I left it for Champions and, in
the process, skipped 2nd edition D&D entirely. When the 3rd edition
came out I decided to run home to momma, and I've really enjoyed the
game.
This page serves two purposes: it is a resource for the players trapped
in my own Eberron campaign, Dragoneye Investigations. It also serves as
a place for me to spotlight some of my own experiences as a player.
- Eberron:
Since
the new Eberron setting came out I have been running a campaign set in
that world. Prestige classes, feats, house rules, campaign logs,
adversaries, etc.
- Raistlin Majere:
I've been playing in Kevin Eustice's Dragonlance
campaign for about two
years now. Here's my version of Raistlin, my PC.
- Adventures in
the Markyverse: Some of my favorite characters found life online in
games run by my good friend Mark.
Eberron
I started a weekly
D&D 3.5 campaign set in the new world of Eberron in late July,
2004. I'll
be
using this space to keep a brief log of the game's events as well as
reviews of
Eberron products and other notes on the campaign setting.
Dragoneye
Investigations
Ordinarily
I like to think of the PC's as "a company of adventurers," mostly
because "a
fellowship" is taken. But Eberron demanded a new framework for this
sort of
thing and I've decided that, considering the setting's pulp flavor and
its
emphasis on detective fiction, that groups of adventurers set
themselves up not
as companies but as agencies.
The players didn't know
anything about this for a long time, but when they left for their
adventure in northern Aundair a goblin NPC they met in their first
adventure made himself their self-appointed publicist. Skakan called
the players, "Dragoneye Investigations" and started lining up cases for
them, embellishing their reputation when necessary. When they failed to
quickly return, however, Skakan was forced to get some of the
investigation done himself, so he hired his goblin friends from the
sewer gangs, who would work for copper pieces, and got them to do the
easy stuff: checking up on cheating husbands, missing person cases,
that sort of thing. Posters around the city advertised the agency and
Skakan talked a good game, so that by the time the players returned
from Aundair they were already marginally famous. They could have shut
the whole agency down, and still might, but so far they seem to be
going along for the ride with varied levels of protest.

|
Setep
(LN male human necromancer 6)
A human wizard whose family raised him on
the Elven island of Aerenal. Setep expected to be permitted to
participate in the religion of the Undying Court but as he grew he
realized that this was not an option for non-elves. Distrustful of
elves and determined to probe the secrets of undeath, Setep became a
member of the Blood of Vol cult and a necromancer. Setep has the best
Diplomacy skill in the agency and does a lot of the talking; he also
spends a lot of time hiding from battle or
suggesting the others let the city watch handle problems. Setep is
usually acccompanied by Horus, his ever-loyal skeletal minion. |

|
Aurora d'Phiarlan (NG female elf rogue 6)
An elf of House Phiarlan, Aurora is
employed as a librarian at Morgrave University. Loosely modeled on the
character of Evey from The Mummy and its sequel The Mummy Returns, Aurora is a rogue with high Intelligence
and "every Knowledge skill." She's not been very effective in
combat,
but when the agency encounters a puzzle, trap or riddle, chances are it
is Aurora who figures the problem out. Alas, her applications to the
Bembridge Scholars have continuously been rejected. |
|
Drum (male halfling cleric 6)
The cleric for the agency is a halfling
devoted to Olladra. Drum is a bit of a loose cannon, whimsical but
devoted to protecting his allies. When the heroes got a big payoff at
the end of the Case of the Forgotten
Forge, Drum used his money to buy a clawfoot riding dinosaur, which he
is currently trying to teach to grapple opponents. His healing gifts
are particularly strong, he is a potent turner of undead, and his
spells give him the ability to speak with and calm animals. At
the moment, Drum is in the Talenta Plains helping out with a family
emergency. |

|
Lagnus Soldorak (LN male dwarf fighter 6)
A dwarf fighter who
failed to protect a
family heirloom and has been exiled as a result. Lagnus is branded on
the back of his hands with the dwarvish word for "outcast"; he's a
doughty warrior, however, wielding a dwarven war axe in one hand, using
an extreme shield, and wearing heavy armor. Lagnus tends to have his
eye on monetary reward, which has proven useful to the agency more than
once. He specializes in the Bull Rush, and in fighting opponents of
Large size. |

|
Kala
(CG male shifter barbarian 1/fighter
1/ranger 3)
A shifter barbarian/ranger
associated with the Gatekeepers, Kala was sent to Darguun looking for
Garet. When that individual was recalled to the Reaches for a mission
of great secrecy, he asked Kala to take his place in the agency,
helping them in their current quest. Kala is a Wild Hunt shifter
possessed of great strength and ferocity but a
limited vocabulary. He wields a spiked chain, a flail, or any one of a
number of other weapons, and is making himself a valuable contribution
to the group. He's angling for the Weretouched Master prestige class
and was instrumental in the agency's defeat of a young adult white
dragon in northern Aundair, where he had a brief romance with Meena
ir'Idalis, a member of the Royal Eyes. |
|
Varel
(male elf bard 6)
An elf of
Valenar, Varel first learned of the agency when he purchased a Valenar
heirloom which the players had sold for plunder. Traveling north with
Delbourne, he found the heroes in time to help fight a dragon, then
returned with them to Sharn. He's currently trying to get enough money
for an original Clebdecher, and if you don't know what that is, you
don't deserve to wear one. |
|
Delbourne
d'Tharashk (LG male human paladin
5)
Delbourne is a human from the Shadow Marches and he answers
the call of the Silver Flame. A man of moderation, he does not fit the
religious fanatic mold often seen in that faith. With his heavy flail
and plate armor he has proven himself a stalwart warrior. As a member
of House Tharashk who has manifested a dragonmark, he is helping Lagnus
to find a stolen heirloom of
the Soldarak family, last seen in the possession of a mind flayer. |
|
Robyn
(female personality warforged
fighter 5)
Robyn claimed to be the last warforged to come off the assembly line in
Cyre before the explosion that turned it into the Mournland. While
other warforged also make this claim (notably the Lord of Blades),
Robyn proved her point with the fact that she was missing several
important pieces: one eye and a few parts of her construct brain. The
Lord of Blades may be the last complete
warforged to come off the line, but Robyn
was still on the line, and not yet finished, when it was shut down.
Robyn had Int 4 as a result of her missing piece, but she was an
effective combatant nonetheless, using an ogre-sized greatsword to
complement her adamantine body. Robyn perished while the agency
was
exploring a secret House Vidalis breeding facility in northern Aundair.
She was caught alone by a hellcat and its bearded devil servitor. Her
remains were buried at the site. |
|
Teran
(male human artificer 4)
A human artificer, Teran
joined the company halfway through the Case of the Forgotten Forge when
he was rescued from the clutches of some dolgrim. Teran is a clever and
an aspiring investigator; combined with his artificer skills his player
describes him as "the D&D equivalent
of CSI." In combat he wields a mace and a light crossbow, but the most
interesting thing about him so far has been seeing how the new
artificer class works out. Since he is the only person who can repair
Robyn, the two have become fast friends. While investigating the same
House Vidalis research facility where Robyn died, Teran was caught by a
wendigo and driven mad. He was eventually cured, but he decided
adventuring was a bit too dangerous for him and he settled down to a
life of quiet artificing in Fairhaven. |
|
Garet
(male ranger 3)
A human ranger of House Vidalis, a native
of the Eldeen Reaches and a member of the Gatekeeper sect, Garet lent
his considerable archery skills to the agency until he
was recalled to the Reaches for a mysterious mission. Kala was his
replacement in the agency. |
Back
to Eberron
Sharn
Resources
Sharn,
City of Towers was published in December of 2004 by Wizards of
the Coast. It is a good book, with a lot of plot material for any DM
using Eberron. The city is discussed in nice detail, with plenty of
unique locations for the players to visit. The city is full of NPCs, so
that when heroes show up looking for, for example, a cleric who can
cast raise dead, the DM knows
who they need to see.
But the book is not perfect. There are two hundred and fifty people
mentioned by name in Sharn, City of
Towers and there is no index. If the players are looking for a
wizard, the DM has to know not only who the wizards are but where they
live, because that is where the character will be discussed. The city
is huge, with over 90 distinct neighborhoods. Needless to say, in play
this
gives rise to a lot of page flipping. Alternately, the DM can just
adlib it, but if he's going to do that then why did he buy this $35
book anyway?
So I have two resources compiled for Sharn so far. The first is an
index to the characters mentioned in the book. It's meant for DMs
rather than players, as it includes character level, class, alignment,
and affiliation (such as "Cults of the Dragon Below" or "Emerald
Claw"). It's a Word file, for easy searching.
Sharn Characters
The second item I have here is a list of the neighborhoods of Sharn,
with location, a one or two word description, and page reference. It's
a .pdf good for players and DM's alike.
Sharn
Neighborhoods
Back to Top
Supporting Cast

|
Amavakti,
Telepath in Need
First encountered off stage when
her agent Blake intentionally lost a poker game to Garet, Amavakti
sought to enlist the aid of the agency to stop the kruthik menace. When
the player characters returned to Sharn she revealed herself. When she
learned that Tasra and Lalia were Quori, she panicked and wanted to
flee the city. Instead, the heroes asked Skakan to arrange for a hiding
place for her. This sophisticated and beautiful woman is currently
hiding in a goblin sewer beneath Sharn.
|
|
Dara
d'Deneith, Tough Broad
The leader of a squad of
Sentinel Marshalls, Dara was first assigned to guard the body of Kyle
d'Ferris as it was brought to Sharn. Now that Kyle is awake and
planning an attack on the Cults of the Dragon Below in Sharn, Dara and
her men are under his command.
Dara has proven herself a reasonable woman, loyal to her friends and to
her duty as a Marshall. She is willing to fight, but smart enough to
know when she is out of her league.
|
 |
Dara
d’Deneith (female human paladin 3): Medium-size humanoid
(human); HD 3d10+3; 24 hp; Init +1; Spd 20 ft in full plate; AC 21 (+8
armor, +2 shield, +1 Dex), touch 11, flat-footed 20; BAB +3; Grap +5;
Atk +7
melee (1d8+2/19-20 masterwork longsword), +4 ranged (1d8+2/x3 composite
longbow); SA smite evil; SQ aura of courage, detect evil, divine
health, lay on hands; AL LG; SV Fort +6, Ref +3, Will +4; Str 15, Dex
12, Con 13, Int 10, Wis 12, Cha 14.
Skills & Feats: Diplomacy +8, Heal +7, Sense Motive
+7; Least Dragonmark (protection
from arrows 1/day), Improved Smiting,
Weapon Focus (longsword).
Aura of Courage: Dara is
immune to fear; those within 10 feet of her gain +4 on saves against
fear.
Divine Health: Dara is
immune to all disease.
Lay on Hands: Dara can
cure 6 hp of damage a day.
Smite Evil: Dara can
smite evil once a day. Her smite attack is treated as good for overcoming damage
reduction, she gains a +2 on her attack roll, and +1d6+3 to the damage.
Possessions: Masterwork
longsword, masterwork full plate, masterwork heavy wooden shield,
composite longbow and 20 arrows, potion
of cure moderate wounds, 177 gp.
|
|
Lady
Elaydren d'Cannith, Wealthy Patron
Lady Elaydren was the first patron for the people who would come to be
known as Dragoneye Investigations. It was she who hired them to
retrieve a fragment of a lost House Cannith blueprint hidden in the
undercity of Sharn (The Case of the
Forgotten Forge). For this, she rewarded them handomely, but
when
they next saw her she was being pursued by agents of the Lord of
Blades, who also wanted the blueprint (Shadows
of the Last War). She fled the city while the
heroes retrieved the second piece of the blueprint from a House Cannith
research facility inside the Mournland. She reunited with them in
Darguun where, having eluded her pursuers, she acted as Cannith
ambassador to the Lhesh Haruuc (Monkey
Madness) and returned with the heroes to Sharn,
traveling in style.
Elaydren enjoys a life of luxury as an heir of House Cannith.
To her friends, she is generous, loyal, and admiring. She has some
magical talent and is something of a social chameleon, able to act the
part of a poor refugee, a pampered aristocrat, or a warrior princess as
the occasion demands.
|

|
Lady
Elaydren d’Cannith
(female human aristocrat 2/sorcerer 3): CR 4; Medium humanoid; HD 2d8
plus 3d4; 20 hp; Init +5; Spd 30 ft; AC 12 (16 with mage armor), touch 12, flat-footed
11;
BAB +2; Grp +1; Atk +1 melee (1d4-1/19-20 masterwork dagger), +3 ranged
(1d4-1/19-20 masterwork dagger); SA spells;
SQ familiar; AL N;
SV Fort +1, Ref +2, Will +7; Str 8, Dex 13, Con 10, Int 14, Wis 12, Cha
16.
Skills & Feats: Bluff
+10, Concentration +5, Diplomacy +10 (+12 with outfit), Gather
Information +8, Intimidate
+8, Knowledge (arcana) +5, Knowledge (nobility & royalty) +7, Sense
Motive +8, Spellcraft +5; Least Dragonmark (make whole 1/day), Improved
Initiative, Negotiator.
Languages: Common, Giant,
Gnome.
Sorcerer Spells Known
(cast 6/6 per day): 0—acid splash,
detect magic, detect poison,
mending, prestidigitation; 1—charm
person (DC 14), lesser
electric orb, mage armor.
Possessions: ring of protection +1, scrolls of invisibility, expeditious retreat, shield, protection
from evil, arcane lock and
bear's endurance, feather fall token, House
Cannith arcane signet ring, potion of cure moderate
wounds, Clebdecher courtier’s outfit, masterwork dagger,
jewelry worth 150 gp, belt pouch (20 gp, 28 pp, two sets of
identification papers, one false). |

|
Brother Garrow
A leader in the organization of the Emerald Claw, the agency
encountered Brother Garrow when they investigated a devastated town on
the edge of Cyre. Garrow and his minions were searching for the second
piece to a House Cannith construction pattern, but when he realized the
players were looking for the same thing he let them go and followed
them with the help of a pet undead vulture. After the heroes entered
the Mournland and recovered the schema in a Cannith research facility,
Garrow showed up with his necromancer allies, a band of skeletons, and
about a dozen Emerald Claw soldiers.
He demanded the schema or he would kill the player characters. They,
knowing they had a duplicate of the schema and the more important
larger pattern into which the schema fit, gave him one of the copies.
He left, but not before ordering his men to kill the heroes anyway. He
hasn't been seen since.
Garrow is a spellcaster and possibly a vampire; the jury is still out
on this one.
|
|
Iyanna
ir'Talan, Diligent Watch
Commander
Iyanna is the commander of the watch in Middle Tavick's Landing where
Dragoneye's office is located. As such, she has fairly regular contact
with the player characters. While most of the city watch in Sharn is
notoriously corrupt, Iyanna is known for her dedication to duty and
hard work. Her father is the Lord Commander of the City Watch.
|
|
Karolus,
Loyal Sentinel
One of the Sentinel Marshals who accompanied Kyle d'Ferris from
Karrnath, Karolus is Dara's right hand man. While not terribly creative
in his thinking, he is a stalwart ally (LG human male paladin 2).
|
|
Kyle
d'Ferris, Sentinel With A
Mission
Kyle was first met at the
court
of the Lhesh Haruuc in Darguun, where he was representing House Deneith
while pursuing a criminal across royal borders. A seasoned and
well-respected Sentinel, Kyle has a reputation for judging people based
on their actions rather than their stereotype (which explains his
success in the hobgoblin court). While there are many social issues
that can get in a paladin's way, Kyle prefers to let others worry about
them while he is out tracking down criminals.
On a solo mission into the
depths of Khyber, Kylewas captured and made
victim to a powerful curse before help arrived. Although rescued, he
could not be awoken from an enchanted sleep. House Deneith performed
divinations and learned that, if he could be awoken, Ferris had vital
knowledge regarding the Cults of the Dragon Below. Eventually, the
agency managed to get Lan Hazal to break the curse. Kyle is now
preparing for a battle with the Cult below Sharn.
|

|
Kyle
d’Ferris, Sentinel Marshall
and Deneith Ambassador (male human
paladin 6): HD 6d10+12; 45 hp; Init +0; Spd 20 ft (heavy armor); AC 20
(touch 10, flat-footed 20); BAB +6; Grp +9; Atk +11 melee (1d8+4/19-20 +1
longsword), +6 ranged; Full Atk +11/+6 melee (1d8+4/19-20 +1
longsword); SA smite evil 2/day, turn undead; SQ aura of
courage,
detect evil, divine health, lay on hands, remove disease, special
mount; AL LG; SV Fort
+9, Ref +4, Will +5; Str 16, Dex 10, Con 14, Int 11, Wis 13, Cha 14.
Skills & Feats:
Diplomacy +8, Heal +5, Knowledge (dungeoneering) +5, Knowledge
(nobility & royalty) +5, Ride +5, Sense Motive +5, Survival +1 (+3
underground); Cleave, Divine Might, Power
Attack, Weapon Focus (heavy blades).
Aura of Courage: Kyle is
immune to fear; any ally within 10 feet of him has a +4 morale bonus on
saves against fear.
Detect Evil: Kyle can
detect evil at will.
Divine Health: Kyle is
immune to disease, including magical disease.
Lay on Hands: Kyle can
heal up to 12 hit points a day by touch.
Smite Evil: Kyle can
smite evil twice a day for an additional +2 on the attack roll and +6
damage.
Turn Undead: Kyle can
turn undead 5 times a day as a 3rd level cleric.
Special Mount: Kyle’s
special mount is a heavy warhorse named Archer.
Kyle and Archer have an empathic link and they share spells and saving
throws. Archer has evasion, Int 6, +1 to Strength, +4 to natural armor
and +2 Hit Dice.
Equipment: Masterwork
full plate, masterwork heavy steel shield, +1
longsword, 2 potions of cure
moderate wounds, letter of marque,
identification papers, traveling papers. |
 
|
Tasra
and Lalia d'Deneith,
Deadly Dream Girls
Sentinel Marshalls in Sharn, Tasra and Lalia are twin sisters of House
Deneith. Tasra is an expert in city investigation, while Lalia is a
master of the wilderness. Both excel in hunting down their quarry, and
they are seldom out of each other's company.
What few know is that Tasra and Lalia are both hosts for Quori spirits
native to the Realm of Dreams. The Quori are hunting the kalashtar
people, and these two have their sights set on Amavakti.
|

|
Lan
Hazal, Priest of the Blood
Most people know Hazal as a prosperous Karrnathi merchant in the
Graywall district. He is also leader of the Blood of Vol cult in Sharn.
A spellcaster of impressive power (adept 12), Hazal willingly broke the
curse on Kyle
d'Ferris as a personal favor to Setep.
|
|
Mandyran,
Retiree and Hotel Owner
Mandyran (male human bard 3/expert 3) used to be an adventurer, but
retired after the Last War to set up the Golden Horn, a high-class
hotel in Upper Menthis. Now he acts as the city's representative of the
Circle of Song, Khorvaire's unofficial bard support network.
|

|
Quietus,
Killing You Softly
A bard native to Sharn, Quietus was always a loner but recently he
broke the Circle of Song's rule against killing other bards. This has
led to his expulsion from the Circle. Soon after, Quietus tried to kill
the sleeping Kyle, before the curse could be broken. He was thwarted by
the agency, but escaped thanks to his magic.
Quietus is a bard who casts magic through poetic verses. He uses
magical disguises and defenses to protect himself, always wearing a
featureless black hood of odd leather.
|

|
Scimitar
Scimitar (female personality warforged fighter 6) is an agent of the
Lord of Blades and she led an attack on the
players when they were aboard the lightning rail heading over the
Blackpeaks. Her eight warforged minions were killed but she was last
seen diving off the train into a lake.
|
|
Skakan,
Executive Administrative
Assistant
Skakan was met in the agency's first adventure, the Case of the
Forgotten Forge, when he sold them some information. Believing that
this group of adventurers was his ticket out of the sewers, he set
himself up as their manager and began booking clients for them even
while they were out of town. When he ran out of previous cases to brag
about, he made some up. When a case looked easy, he hired his goblin
friends to handle it. He printed up advertisements for Dragoneye
Investigations and pasted them all over the city. When the heroes
returned from Aundair, he revealed what he had done and was very glad
he was not killed.
Skakan lives in the Dragoneye offices in Middle Tavick's Landing. Since
moving up, he wears gray suits and little glasses on his nose.
|

|
Skakan
(male goblin
expert 5): CR 3; Small humanoid; HD 5d6; 17 hp; Init +3; Spd 30 ft; AC
14 (+3 dex, +1 size); BAB +3; Grap –3; Atk +4 melee, +6 ranged; SQ
darkvision 60 ft; AL N; SV Fort +1, Ref +4, Will +7; Str 6, Dex 16, Con
10, Int 13, Wis 12, Cha 14.
Skills & Feats:
Appraise +8, Bluff +10, Diplomacy +12, Disguise +1 (+3 to act in
character), Gather Information +10, Hide +7, Intimidate +3, Knowledge
(local) +7, Listen +7, Move Silently +7, Sense Motive +7, Sleight of
Hand +5, Spot +7; Alertness, Iron Will.
Languages: Common,
Goblin, Gnoll.
Possessions: Dagger,
suit, a few copper pieces. All of Skakan's personal wealth is invested
in the Dragoneye offices. |

|
Tyasha
d'Phiarlan, Living Legend
One of the greatest bards in Khorvaire, Tyasha d'Phiarlan is about 600
years old and has been courted by three kings, including the last king
of Galifar. An actress without peer, she performs rarely and only in
the most exclusive venues, rehearsing in her home with her private
troupe and then traveling in secret to and from the performances.
Rumors abound, including one theory that she is a vampire, another than
she is a changeling, and a third that she is an elaborate Phiarlan
fiction meant to enable the house to spy on royal patrons.
Despite her legendary secrecy, Varel and Aurora snuck into her tower in
Upper Menthis in an attempt to secure aid for Kyle d'Ferris, who was
cursed. While she declined to get involved, she seemed otherwise
friendly to the heroes (if distant).
|
Review: Eberron
Campaign Setting
I was one of the 10,999 losers in the great Wizards contest that
spawned Eberron, so I could be excused for a little bitterness. After
all, if I had an entire building full of designers to throw at my
concept, along with a year of work and millions of dollars, I bet it
would have been pretty good too. But I didn't, and we have Eberron
instead. And it's pretty cool. So before I go into a long review, I'll
give you the Top Ten things about Eberron.
10. Psionics are integrated. I don't
use them a lot, but it's nice to see the option there for people who
like them.
9. Artificers, the new PC class. I've played one and seen someone else
play one, and they are different than any other PC.
8. Mixed up races. In Eberron, orcs and yuan-ti the good guys, Drow are
barbarians that live in abandoned ruins, and rakshasa are a big threat.
7. Each of the canon races has been altered a little to make it
interesting: necromantic elves, dinosaur-riding halflings, superspy
gnomes, etc.
6. An emphasis on travel means that players visit new lands every
session, instead of staying at one dungeon locale for a month.
5. Fewer high-level NPCs. Players cannot assume they can call on the
King's 15th level court wizard to come help them. They're on their own.
4. There is no proof the gods exist. Hey, having faith in your god
suddenly means something again!
3, Intrigue. The 12 Dragonmarked houses in particular make for great
plot hooks.
2. Fuzzy alignment. The players will often have to cooperate with evil
characters to accomplish their goal.
1. Pulp setting. While cleverly disguised, Eberron is basically 1930s
D&D.
Eberron is a fantasy patina laid over a pulp-era adventure game. Listen
to this, and see if it sounds familiar: the world has just emerged from
a terrible War to End All Wars, which no one believes will really do
that. As the governments prepare for the next war, there is political
scheming and spying going on all over. Veterans of the war roam the
streets and the cities; they don't know what to do with themselves and
the common folk resent them as reminders of the dark times and as
potential troublemakers. Characters take zeppelins and locomotives to
exotic locales and Dark Continents where they plunder ancient
civilizations and struggle to keep back Things Man Was Not Meant To
Know. Once the DM realizes that Sharn is basically the Eberron version
of 1930s New York City (there are a million stories in this city of
secrets ...) the whole thing starts to make a lot more sense.
For me, this makes Eberron a lot of fun to run. I think many GMs (of
any game) will agree that it is often hard to keep one's NPCs and plots
feeling fresh. We have stock characters that we fall back on when
forced to improvise, and our long-term players can recognize these
stock characters. But in Eberron I have a whole new set to draw from. I
can use NPCs like the garrulous taxi driver, the officious hotel
manager, the femme fatale, the plucky reporter and so on, all of them
straight out of pulp novels, and it feels different than my usual
supporting cast. The same goes for scenery and backdrop: I could not
wait to run my first Eberron adventure on a moving train. I can use
magnificent hotels, newspaper offices and casinos, and even when a
place might already exist in a regular fantasy game (like, say, a
library or a manor) it looks and feels so much different in Eberron
that it makes it all fresh again.
As one of my players pointed out, "In Forgotten Realms, you can't spit
on a street corner without hitting a 12th level wizard." The designers
of Eberron have intentionally gone away from that mentality. Some
people will not like this; if nothing else it invalidates a lot of
rules for population centers in the DMG. The high level NPCs that you
expect in a D&D world simply are not there in Eberron; not a single
epic character has been revealed to live in this world. This should
probably affect the rules for magic item pricing, since items with high
caster levels should be much rarer, but I think this is something that
has been intentionally left alone. The upshot of all this is that the
players have to rely on themselves more: chances are that the party
cleric is the only guy around with raise
dead, which means that until the party reaches 9th level, the
chances of raising anyone are very slim. This directly contradicts the
regular D&D setting, where there is a cure for every condition if
the players can only get enough money together. In Eberron, I don't
care how much money you have, sometimes you may just be stuck.
The afterlife is much different in Eberron. For characters in the
Realms, and even Grayhawk, dying is a promotion. After all, you go off
to the heaven of your choice, where you become a follower of your
chosen god. If your god is a warrior deity, you can fight the good
fight for all eternity. Heck, you may even become a powerful outsider!
But the afterlife in Eberron is more like the Hades of Greek myth: a
dull, boring place of shades where nothing interesting ever happens. If
the gods exist in Eberron, there is no proof of it. They don't walk the
earth, they don't take their followers to heaven (or at least haven't
yet) and they don't speak to anyone reliable. What does this mean for
you: it means if you want to be a hero, you need to be a hero now, in
this world. Seize the day, man. Seize the day.
As a byproduct of this (or perhaps the other way around), the gods are
much more remote in Eberron. Clerics do not have to be the same (or
nearly the same) alignment as their deity. A fallen cleric of a good
god can have an evil alignment and still cast spells. That opens up
possibilities for player characters and for DMs as well, and its hard
to argue with that. Frankly, the gods may not exist. A cleric can get
spells without worshipping any god at all! Faith actually exists in
Eberron. In the Realms, clerics just fight over whose god is better. In
Eberron, as in our world, clerics fight over their god's right to exist.
Plusses:
Interesting Look: The art direction in Eberron is making a welcome
shift away from the bondage catalog style that has plagued D&D
since 3.0. (And I am not accusing Wizards of this without grounds;
Wizards artists have told me point blank that they were told to render
characters like something from an S&M club.) The look for Eberron
is stylish and exciting and it does seem to capture the pulp feel found
throughout the setting. A guy wearing a bomber jacket, with a whip at
his side and a holster for his wand, would fit right in here. My only
request: more jodhpurs.
Wide Open: One of the problems with Dragonlance and Forgotten Realms is
that it is pretty crowded. It is pretty hard to find a part of that
setting that doesn't have a novel written about it, not to mention
various game supplements of one edition or another. It's crowded, and
all that action distracts from the players. It also makes it harder for
the DM to make the players center stage. Eberron is a largely open
canvas; if I want to set my next adventure in the Whisper Woods, I can
rest assured that I know pretty much everything there is to know about
it and that the players are going to be the first ones to go there.
Minuses:
Pronounciation: Eberron has a slew of words which are ambigiously
pronounced. Let's start with Eberron itself. Is it "eh-BEAR-on" or
"EBB-er-on"? ", "vi-DAL-is" or "VI-da-lis", "den-EETH" or "den-EE-ith",
and so on. I don't normally need a pronounciation guide with my
settings, but something about the naming conventions in Eberron really
make me trip. I would have appreciated a half-column box giving me the
basics of these common names.
Errata: It really gets me when a book we have waited a year for has
really obvious errors, like sample characters who do not qualify for
the prestige class they are a sample of, or references to magic items
that are nowhere discussed.
The Big Map: There are many small maps in Eberron, and one continent
map, but that one has none of the political borders, city locations,
adventure sites, rail routes, and so on that are found on the smaller
maps. Come on, guys. I need one map that I can point everyone to. This
came out at last on the Wizards website, but not including it in the
book was a simple screw-up.
Back to Top
The
Story Thus Far
The Case of the Forgotten
Forge
A half dozen
residents of
Sharn, the City of Towers, were meeting for a drink after work at a
tavern when
they caught sight of a mysterious figure moving through the rain,
fleeing the
scene of a corpse. As they investigated, they were attacked by the
killer, a
warforged who seemed particularly outraged at the presence of Robyn
among so
many humans and humanoids. The murderer was dispatched but a strange
flying
device left her person immediately after, and the heroes were left with
a
journal which they lifted from the dead body of a man Aurora now
recognized as
a professor at Margrave University. The city watch arrived and, though
there
was initial suspicion, Set-ep managed to convince the soldiers that the
warforge was the culprit and they were just helpful citizens.
As
they retired to a tavern to discuss these events and to examine the
journal, the
heroes were approached by a shady man who suggested that, if they
wanted to
know the truth behind the journal, the motley crew would be at the
Broken Anvil
tavern at dawn. The man then withdrew. The journal, though marked with
a mystic
sigil on the outside, was blank within.
The next morning
the
adventurers met with Lady Elaydrin, a lovely aristocrat and a member of
House
Cannith. She informed them that she had meant to meet with the dead
professor
but that he had been assassinated first; the man had located a
long-forgotten
foundy deep in the heart of Sharn where a lost schema - a piece of a blueprint for magical items
of some
unknown sort - was thought to be located. She offered the heroes
1,000 gold
coins to follow the directions hidden in the journal and retieve the
schema,
avoiding the Lord of Blades and anyone else who might be after the
thing. For
their part, the players were very suspicious of Lady Elaydren and
doubted that
she was, in fact, who she said she was. Nevertheless, they eventually
agreed to
take her money and pursue this matter at least a little farther. Using
her
signet ring, Elaydren unlocked the invisible pages of the journal and
gave them
the next step on their journey: a deep sub-level of one of Sharn's
towers. She
paid them 100 gold coins up front but kept the rest back until the
schema was
delivered.
Following the
directions they
had been given, and keeping the journal with them, the would-be
adventurers
descended deep below Sharn's sewer system to a layer of tunnels long
abandoned
by the city's human population. There they found Rat's Market, a flea
market
and bazaar managed by one Skakan, an excitable goblin of uncertain
loyalties.
Once Aurora bought a sunrod out of the market-master's stash of dubious
valuables and Set-ep applied the kilowatt smile, however, the goblin
more or
less came around and agreed to lead the heroes where they wanted to go
for a
mere eight gold pieces. The players repeatedly asked Skakan how he knew
the
maze of tunnels so well, but like a good stage magician, he refused to
reveal
his secrets, insisting only "Skakan knows! Skakan knows!"
As he soon proved
when, after
a short descent further into the tunnels, Skakan pointed the heroes to
a valve
complex beyond which he would not travel. Aurora put in a little
reconnaissance
and thought the coast was clear, but the heroes had hardly entered the
place
before another warforged -- this time with a pair of shifter
mercenaries --
ambushed them. This battle was fierce, with Garet forced to hold off
both
shifters at once and Drum risking death to heal the mortally injured
Set-ep.
But the necromancer recovered from the crossbow bolt in his chest and a
well-placed sleep spell
evened the
odds for Garet. When the enemy warforge was defeated, again a small
flying
device lept from his back and flew down the sewer tunnel; ostensibly to
report
to the Lord of Blades, or at least his agent in the area.
The heroes were
tired and
some near death, but the door they were seeking was just around the
corner and
by touching the mystic sigil writ upon it with the matching sigil from
the
journal Aurora was able to open the way. Finding a safe place within to
camp,
the players decided to re-seal the door and rest, safe from attack.
Back
to Eberron
The Case of the Forgotten
Forge, Part II
In the night,
however,
disaster struck. The heroes had been accompanied by a novice summoner
who stood
guard that night along with Robyn. But Robyn was somehow incapacitated
by
surprise and by the time she awoke the summoner was gone. Robyn woke
the rest
of her friends and a search of the area was rapidly conducted, after
which
Garet concluded the kidnappers must have numbered about four
individuals; they
had rendered Robyn and the summoner unconscious and then taken their
human
prey, leaving the rest of the adventurers be.
Under Set-ep's
urging the
rescue effort began at once, leading deep into uncharted sections of
the tunnel
complex. The path eventually led to a small chamber where a trio of
repulsive
four-armed creatures were seen conversing. More important, the heroes
spotted a
dwarven warrior also observing the creatures from another doorway. In a
flash,
the heroes lept into action, with Garet and Aurora both slaying one of
the
creatures with bowfire as the third retreated behind a sturdy door.
Briefly
slowed, the explorers met the dwarf, whose story was much like theirs:
he had
been employed as a guard by a merchant with more money than smarts, a
man
intent on searching the bowels of Sharn for lost magical lore. When the
merchant's explorations came to nought, Lagnus (for so the dwarf was
called)
had insisted on returning to the surface but his employer, rather than
obey,
fled his own guard for deeper tunnels whereupon he was promptly
kidnapped.
Lagnus was in pursuit, and had followed the culprits to
the same room that the others had. For
now, at least, the band appeared to have a common enemy.
None of the heroes
had
experience battling dolgrim, but they knew the things by reputation and
Garet,
a member of the Gatekeeper sect, was determined to hunt them all down.
Aurora
managed to get the door open and the adventurers discovered a lone
dolgrim
standing guard over a heavy door; while Lagnus and Robyn saw to him the
others
found a kitchen where a dolgrim crossbowman was busy preparing dinner
Ð a
writhing bundle still tied up in a sack. Garet and Aurora took care of
this
one, only to find that the creature in the bag was none other than
Skakan, who
had been caught by the dolgrim on his way back from leading the player
characters to the sewer system.
Behind the heavily
guarded
door they found a few captives, including their friend the summoner and
Teran,
a human artificer. When Teran was able to repair the many injuries
Robyn had
suffered in the battles thus far he was instantly accepted into the
group, but
by now the heroes rightfully suspected their presence in this dolgrim
lair had
been detected. Teran reported that the gang of dolgrim was led by a
priest of
some sort, a spellcaster, and they delved further into the sewer
complex on
high alert.
The dolgrim adept
had
prepared as best he could for their arrival, conjuring a fiendish giant
centipede and retreating down a narrow corridor that forced the players
to come
after him one at a time. His fiendish bat familiar proved more of a
nuisance
than anything else and the centipede was quickly dispatched;
the priest's own sleep
and cause fear were more
useful. But in the end sheer numbers overwhelmed the dolgrim
and he was slain; in his chambers the adventurers found plunder from
other
hapless travelers, including a magical staff, a wand of cure light
wounds, some
.alchemist's fire, and other valuables.
Their friend the
summoner had
experienced quite enough adventuring for a while and withdrew to the
surface,
but Lagnus and Teran remained with the heroes, who returned to the
mystic
doorway and its tunnels down to the ancient ruins below Sharn. In time
they
discovered a vast lightless chamber which they began to explore with
caution.
Attacked by a swarm of flesh-eating beetles, Teran responded with
alchemist's
fire, accidentally striking Aurora with a direct hit.
Others were more successful, using torches and more of
the fire to disperse the beetles after the creatures had inflicted
considerable
harm. A pair of horrid rats smelled prey and attacked but their acidic
bites
and armor-plated hide were overcome with greater ease.
The adventurers
were again
suspicious when they discovered
what appeared to be an abandoned temple. A cursory inspection revealed
nothing
dangerous within, only a pool of cool and clear water. Leery of any
water that
had been down here in the depths for a thousand years (for they judged
it had
been so long since anyone else had walked these halls), Lagnus
nonetheless
experimented and found the water to have curative properties. In a
flash Garet
and Teran drank the rest of the water, healing most of their wounds.
Further
investigation led
them to discover another intact structure; indeed, it was all too
intact. The
door was made of pure adamantine and Aurora's best effort could not
pick it.
There was much debate while Garet searched the area, finding that
another
individual -- probably a warforged -- had been prowling around
the area. Climbing
the wall, Aurora found that entrance to the building could be easily
secured
through a hole in the roof and the heroes decided to retreat to the
temple and
rest for the night; they would keep a vigilant watch on the foundry
building
and assay it in the morning.
The night passed
uneventfully
and the heroes scaled the outside of the building to find a pair of
iron
guardians within, sentries in the
shape of dogs who had been ordered
to guard the foundry against
intruders. With most of the group providing covering fire,
Lagnus and
Robyn descended and entered hand to hand combat with the things,
dispatching
them quickly. The wreckage of each
produced a key, and a third key was found after an exhaustive search of
the
foundry floor. Three keyholes were located near the forge but trying
the keys
resulted in an electric shock which wounded several. It was Aurora who
deduced
the proper sequence of keys and, once the vault was open, the heroes
found the
scheme they had come for (along with other treasures).
After a cursory
inventory of
the valuables the group resolved to leave the way they had come, via
the roof.
Only Robyn had finished the descent, however, when they came under
attack by a
final warforged hiding amid rocks in the dark chamber. This was the
last agent
of the Lord of the Blades, and while he was outnumbered, most of the
group was
still atop the roof of the foundry while the ambusher was protected by
cover
and in excellent position. A furious and perilously close battle
followed, with
Robyn charging the foe to buy time for his allies to descend. For his
trouble
the brave warforged was quickly rendered inert, but by this time Lagnus
had
taken his place. Aurora snuck round to attempt a sneak attack on the
thing but
it was no use; that adamantine body was just too strong. Set-ep used
every
spell in his arsenal. As Lagnus
was sent to the ground, Garet and Teran would jump in to cover for him
while
Drum healed the dwarf again and again. Eventually, after being sent to
the
brink of death at least three times, Lagnus was able to crack that
adamantine
shell with good old dwarven steel (and a lot of action points).
There was much
rejoicing; the
heroes had survived their first quest!
Back
to Eberron
Shadows of the Last War, part
one
Quickly appraising
the enemy
warforged's sword as a potential magic weapon, the wounded and
exhausted heroes
retraced their path and reached the sunlit world of Sharn once more.
That
evening they met with Lady Elaydren, who was most pleased to learn of
their
success. She happily paid them the remainder of
their fee and suggested she may have more work for them
in the future. In the meantime, they had treasure to divide!
With the help of a
wizard-for-hire who identified a few magic items they had yet to figure
out,
the group was able to parcel everything out in a more or less equal
fashion.
The staff was found to be a so-called staff of the apprentice, a rare magical weapon designed for the
novice (and
oh so fragile) wizard; this went to Set-ep, as well as a masterwork
dagger made
of the only material that could harm deathless elves (this item was
recovered
from the dolgrim adept). Robyn armed herself with the +1 longsword
while the wand
of cure light wounds and
several cure potions
found along the way were placed into a "party
fund" for general use. Teran claimed an elixir of truth, Drum donned a masterwork chain shirt
recovered from
the foundry, and most of the rest of the shares was made up of gold and
jewelry. Much of this was soon spent; in the week to come each member
of the
group had their own business to conduct.
Drum bought a
clawfoot, the
traditional mount of his tribe during wartime. After a successful
effort
grappling the dolgrim guard, Drum began teaching the dinosaur how to
grapple,
with no initial success. He was, however, found by Skakan who suggested
that
the one thing the heroes needed was a publicist to spread word of their
great
deeds. All the great agencies had them, Skakan insisted. The goblin, of
course,
volunteered his own services for this enterprise. Drum said he'd "think
about
it" and sent Skakan on his way.
Garet found himself
in a card
game, where an initial losing streak ended rather surprisingly. One of
the
players in the game, a dark-haired man calling himself Blake, used a strange piece of scale or shell
as a bet. Garet won the hand (despite poor cards) and found himself in
possession of the strange scale. With Aurora's help he was able to
identify it
as not, in fact, a scale, but some kind of chitin from the body of a
giant
insect. Greenish-gray in color, the chitin fragment defied any further
categorization at this time.
Set-ep spent the
majority of
his stockpiled gold to secure a human corpse. In a world where at least
two
nations boast armies of undead warriors, it was not particularly hard
to
acquire a corpse in Sharn, even one that belonged to a warrior. With
the help
of some herbs and potions, Set-ep was able to animate the corpse into a
skeletal
minion completely loyal to Set-ep himself. He named the skeleton
"Horus" and
there was much rejoicing.
Teran spent most of
the week
scribing scrolls; this proved more difficult than first thought but
after seven
days he nonetheless had managed to make four or five scrolls of various
sorts,
from cure to comprehend
languages and scorching
ray.
Aurora received an
invitation
to a dinner at the home of the Baroness Phiarlan and selected Robyn as
her bodyguard/guest.While
she had little opportunity to converse with the Baroness herself at
this gala
event attended by all of Sharn's elite, the Baroness nonetheless found
time to
diplomatically remind Aurora of her house obligations. "House Phiarlan
has only
one weapon with which to survive; we have no armies, no magical
weapons, no
warforged. What we have is information." Dutifully agreeing that she
would
inform the Baroness of anything important which might happen, Aurora
nevertheless failed to mention anything about the Lord of Blades, the
lost
schema, or House Cannith's interest in the schema before she left the
party
with her escort.
Lagnus, meanwhile,
was
searching for leads on the family heirloom which he had been questing
for.
Alas, he had a cold welcome among other dwarves but, while preparing to
meet
with Robyn for a round of drinks at the local tavern, overheard an
abduction in
the crime-ridden streets of Sharn. But this was no mere cutpurse; a
child had
been snatched by a strange monster, some kind of floating brain with
tentacles
descending to the ground. With Ribyn's help Lagnus was able to save the
child
but he was himself paralyzed by the creature before it grievously
wounded Robyn
and fled. When offered a 10 gold piece reward for the boy's return by
his
impoverished parents, Lagnus
accepted the gold over Robyn's
protests. The warforged immediately insisted upon half the
reward as his
share of the battle, then gave the five coins back to the dwarven
family.
Lagnus was steamed, to say the least.
A week had passed,
and the
aspiring heroes met up to check in on the House Sivis message station
where
Elaydra had directed them, only to find the station ransacked and the
gnome
scribe unconscious. Drum revived her and a bout of intense questioning
and detailed
investigation of the crime scene followed. Teran confirmed the gnome's
story
that four kobolds had come into the place and trashed it after a
cloaked
humanoid, almost certainly a warforged, had intercepted a message meant
for the
heroes. The gnome of House Sivis insisted she could not recall the
contents of
the message, that out of concern for client privacy all scribing stone
operators were trained to forget every message they recorded as soon as
it was
complete, and the tough and undiplomatic grilling the adventurers gave
her
failed to woo any further cooperation out of her. Set-ep had gone in
search of
the city watch, who took charge of the scene and gently but forcibly
ejected
the amateurs.
Outside a giant owl
approached, delivering a message to Garet on behalf of Lady Elaydren.
The
intercepted message had been from her and, with agents closing in on
her, she
was desperate to meet the player characters at the Broken Anvil.
Quickly they
went to the tavern and found Elaydren, looking dirty and disheveled
after her
lovely and fashionable appearances in the previous week. She informed
them that
the second piece of the scema the adventurers had already recovered had
been
located and was the object of a hunt by more than one interested party.
Elaydren's enemies were near and there was little time. Indeed, even as
the
heroes spoke with her, the mysterious warforged and his kobold
mercenaries
attacked!
This fight was
another near
thing, though the heroes were much more prepared than they were in
their last
battle. Most of the kobolds were quickly dispatched, but one duelled
Teran for
half a minute before dashing round the tavern table and taking a stab
at Lady
Elaydren; an arrow from Garet, who
by this time was standing on the table releasing two arrows a round,
finally
put the creature out of its misery. Robyn was once more rendered inert
by a
terrific blow by the Lord's agent, and Lagnus, Drum, and Aurora teamed
up to
finally down the adamantine-armored fighter. Set-ep spent most of the
fight
hiding under the table, using the newly-mobile Horus as cover.
Heeding Elaydren's
plea to
take the backpack she had prepared for them and flee the city as fast
as
possible, the heroes escaped the tavern and found a safe locale to
examine the
pack. Within they found a letter from Elaydren and plentiful supplies,
along
with a letter of credit that would pay for transit to Darguun, the
goblin
nation. This, it appeared, was their next stop. Of the many routes that
could
be taken, the sea seemed to be the best choice available, so the heroes
secured
passage by Lyrandar galleon to Darguun, leaving that very night.
Sailing around the
southern
coast of Khorvaire, the galleon made some twenty miles an hour and
could reach
the capital of Darguun in just under four days. It was late one night
as the
ship traveled through deep fog when the adventurers were next attacked.
This
time, however, it was no agent of the Lord of Blades. Instead, eight
skeleton
warriors made the climb up the side of the ship to ambush the four or
so heroes
who happened to be on deck at the
time. What seemed like a dangerous fight, however, quickly became much
less
terrifying when Drum called upon the power of Olladra to turn the
undead. In a
flash half the creatures were destroyed and, a few rounds later, he
completed
the task on the other side of the ship. While the whole business had
been
handled relatively easily, it did leave the players wondering who had
attacked
them, and where could they get some bludgeoning weapons.
Back
to Eberron
Shadows of the Last War, part two
(This episode takes the form of a diary entry written by Set-ep)
After a perilous sea voyage, finally we are about to arrive in
Darguun. The captain has warned me to watch myself as the natives
aren't particularly civilized despite their inclusion in the twelve
nations treaty. Once ashore my companions and I recruit the
services of a dock urchin to lead us to the bloody market where we are
to meet our House Cannith contact.
As we are about to leave, our tracker recieves an urgent message from
home that must be dealt with. He regrets that he has to leave us
at this time, but his allies there have sent a replacement to fill in
for him. Kala is a huge tower of musle and bristling hair, his
shifter heiritage obvious. Though he seems to lack eloquence of
speech, I would guess that's more due to the fact that he spends little
time around civilization rather than any dearth of intellect. We
welcome him as best we can in these disturbing circumstances, and set
out for the center of town.
The market is filled with the most racaus noise and disorderly trading
I have ever laid my eyes upon, as brute goblinoids use a combination of
violence and foul rhetoric to accomplish their purchases. Lagnus
seems inordinately interested in purchasing a slave, but upon our cries
of protest and outrage he has reconsidered, though obviously with ill
grace. Are their no depths to his mercantile nature?
Soon we find ourselves in front of the Clenched Fist, a seedy inn where
we are to meet our contact. Briefly I stop to closely examine the
mummified remains of an ogre hand hanging from the sign in front, it
seems remarkably well preserved. Hearing signs of my companions
impatience I leave off my examination, and we proceed down the steps
into the semi-darkness.
Procuring a mug of thin beer, I wander over to a table and sit down,
ordering Horus to keep a sharp eye out behind me. Aurora,
impetuous as ever has already found our contact and appears to be
bargaining with him. It turn out that our contact Failen is a
disgraced member of house Orien, but seems quite willing to do business
with us. He has my deepest sympathies as I know how hard it can
be to be rejected by those of your birthplace. Lagnus and I do
some hard bargaining with the man over his fees, and manage to get him
down to a more reasonable price, but he's a shrewd haggler and we end
up paying far more than we would like.
As we stand up to leave a motley gang of Bugbears and Kobolds come
crashing through the doorway, and by his nervous look I can see that
they're after our contact. Having just expended considerable time
and effort to locate him, my companions and I don't take lightly to
this intrusion, especially as they have the audacity to attack us
without even a semblance of parley. Robyn's eye flashes with the
simple joy of battle as she wades into the fray clanking, she has ever
been one to enjoy a good fight. Amidst a hail of crossbow bolts
and the hideous sound of Lagnus' axe crushing one their skulls we
manage to kill most of the offensive ruffians. Knowing that we'll
be in a hurry to get out of here since it's obvious our pursuers have
located us, I intone kyrak's third word of power while making the
symbol of the western guardian with my left hand and drive forth the
remaining thug screaming in terror.
Pausing only long enough to examine our attackers, we quickly proceed
to Failen's stable, where he keeps a most impressive elemental
wagon. Quickly we load our gear, and set out for Rose Quarry
where we hope to find some clues as to the location of the next schema
we seek for Lady Eladryn our patron. I am not particularly
comfortable with these arrangements as Drum's mount is quite fearsome
and irritable in such close quarters, but I manage to put aside such
petty concerns so that I may stay focused on my latest bit of study on
the nature of death.
Several days later our guide stops before a small rise to point out our
destination, still several miles away. Peering over the ridge, we
can see a visage of awesome desolation. It appears that during
the war, some terrible fate has befallen the town, completely covering
it in a thick layer of glass, trapping the buildings and inhabitants
within. Off to the west there appears to be an encampment of
sorts, being made up of undead, soldiers of the Emerald Claw and their
mounts. This is quite disturbing as they are known for their
extreme methods, and outlawed even in their own nation, not to mention
being elite troops.
After discussing the matter briefly we decide to wait for darkness
before attempting to sneak around the encampment and approach the town
from the opposite direction so that we might seek out our objective
unobserved. Doing the best we can to maintain silence, though
obviously not up to Aurora's standards given her fierce glares every
time Robyn grinds a gear, or Lagnus' armor clanks, we move around to
the eastern edge of town. Terran has elected to stay back in the
wagon with Failen as he is still very sick from our sea voyage.
Moving into the desolate landscape of the town, we find that the
surface is in fact quite slippery, making it hard to maintain ones
balance. Haunting shadows, and the glass covered corpses of the
inhabitants make for eerie accompanyment to our journey. As we're
moving down one of the main thoroughfares we can hear a dreadful noise
off to our left, sort of a combination of moans and the harsh sound
glass scraping against itself. Emerging from amongst the
shattered buildings are several corpses, their bodies covered in
glass. Apparently our presence has enraged them, and they have
come to see that we join them in death. Sure that I can soothe
their anger I begin to step forward, but my companions have been
startled by this unnatural sight, and reach for their weapons.
Kala in particular seems disturbed, and frantically smashes at them
with his spiked chain, and a good thing too since Aurora's rapier
appears ill-suited for this sort of work.
Once the sounds of shattering glass and the meaty thunk of bodies being
dismembered fades into the night, we listen carefully, fearing those in
the encampment have heard us. We can hear the loud sounds of
digging from up ahead, but no shouting, so apparently no harm has been
done. Aurora and Kala move up ahead to see if they can locate the
source of the digging noises since they seem to be able to handle this
trecherous terrain better than the rest of us. I can't really see
what's going on, but I hear voices around the corner, then Aurora lets
loose her battle cry, and we can hear the pouding of her boots as she
rushes forward to engage. Desperate to help her, we all try to
move forward at our best speed, but much to our dismay keep slipping on
the glass.
When we finally move round the corner of the building, we see a patch
of fog, which given the current conditions must be artificial, and
inside we can hear the sounds of a titanic conflict, with yells,
screams, and ripping flesh set amidst the moans and slobbers of the
undead. Nearly in unison, we move forward to assist, diving into
the fog in our haste. I catch fleeting glimpses of a gnarled
tree, slavering jaws, and wounded flesh both living and dead amidst the
clamor of no quarter infighting.
Finally, we fight our way out the other side, and things grow quiet for
a moment as Aurora explains that a man looking like a dead elf with
razor sharp teeth was directing the excavation of bodies from a
graveyard. Upon challenging him, he obscured the area with mist,
and then fled back towards the encampment. Lagnus takes a few
moments out to give respect to the dead dwarves lying about while we
consider our next move.
Uncertain just how many troopers are at the encampment, we decide to
push on to the House Cannith outpost which we can see just across the
street, in the hopes that we can get what we came for and be gone
before anyone is the wiser. Quietly we move across the road to
pile up against the side of the building. We can hear another of
the undead moving around inside. Given that this is my area of
expertise, I volunteer to take care of it so that we can move on with
our mission. The others, still shaken from our encounter in the
graveyard are inclined to agree.
Moving stealthily around the corner Horus and I enter the doorway where
we spot one of the animate who has been forced to labor for the Emerald
Claw. I attempt to soothe the creatures spirit with kind words,
and encourage it to return to the peace of the grave, but the
extremists hold is too strong, lashed forward by the bonds of command,
it actually goes so far as to bite me, much to my shock and
dismay. Briefly falling back to a side chamber, Horus holds the
thing off while I gather my strength. Calling upon my link to the
otherworld, I channel the supernatural energy into a bright ball of
force which I unleash upon the hapless creature. Fortunately my
companions barge in at this juncture, for despite my intense studies I
am not yet able to channel sufficient energy to do more than annoy the
thing.
All of this noise has alerted the occupants of the inner chamber, and
they rush out to give battle. The fighting is desperate in this
confined space, especially since we know that we're living on borrowed
time with the encampment aware of our presence. Drum, stalwart as
always, moves among us, the bright light of his faith lending us
strength and resolve before this dangerous foe. At first things
look grim, but by uttering some somnolent phrases of the old speech,
I'm able to induce the leader to fall down into restful slumber, and
that gives us the edge we need to turn the tide. A few more
seconds of intense fighting see us victorious and surrounded by an
expanding pool of blood.
While several people guard the door, the rest of us move into the main
chamber to look around. Inlaid into the floor is an incredibly
detailed map of House Cannith holdings, though much of it is covered by
debris. A clever arrangement of hearths and statues gives clues
that eventually allow us to figure out where to find Whitehall, our
final destination, and the likely location of the schema.
Exiting the building we can see the Emerald Claw forces have massed,
but don't seem to be moving forward to engage. At this juncture
we're willing to take whatever luck we can get, and move quickly
through the ruins to the outskirts of town where we meet up with Failen
and Terran to make our escape at high speed.
The light from the fire is fading, and I grow weary, perhaps I shall
write more upon the morrow.
Back
to Eberron
Shadows of the Last War, part three
(This episode takes the form of a journal entry by Lagnus.)
Treachery is truly a veiled beast. How could I not see his true
intent? Was I so naive as to think... I must concentrate on
the task at hand. Judging by the preparation of those men they
seem to be getting ready to leave. What could they be doing
here? Are they with the Lord of Blades? He wouldn't use
humans to do his bidding. Maybe one of the other House Cannith
factions? Engaging these men in battle is a unprofitable
venture. This may be our chance to escape Rose Quarry with the
information we just gathered. We must get to Whitehearth before
they do to retrieve the schema. Our reward and future business is
at stake!
We gathered our belongings and make a swift retreat back the way we
came. Luckily none of the men follow and we are able to meet back
with Failin and his elemental powered wagon. Instead of taking us
back to Rukan Draal we instruct Failin to take us to Whitehearth past
the Grey Mist. Due to the unknown dangers that lie ahead we
decide to make camp for the night at the edge of the Mist.
At noon the next day we set off for Whitehearth. Inside the Grey
Mist we come across a ruined siege engine with dead bodies littering
the area. They seem as though they were just killed. This
must be the fowl effect of the Mist. This is why dwarves prefer
living underground. A wise man once said (me) a dead man has no
need of possessions. It would be a waste and an insult to
craftsmen everywhere if we left these perfectly good pieces of
equipment to lie here for eternity. We decide to gather up the
valuables and investigate the area. While searching
the area a pack of strange undead wolves emerges from the rubble.
We seem to be running into an unusual amount of undead. I'll have
to keep a close eye out on the necromancer. His cowardliness goes
beyond the norm. It may be an act. These undead wolves seem
to be made up of a hodge podge collection of different types of
bones. Apparentally they no longer wish to exist. I will
grant them their wish.
Once we leave the siege engine ruins we noticed a large bird in the
distance. It may be a vulture of some kind. It seems to be
following us. This does not bode well for us. It is
probably a spy of the evil magic user we encountered at Rose
Quarry.
After a few hours of travel we saw in the distance what looks like the
remains of a large battle. Bodies lie everywhere: elves and
halfliings. There are so many dead bodies that our wagon is
having trouble making its way through. To honor the fallen
warriors I suggested that we take their best equipment and put them to
good use. Kala seems to have noticed a rather large pile of
bodies and begins to search through it. Unfortunately for him the
pile of bodies is actually a Carcass Crab laying in wait. Kala is
immediately scooped up by one of its massive claws. It then
launches one of many spikes on its back at me! He has just signed
his death warrant. We all surround the foul beast and eventually
send it back to the Abyss where it belongs.
The rest of the trip has gone by without incident. Soon we are
finally at Whitehearth. We can finally retrieve the schema and
leave this godforsaken land. Setep makes another deal with Failin
to stick around and wait until we are finished. With our return
trip secured we cautiously enter the mine. The construction is
not bad, not bad at all (for human work).
Once inside we find 4 large adamantine plates on the ground.
Thanks to Kala triggering one of the traps we now know to be careful
when dealing with the plates (<sigh> barbarians). The third
plate turns out to have a ladder going down into magical
darkness. We have no way of knowing what is past the
darkness. Luckily Robyn agrees to go down first. I fear
during her construction Robyn was a victim of an unfortunate
manufacturing snafu.
Once Robyn confirms it is safe we all climb down the ladder. This
leads into a large spherical room with a octagonal plate on a
pedestal. The Pedestal has various colored holes on each side and
on top. Aurora realizes that the blue wand-looking device given
to us by Lady Eladrin may have something to do with this
pedestal. She places the blue wand in a blue hole and lo and
behold it makes the room rotate! This causes the opening we
entered from rotate to a new position and reveals another corridor.
Going down this corridor reveals a large room filled with clothes,
linen and other garments. Occasionally one of the clothes would
levitate up into the air and float over to a water basin. Then it
proceeded to wash itself. No doubt some magic trick.
We go back to the spherical room and try another blue key hole.
The room rotates again and reveals another corridor. This
corridor is charred black as if a hot fire burned inside. This is
obviously not good. Our danger to profit ratio is getting
worse. A metal door at the end of the corridor is half
melted. This was a hot fire indeed. An open space next to
the door on the wall is visible as well. Some light from a flame
is coming out of this space. It may be someone that can tell us
about the schema.
Robyn again agrees to go investigate and proceeds down the hall.
After making it about half way a large ball of flame comes out of the
open space! Amazingly it seems to be hovering above ground and
moving with.... intent?? Setep swears it looks like a sphere of
fire from the spell with the same name. How could this be?
The sphere rushes Robyn and attacks. I yell out to Robyn to come
out of the corridor so we can have a more tactical advantage but I
might as well be talking to a large piece of iron. Reluctantly I
run down to aid her. The heat is intense but we manage to defeat
the flame.
The space next to the door leads to a room with a pool of water and
beyond that another room with latrines. A dead charred female
body lies in the latrine room. While liberating the unused
equipment we find a brown key for the pedestal. Hopefully this
will lead to the schema.
We try the brown key on the key pedestal and this causes the room to
rotate to a corridor 30' long that ends with a metal door. The
room beyond is filled with food, water, wine and other common
products. This was not a total waste of time as we found a box
with some potions inside.
Satisfied that there is nothing else of value in the room we go back to
the spherical room and try the next blue key hole. The room once
again rotates and reveals a 60' corridor with 2 doors at the end and an
opening. This place was definitely designed by wizards. No
one with any common sense would design such a place. Magic
folk...
On our way down the corridor a huge dire wolf emerges from one of the
doors! I am confident in my abilities but a dire wolf is no
simple creature. To our amazement it is intelligent and explains
to us about a problem she is having. Apparently there is an evil
dire wolf somewhere in this place holding some regular wolves
hostage. In exchange for their freedom the dire wolf is willing
to lend us a green pedestal key she has in her possession as well as a
pearl. Normally I would laugh at such an offer but we have to
retrieve that schema. We accept and make our way toward where she
thinks the other dire wolf is. It seems the ratio just keeps
getting worse and worse. I do have to admit that my companions
are competent in what they do. I could have done worse...
Back
to Eberron
Shadows of the Last War, part four
(This episode was written by Robyn's player; no first-person journal
this time since the character has an Int of 4.)
We left of with the party taking a break with Rorsha and her pack. We
were given the green key rod to go and defeat a dire wolf turned evil
when the accident happened years ago. Kala must have identified with
Rorsha and her wolves because he stayed with them for the adventure. We
then left and headed off to the green key hole. The room shifted and we
came to a long hallway where Aurora heard growls and howls of wolves.
She went to go check on a door when Robyn decided to march down the
hall and call out the big wolf.
Sure enough, a big half-golem dire wolf should up to fight. The match
was soon under way when we were first able to see the power of this
thing when it chomped into Robyn's arm and bent the hell out of it. She
soon retaliated with a few devastating blows, chipping off it's black
marble body. Robyn was later bit in the face and dropped to her inert
state. After she was disposed of, Lagnus made many blows on the wolf
before he was also put down. I think everyone hit the thing at some
time, but it just kept going. I am now convinced that energizer has a
new spokes person, a half-golem dire wolf.
Drum soon healed Lagnus so he could stand up and get knocked down
again. Setep made the final blow with the wand of Melf's acid arrow
that we found. We then went to find Rorsha so she could come and get
the rest of her pack. She was very grateful and gave us the pearl
around her neck. I think at that point we have rested. We then left to
go down another hallway.
We came to a door and opened it to be suddenly amazed at the brilliant
lights in an all mirrored room. Robyn stepped in and was surrounded by
some bright lights (a living color spray) and soon became blind and
stunned. Luckily her screams were not heard because of the silent
effect in the room. Robyn stayed blinded and stunned through the whole
fight. The rest of the party battled the living ooze with minor
troubles, at the end Lagnus was also engulfed alive by the thing.
Aurora was the one to finally deal the fatal blow.
A little later Robyn and Lagnus came to, then we all went to check on
Aurora with the next door. She opened the door to see a room with a
curtain in it. She peeked through the huge curtain to see three large
flames floating around a large crucible of molten. It looked to be the
same substance that we saw over the ground at the Emerald Claw base.
There was five glass hydra heads stretching out of the crucible, but
they were not moving and appeared to be broken. There was also a
crystal chest with the schema we were looking for, along with other
items.
We all couldn't feel the heat of the room, so we already thought things
were weird. Naturally, we debated on what to do for about on hour and
came up with the "brilliant" plan of trying to lasso the chest with a
rope and drag it to us. When Aurora threw her mighty silk rope it hit
an invisible wall. It seems we were looking at an illusion of the final
room. We then explored some more.
We ended up finding a third activation room and put the orange key in
and the room shifted to where there was a hole in the middle of the
floor. Drum, then fell to his death.......just kidding, he was a bit
bruised up and a little full of water, but he was fine. We tied Aurora
up with a rope and lowered her down, but found nothing. We soon hit the
sack and had a good nights sleep.
We woke up and horsed around for a while before we decided it had to be
with the pit. So they tied up the willing Warforged and lowered her
down the pit, to her death........just kidding again. Robyn walked on
the bottom of the water, but still found nothing. They tried the red
key again (the first time we tried it, it did nothing) but nothing
happened. Setep then put in the Orange key to open to pit door again so
they could retrieve the waiting Warforged. To their dismay, a new
hallway opened. The red key was some kind of safeguard key. So they
raised Robyn and made their way to the new hallway, to their
death..........okay, sorry, I know it's getting old.
We came to a door where we could definitely feel the heat. Setep gave
Robyn the resist energy spell, then we kicked down the door. Inside was
the same thing we saw through the illusion wall. There was the three
fire elementals, and they meant business. Aurora came bursting in with
a house Cannith signet ring that we found earlier and commanded the
elementals to stop. I think they replied with "You'll never keep us as
slaves again"! Oh great, now we really pissed them off.
That's when they started their pitiful attack. With Robyn having 10
resistance against their fire damage and 2 against their normal slam
attack, they stood no chance. We made quick work of them and claimed
our prize. In the chest we found not one, but two schemas, along with a
large metal disc that Teran thought was some creation pattern that
might create some kind of weapon. We collected everything, gave Rorsha
back her green key, then made our way above ground.
Of course those bastard Emerald Claw were waiting for us with their
invisible mascot. We were heavily outnumbered and thought we were
doomed. The invisible Vampire told us to give them the third schema and
they would let us live. We debated for longer then we should have but
after much discussion, we gave them the schema.
Robyn and Lagnus came to the conclusion to give it up and Setep brought
up the valid point that they had no chance without us. So after we give
up the schema, what does douche bag say? "Kill them all"! Luckily him
and his girlfriend necromancer ran away with some soldiers. We only had
to fight four soldiers and four skeletons. We destroyed the soldiers
with smaller problems then with the elementals. Between Robyn and
Lagnus' sword and axe and Setep controlling one of the skeletons to
fight his own team, they really stood little chance. Mwahahaha!
We then waited around for Phalin and hopped a ride back to Rhukaan
Draal to meet with Lady Aladrin. We made it back in one peace and told
her what happened, She understood that we were outnumbered and was
shocked to find out about the second schema and the creation pattern.
She offered us another 1,000gp for the disc and now we're accompanying
her back to Sharn for additional gold.
Back
to Eberron
Interlude: Monkey Madness
Editor's note: This episode is
written by Joshua Cavett, Teran's player.
After retrieving the second schema, our heroes had retired to Rhukaan
Draal. The party was to escort Lady Elaydran back to Sharn on a ship
that was to leave Rhukaan Draal in four days.
As true adventurers, the first order of business attended to was the
allocation and selling of the loot found during their travels.
Following this, the first day in Rhukaan Draal was spent locating a
bazaar that would be able to accommodate the exotic needs of the
adventurers. After asking around, Aurora was able to locate an
unusually well-stocked and well-connected shop run by an ancient
hobgoblin who seemed to favor wearing his military uniform from a long
forgotten (except by himself and maybe Aurora) war. Our heroes
were able to acquire all of the standard equipment they wished to
purchase as well as place orders for more exotic items which the
proprietor guaranteed would be available in a couple of days.
This hobgoblin (Ed Note: Kaad) obviously was able to make many contacts
during his life that served him well in his current business.
The following day, Lady Elaydran received an invitation to a dinner
party to be held two days hence. The party was to be hosted by
the Lhesh Haruus at Kaara M’Borous, the “Red
House.” Attending this party would cause the group to miss
their ship and have to take another one a few days later, but to not
attend would be to pass up an excellent opportunity for the Lady
Elaydran to improve relations with the hobgoblin kingdom and possibly
insult the Lhesh as well. This seemed quite unwise, so the Lady
Elaydran decided to postpone her return to Sharn for a few days in
order to attend the upcoming social event. She requested that our
heroes accompanied her in order to present a more impressive show of
strength on the Lady’s part. The adventurers readily
agreed. You know… free food and all.
Much to the pleasure of everyone, the hobgoblin proprietor was able to
secure all of the items requested by the various members of the
party. Lagnus seemed particularly excited about the acquisition
of his full plate armour and extreme shield. Those dwarves love
their armour.
Noting the pleased looks on the adventurers’ faces, the hobgoblin
took it upon himself to make a small request of our heroes. He
had heard that the group was to attend the Lesh’s dinner party
and requested that a message be given to the princess Yezira.
Aurora, less put off by the idea of getting mixed up in hobgoblin
espionage than the other members of the party, agreed to pass on his
message. She was to tell the princess, “It is winter.
The rocks are far away.” Seeming unruffled by the obvious
duplicitous nature of the message, Aurora assured the hobgoblin that it
would be delivered.
The next evening, our heroes ventured to Kaara M’Borous- dressed
to kill (literally). They were introduced to a number of
important figures including: Zuukat- the advisor to the Lhesh, Rhius
Dalkaan - cousin of the cheiftan of the Dakaani tribe, Conrad
d'Zelderan- prospector for House Therashk, and Kyle Ferris - a Sentinel
Marshal currently in the area. After the introductions, the party
split up to mingle.
Aurora met princess Yezira and passed on the cryptic message sent from
the old hobgoblin soldier. The princess did not respond, although
Robyn, who had accompanied Aurora as a bodyguard, noticed that the
message seemed to further depress the already dour princess.
Teran noted that although Rhius acted as if intoxicated, he was
obviously not drunk. This suspicious behaviour coupled with
Rhius’ hesitance to toast to the trade agreements with other
races raised Teran’s suspicions, and he asked around about the
hobgoblin and kept an eye on him throughout the party.
Other notable events during the party: Lagnus broke etiquette by asking
for ale, Setep became ill after eating the wyvern meat, Robyn discussed
becoming a Sentinel Marshal with Ferris, Aurora impressed the Lhesh
with her insight to a historical battle, and Lagnus spoke with Conrad
d'Zelderan about purchasing services from house Therashk in the
attempts to find a stolen dwarven artifact (he has not shared this with
the rest of the group as of yet).
After dinner, Rhius presented the Lhesh with a gift of 12 white monkeys
in small wooden cages. The Lhesh attempted to open one of the
cages, but was unable to do so. As he continued to try to open
the cage, the monkeys began to shriek and then burst from their cages
as they grew into large ape-creatures. The heroes jumped from
their chairs to aid in the capture of these possibly hostile animals.
This proved to be more difficult than originally expected. After
a few moments, the apes convulsed in pain and then grew into larger,
more hostile dire apes. As if this were not bad enough, the apes
shuddered in pain again shortly thereafter- growing even larger, and
two more arms burst from their torsos. They fought briefly, then,
convulsing yet again, they grew larger then split into two of the
original large apes- doubling their original number, while the party
was ravaged.
Most impressive in this battle were Lagnus and Setep. The armour
Lagnus had acquired made him very difficult to hurt, allowing him to
wade into the apes and strike out with his mighty dwarven axe.
Meanwhile, Setep launched magic missiles, captured two of the apes in a
web, and healed a downed Robyn- all from the cover of the immense table
in the great hall.
Finally, the last ape fell to axe, sword, and chain. All
attention was then focused on the one responsible for this fight-
Rhius. The Lhesh called him forward, pointed out the carnage
caused by the apes he had loosed, and told him, “Great
entertainment! Thank you for the gift. Tell your cousin
that I will be by this winter for a visit.” With this,
Rhius was dismissed.
Seeing the disgust in Lagnus, the Lhesh spoke to him. “This
is not the first assassination attempt that I have lived through.
I laughed at his attempt, and now he and his cousin will fear my coming
this winter.” The Lhesh was obviously a master at the
brutal diplomacy of the hobgoblins.
It was at this time that some members of the group noticed the absence
of the princess Yezira.
Shaking their heads in wonder at their first (and hopefully last)
hobgoblin dinner party, our heroes limped back to the inn to try to
find some rest.
The next day, the proprietor of the hobgoblin shop was arrested and
many more guards were seen in the streets. The princess’
disappearance had obviously been noticed.
Back
to Top
Winter Wonderland, part one
Editor's Note: This chapter of
the game summary is written by Graydon, Kala's player.
When last we saw our intrepid heroes, they had just helped the Lesh and
his guards foil what appeared to be an assassination attempt by the
mountain clan of hobgoblins, though the Lesh himself seemed less than
concerned by the monkey business. After, they retired to their
inn rooms, noting on their way out that the Princess was noticeably
absent. Two days until the journey back to Sharn . . .
The next morning, while nosing around town looking for Kaad, Aurora and
Teran heard whispers that the Princess had disappeared. Kaad was
nowhere to be found. By the afternoon a few things had become
clear. First, Kaad was a member of the Dhakani Clan, and formerly
a great warrior of that clan. Secondly, he had some sort of
trouble with the Lesh a number of years ago. And finally, Kaad
was arrested at his shop and taken to the Lesh’s prison.
Aurora followed him to the gates of the palace. Little could be
done as the only entrance to the prison was at the bottom of a deep
shaft filled with lethal devices beyond imagining and surround by fell
beasts hunted and trapped in the dark of Xendrik, brought here for no
reason but to torment and devour those who would dare challenge the
will of the Lesh. The Lesh himself has the only key to both the
traps and the door.
Meanwhile, Teran began sniffing around Kaad’s shop. The
shop was being watched and cleaned by Kaad’s neighbors.
From them, he learned that Kaad was occasionally visited by the
Princess, though she was not supposed to leave the palace. The
last time this happened was a few years ago. Aurora returns, as
Teran is wrapping up, and notices that the sausage vendor across the
street from the shop was replaced with a decidedly non-vendor looking
hobgoblin warrior, and Charlie the sausage guy was nowhere to be
found. Back at the inn, Setep lost himself in his books, Kala
stared at the shiny piece of chitin, and Drum fed his dino. One
day until the airship . . .
While Aurora asks around after the Princess’s whereabouts (she
comes up dry), Setep completes some research, and Terran prepares a
scroll, Kala Strikes out searching for a Druid to help him with the
chitin. Not fully accustomed to city life, Kala does not meet
with success and is in fact mistaken for a crazed beggar. Drum,
touched by Kala’s difficulties, helped him contact a priest of
Olahdra. Though not directly able to help, the priest recommended
seeking out an expert in one of the larger cities.
In the afternoon, Aurora cases the shop again, noting that it is still
being watched by a few guards and wary neighbors. The heroes
consider searching the shop, but fear that it is too risky. Lift
off next evening . . .
In the Morning, Aurora determinedly seeks after any sign of the
Princess. There is no trace to be found. Teran and Setep
keep to their academic pursuits, and Drum works training his dino to do
tricks. That afternoon, Kaad is executed and his head is placed
on a pike.
Lagnus hears back from the House Thurask ambassador regarding a
“little matter” he needed a professional finder for.
He returned the message that he would shortly be in Sharn.
Likewise, Aurora sent a note to the handsome Marshall of House Denieth
that she too would be reachable in Sharn. For what reason, time
will tell . . .
With the death of Kaad, Aurora discovers the watch over the shop has
ended, and his neighbors have helped themselves to his legacy.
Armed with this knowledge Aurora and Terren search what’s left of
the shop, and discover a secret basement dojo. There, they find a
mural depicting a winter scene in which a hobgoblin is building a house
with stones taken from the riverbed. In the mural, all of the
stones in the part of the bed close to the house have already been
used. The words “by winter the rocks were far away”
rang hauntingly in there minds and took on new meaning. Up, up
and away . . .
The crew spent two days onboard the airship from the Lesh’s
capital to Sharn, courtesy of the lovely Lady Eladrin d’
Caintith. Setep characteristically lost himself in his books and
the rest of the crew enjoyed the view.
After arriving in Sharn, Kala, Aurora and Teran travel to Margrave
University where Aurora tugs in some strings, cajoling a few grad
students into taking a look at the piece of chitin. They
suggested sending a message to a famous taxonomist, Prof. Greel, which
they do. Setep, unsurprisingly, studies his magic.
The next day, Prof Greel sends a message back, evidencing a strong
interest in the chitin encouraging the group to travel to see him when
they have the time. Meanwhile, while Teran spends time with pen
and ink, Aurora checks in with Lady Eladrin. Nada.
The following morning the troupe sets out to track down the grell that
had been terrorizing the dwarven quarter. Though there had been
no new kidnappings among the dwarves, Teran was able to track the
beasts by sightings and rumor. It took almost two full days, but
finally, in an “upscale” corner of Goblintown, Teran felt
certain the grell was near. Neither the “excellent
staff” at the Blue Parrot, nor the shifters gambling in front of
the Waldorf were much help in finding the beast, though Robyn did
manage to lose some coppers in the game.
After exploring a decrepit theatre off the square, and tangling with a
rather sophisticated swarm of rats (smarter than Robyn and Kala too)
our heroes returned to the fountain in the square. While Kala
carefully watched the water in case the grell splashed out of the
fountain, Robyn along with Setep and Horus entered a small guard tower
hoping to spook the grell out if it was present. The plan worked
better than they could have hoped as not one, but three grell flew out
of the windows and descended to the square amidst the arrows of Kala
and Aurora. A battle ensued, the only moment of note being when
Robyn bravely hurled herself from the top of the tower in an effort to
take out one of the beasts. Though she failed in that attempt, it
was a moment that the goblins of the Blue Parrot will not stop talking
about for some time to come. The day after, with still no word
from Lady Eladrin, the party boards the lightening rail headed for
Fairhaven, with Horus in storage and Drum’s dino kept in the care
of friends.
While Kala starts suffering from cabin fever and Drum relaxes in his
car, ever curious Teran tries to get a look at the working engine of
the rail itself. He is denied. Then, while the train passed
through a dark tunnel, Aurora was assaulted by an ethereal filcher
trying to “filch” her handy haversack. It failed and
was gone in the blink of an eye. After a little digging, Teran
learns that not only have there been mechanical failures of late, but
that passengers have been “disappearing” with suggested
explanation.
Bolstered with this newfound information, Teran returned to the
engineering car pursuant to an “official”
investigation. Not wholly convinced, the engineer none-the-less
admits that to do the repair job right would require weeks of time and
thousands of gold crowns.
With a little more hard-boiled investigation Teran uncovers that the
disappearances have been occurring every few weeks, though not on any
fixed schedule. Further, the conductor knows about both the
mechanical difficulties and the disappearances, though for fear of
losing his job he has not shared any of this his employers.
\Teran, clued in by a waiter, interrupts the journey of a very stuffy
dwarven importer/exporter, in order to search the possible scene of one
of the abductees. Finding a pearl earring, Terren is certain that
something is going on. A day later, during a stopover in
Marketplace, Kala did some “sniffing around” of his own,
detecting the odor of “big evil cat”. He commits this
scent to memory.
At lunch, the party notices it is being watched by a charming, darkly
handsome man, and the crazy engineer. Aurora flirts outrageously
with the dark stranger (what would the Marshall say?) and the engineer
is essentially ignored. While the stranger is distracted, Teran
manages to weigh the auras of everyone in the car, and the aura of the
stranger comes up wanting. Teran follows the stranger to his
room, 17A. While Lagnus negotiates with the conductor (free
passes for life in exchange for a solution to the disappearances) Kala
goes to 17A and puts his “nose” to the grindstone.
The handsome stranger is apparently a big evil jungle cat (or possibly
as Teran suggested a Rhakshasa).
When the Rhakshasa left the train for the night, Kala immediately
whistled for a cab and Aurora attempted to overhear where the dark
stranger was directing his own cab, something like “Capistano
Hotel.” When the stranger’s cab began pulling away,
Kala called to his own driver, “Follow that car.” The
remainder of the group are split between Kala’s cab and another.
And the story continues . . .
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Winter Wonderland
DM's Note: Asking the players
to keep a campaign log for XP was a bit of an experiment. It didn't
work; while players were happy to take notes during the game, they
never got around to actually typing the log up for other people to
read. The best I've been able to get is photocopied notes. So I'll do
my best to keep readers up to date on the current progress of the
campaign, but this will be the Reader's Digest version of each
adventure, only hitting the highlights.
The heroes traveled to the Whisper Woods in the upper reaches of
Aundair, where they were trying to learn more about a mysterious
creature that appeared to be half-bug and half-lizard. Led by a Meena,
a hired guide, and her two bearers Kurt and Joril, they got caught in a
planar conjunction with the plane of ice. I had just purchased
Frostburn and wanted to use it; I was pretty happy with the results.
After accidentally traveling to another plane where I got to use the
Planar Handbook they eventually found their way past snow spiders, ice
mephits, and other dangers to reach their goal: a secret and abandoned
House Vadalis research facility known as Three Trees.
Each of these towering trees was inhabited by various monsters and
groups, including a tribe of neanderthals who worshipped a young adult
white dragon. The players investigated each tree one at a time,
fighting wights, smilodons, and owlbears before Robyn intruded on a
hellcat's lair by herself. By the time the rest of the heroes could
climb into the nest, the mighty warforged fighter was dead. This was
the first casualty among the players. The demon was eventually slain,
and Robyn buried in a cairn at the base of the trees.
In the second tree the players met Quorasshi, an ice genie, to whom
they lost a magic sword in a game of dice. Setep was almost killed by a
hag, there was an attack by arrowhawks, but the players were starting
to clue into the fact that there was very little treasure to be had on
this adventure. Why? The dragon had it all, of course, so the players
started to think ahead to fighting the thing. Meanwhile, Meena had been
revealed as a wizard of no small power, about on par with Setep though
focusing on enchantment rather than necromancy. About this time a group
of warforged serving the Lord of Blades showed up and managed to steal
Robyn's severed head, though the soldiers themselves were all slain.
Delbourne and Varel, having heard of the agency from Skakan back in
Sharn, showed up to lend their swords.
Finally the heroes tackled the third tree, including a snowflake ooze
and four white dragon wyrmlings. The neaderthals surrounded their camp
that night leading to a brutal fight with their dinosaur pets, but
eventually the heroes triumphed and sent the neaderthals back to their
tree, where they began beating the alarm drums to call the white dragon
back home. Although the heroes climbed up the tree in the morning and
stopped the drumming in a room-by-room fight with the neanderthals, it
was too late. The dragon was already coming. The players climbed to the
dragon's lair and prepared themselves for a tough fight. While Kala was
almost slain, clever use of a gem of elemental conjuring and some lucky
critical hits allowed the players to triumph.
Back to Top
The Arcane Express
It took two weeks for the players to get back to Fairhaven, where they
divided treasure and rested. Meena was revealed to be an agent of the
Royal Eyes, and she knew that the Queen would be very interested in
this information on the House Vadalis research facility, previously
unknown. The heroes had also learned much about the strange creatures
they had been questing after in the first place, but no living samples
of the things had been found. Taking a train south to Sharn, their
route was changed at the last minute, taking them over the Blackpeak
Mountains and past the Black Pit. A gang of nine warforged attacked the
train looking for the players, but only their leader Scimitar escaped
alive. At the same time, a rot reaver out of the Black Pit climbed
aboard the train for an unknown purpose; it vanished after a fight with
Setep's undead minions.
When the heroes got back to Sharn they learned that they had a
detective agency: Dragoneye Investigations. Skakan had a lot of
explaining to do but the players seemed to take it in stride. It only
took a few minutes, however, for agents of Daask, the monster mob, to
come calling. There was a brief but sharp battle with two minotaurs and
their gnoll officer eventually being driven off with promises that,
"This isn't over!"
Mister Boddy
Kyle d'Ferris was released from a powerful curse that had left him in
an enchanted sleep. An assassination attempt against him was foiled, a
mysterious patron made contact with the agency, and corruption was
discovered within House Deneith. Plot points have been listed below,
but are not in chronological order.
- The mysterious package Dara was guarding turned out to be the
body of Kyle d'Ferris, who has been under a powerful curse ever since
he journeyed into Khyber. The High Priest of the Sovereign Host in
Sharn had agreed to lift the curse, but it turned out he was not
powerful enough.
- At least one of the servants in Deneith Tower in the Dragon
Towers district is a follower of the Blood of Vol.
- Lan Hazal, a prosperous Karrnathi merchant living in the
Graywall district, is the secret leader of the Blood of Vol in Sharn.
He agreed to lift the curse as a personal favor for Setep.
- The Circle of Song is an unofficial society of bards across
Khorvaire. In Sharn the Circle is represented by Mandyran, a retired
bard now operating a high-class hotel called the Golden Horn in the
University district. Varel was welcomed into the Circle.
- The Circle has few rules: no bard can kill another bard; while at
a Circle establishment, bards must leave their grievances aside. Even
mortal enemies must be courteous to one another.
- A bard named Quietus recently broke these rules by killing
another bard. Quietus was never friendly, but would not normally have
broken the rules. He has been acting strangely since he fell in with
some "bad company." He has taken to wearing a mask and hood, and for
his crimes he has been cast out of the Circle, so he is no longer under
its protection.
- The Circle seems to have a network for spreading news and
gathering information, so that Quietus's exile will soon extend to
every city in the Five Kingdoms.
- Quietus later attempted to kill Kyle's sleeping body by magically
disguising himself as Dara. The plot was foiled but Quietus escaped.
- The mysterious insect scale which prompted the journey to Three
Trees was put in the players' possession by a woman named Amavakti, who
finally revealed herself to them. She has visited Three Trees herself
and knew about the creation of the kruthik, but did not have the
resources to pursue the matter herself, so she dropped a clue in the
players' lap and hoped they would investigate it. While Amavakti did
not have any immediate suggestion on what should be done about the
kruthik, she did offer to help the agency with Kyle's curse.
- While Amavakti and the players met with Dara at the Dragon Towers
home of House Deneith, two Sentinel Marshals from the Sharn branch of
Deneith appeared. Lalia and Tasra d'Deneith are twins in the service of
Sadran d'Deneith, head of the house in Sharn. Sadran ordered Kyle to be
transferred to the Deneith enclave in Copper Arches, where only Sharn
Deneith are permitted.
- While in the course of reading the minds of the Lalia and Tasra,
Amavakti discovered that they are actually hosts for Quori spirits from
the Realm of Dreams, Dal Quor. In a sudden panic, Amavakti fled the
House. The twins announced they would be back in 24 hours to get Kyle's
body and they would come in force.
- Amavakti revealed that she is a kalashtar, a race originally from
Dal Quor but who fled the Realm of Dreams and the Quori. She told Varel
and Delbourne about the Quori's genocide of the kalashtar people and
the conquest of Sarlonna by the Quori and their hosts, the Inspired.
She insisted that if Kyle were taken by Lalia and Tasra, he may wake
up, but he would be possessed by a Quori spirit.
- Amavakti has been concealed from the Quori, for the short term at
least, in the sewers beneath Sharn by Skakan and his goblin contacts.
- Tyasha d'Phiarlan, a reclusive elvish actress, is one of the most
powerful bards in Khorvaire. She is also about 600 years old and
extremely reclusive. Rumors suggest that Tyasha may be a vampire, a
changeling, or even an elaborate Phiarlan fiction. Both Varel and
Aurora met with her to ask for help with Kyle's curse, but Tyasha
declined to get personally involved. She did direct the players to
Aerela Tal, keeper of the Citadel of the Sun in the Hope's Peak
district.
- When Kyle awoke, he knew the location of the Cults of the Dragon
Below in Sharn. He mentioned an abandoned church beneath the city and
suggested immediate action against them.
- When Lalia and Tasra reappeared, Kyle was already awake. The
twins asked about Amavakti, who was not present, and Varel and Aurora
suggested she had "gone to Wroat." Lalia and Tasra appeared to believe
this story, and suggested they would hunt her down.
And that's where we are now.
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House
Rules
The first thing you need to do is download my House
Rules file. (It's a 12 page .pdf.) I have modified my house rules
for 3.5 and again for the Eberron setting, incorporating a lot of rule
options from Unearthed Arcana.
The most important rule additions are Death
and Dying and additional uses for Action Points.
During the course of the Eberron campaign, some additional rulings have
been made that I've noted here.
Afterwards, I have racial paragon classes, a new prestige class, and a
Shifter feat.
- Travel Costs: Divide the
cost for travel by lightning rail
or skyship
by 10. Prices were exorbitant as printed in the Eberron Campaign
Setting, making these sources of routine travel unavailable to
anyone
not both rich and foolish. (Most PCs are only one of two.
- The Dungeon Flu:
Sometimes players are not able to attend a game session. Often this
absence is easy to explain: the character is away on personal business.
However, when in the middle of a dungeon, it can be very hard to
explain not only the sudden disappearance of the character in question,
but his sudden reappearance a week later. Therefore, I have instigated
the Dungeon Flu, with a tip of the DM screen to Daniel, my player and
fellow DM, who first thought of it.
- The Dungeon Flu, known also as Catacomb Cough and the Creeping
Crud, is a magical disease that has its roots in the Last War.
Magical experiments conducted by all the Five Nations, including
biological warfare projects, resulted in the creation of this stubborn
disease. Most people who catch the Dungeon Flu do so in damp, dark,
underground complexes where the disease flourishes. However, strands of
the Dungeon Flu have been found in every possible locale, from the
coldest north to the burning desert. It also thrives in cities and has
proven itself to be contagious.
- Once a person contracts the Dungeon Flu it lurks in his system
for months, sometimes for years. A victim will feel no significant
effects from the disease until it suddenly erupts, causing extreme
fatigue, nausea, and occasionally sores on the skin. Victims suffering
from acute Dungeon Flu are incapacitated, but can usually fend for
themselves if left with proper supplies. A bout of acute Dungeon Flu
typically lasts only for a day or two, but can sometimes extend for
weeks, especially when the victim is forced to travel. After this
period, the disease goes back into remission.
- It is virtually impossible to be absolutely secure against the
Dungeon Flu; once it is contracted a victim usually has it in his body
for several months and cases lasting for years have been documented. Remove Disease works only in the
very short term: Dungeon Flu is very stubborn and tends to be
recontracted almost instantly by those who have suffered it previously.
Even people normally immune to magical disease have been laid low by
Dungeon Flu. Fortunately, the disease is almost never fatal. If the
victims can endure the brief incapacitations, they can live a normal
life.
- Obviously, the Dungeon Flu is the easiest way of explaining the
sudden absence of key characters when their players do not appear.
Virtually every PC already has Dungeon Flu even if they don't know it,
and when their player misses a game their character endures a brief
relapse.
- Firing Into Cover:
Individuals with cover receive a +4 AC bonus as described in the Player's Handbook. If an attack
misses the character because of the cover, the attack may hit the
cover. Compare the attack roll of the attack to the AC off the cover;
if it is equal to or greater than the AC of the cover, the cover is
hit. Otherwise, the attack bounces off the cover.
- Example: Three soldiers
of the Emerald Claw are shooting crossbows at Setep, who is hiding
behind his trusty skeletal minion, Horus. Setep's AC is 12 normally,
raised to 16 due to cover. Horus has an AC of 15. The three soldiers
roll an 8, 13 and 15 respectively. The 8 misses completely; neither
Horus nor Setep are harmed. The 13 would be enough to hit Setep if he
did not have cover. This means it could hit Horus, but the attack roll
of 13 is not equal to Horus's AC, so the crossbow bolt is deflected
harmlessly off Horus's shield. The last crossbow bolt also misses
Setep, and is also high enough to hit to hit the AC of the cover: Horus
takes the damage from one crossbow bolt. (Fortunately, as a skeleton,
he has damage reduction.)
Back to Top
Paragon
Racial Classes
Paragon racial classes were introduced in Unearthed Arcana on pages 32-46.
They increase a character's racial abilities without removing any of
that race's weaknesses, and are a good way to simulate "high" races
like Numenoreans, Noldor Elves, Mountain Dwarves and the like. In
Eberron, paragon racial classes need some adjustment since elves, orcs
and other races are much different thematically than they are in the
standard D&D setting. In addition, Eberron includes four new races
that need paragon racial classes.
- Use the Dwarf, Gnome, Half-Elf, Half-Orc, Halfling, Human and
Tiefling racial paragon classes as they are presented in Unearthed Arcana.
- Until we know more about the setting, the Drow and Half-Dragon
racial paragon classes are not available.
- Adjstments have been made to the Elf and Orc paragon classes.
- New racial paragon classes for the Changeling, Kalashtar, Shifter
and Warforged are presented below.
Changeling (incomplete)
Hit Die: d6
Level
|
BAB
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
1st
|
+0
|
+0
|
+2
|
+2
|
|
2nd
|
+1
|
+0
|
+3
|
+2
|
|
3rd
|
+2
|
+1
|
+3
|
+3
|
|
Class Skills:
Skill Points at Each Level:
Class Features:
Weapon and Armor Proficiency:
simple weapons, light armor
Elf
Weapon and Armor Proficiency:
Elf paragons are proficient with all simple weapons, rapiers,
scimitars, shortbows and longbows. Elf paragons are proficient with
light armor, but not with shields.
Weapon Focus: At 2nd level an
elf paragon gains Weapon Focus as a bonus feat. This feat may apply to
either the rapier, scimitar, shortbow, longbow, composite shortbow or
composite longbow.
Kalashtar (incomplete)
Hit Die: d4
Level
|
BAB
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
Powers per Day
|
1st
|
+0
|
+0
|
+0
|
+2
|
|
+1 manifester level
|
2nd
|
+1
|
+0
|
+0
|
+2
|
|
+1 manifester level
|
3rd
|
+1
|
+1
|
+1
|
+3
|
|
+1 manifester level
|
Class Skills:
Skill Points at Each Level:
Class Features:
Weapon and Armor Proficiency:
Orc
Slayer of Aberrations (Ex): A
2nd level orc paragon heeds his race's sacred mission to protect
Khorvaire from aberrations. He gains a +2 bonus on weapon damage rolls
against aberrations. This replaces the 2nd level "Elfslayer" ability of
the standard orc paragon.
Shifter
Hit Die: d8
Level
|
BAB
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
Spells per Day
|
1st
|
+1
|
+2
|
+2
|
+0
|
Feral grace
|
+1 level of ranger
|
2nd
|
+2
|
+3
|
+3
|
+0
|
Second shift
|
+1 level of druid or ranger
|
3rd
|
+3
|
+3
|
+3
|
+1
|
Ability boost
|
+1 level of ranger
|
Class Skills:
Climb, Handle Animal, Hide, Intimidate, Jump, Knowledge (geography),
Knowledge (nature), Listen, Move Silently, Sense Motive, Spot,
Survival, Swim
Skill Points at
Each Level: 4 +
Int modifier
Class Features
- Weapon and Armor Proficiency:
Shifter paragons are proficienct with simple and martial weapons and
with light armor.
- Spells per Day: At 1st
and 3rd
level, a shifter paragon gains new spells per day as if he had gained a
level of ranger. At 2nd level, a shifter paragon gains new spells per
day as if he had gained a level of druid or ranger (but not both). He
does not, however, gain any other benefit a druid or ranger would have
gained. If a shifter paragon has no levels of druid or ranger, this
class feature has no effect.
- Feral Grace (Ex): Shifter
paragons have a +2 racial bonus to Climb, Jump and Balance checks which
stacks with the racial bonus all Shifters have (for a total bonus of
+4).
- Second Shift (Su): At 2nd level, a shifter
paragon gains one additional use of his shifting ability per day.
- Abilty Boost (Ex): At 3rd
level
a shifter paragon increases one of his ability scores by +2. The
ability score raised is that which corresponds to his shifter trait
(Strength for Longtooth and Razorclaw shifters, Dexterity for Cliffwalk
and Longstride shifters, and Constitution for Beasthide and Wildhunt
shifters).
Warforged
Hit Die: d10
Level
|
BAB
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
1st
|
+1
|
+2
|
+0
|
+0
|
Improved slam, improved
fortification (50%)
|
2nd
|
+2
|
+3
|
+0
|
+0
|
Reinforced plating
|
3rd
|
+3
|
+3
|
+1
|
+1
|
Ability Boost (+2 Constitution)
|
Class Skills:
Climb, Craft, Intimidate, Jump, Swim.
Skill Points at
Each Level: 2 +
Int modifier
Class Features
- Weapon and Armor Proficiency:
Warforged paragons are proficient with simple and martial weapons, with
light, medium, and heavy armor, and with shields (but not tower
shields).
- Improved Slam (Ex): A
warforged
paragon increases the damage of his natural attack from 1d4 to 1d6. If
his natural attack has already been increased to 1d6, it becomes 1d8.
- Improved Fortification (Ex):
A
warforged paragon increases his fortification to 50%. If it is already
50% or higher, this class feature has no effect.
- Reinforced Plating (Ex):
A 2nd
level warforged paragon gains a +2 bonus to the armor bonus of his
composite plating racial quality. However, this also increases his
arcane spell failure chance by 5% and increases his armor check penalty
by 1.
- Ability Boost: A 3rd
level
warforged paragon increases his Constitution score by 2.
Back
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Feats
Wildhunt Elite
Your shifter trait improves.
Prerequisite:
Shifter with the wildhunt trait.
Benefit:
While using the Track feat, you have a +4 additional bonus on Survival
checks. This stacks with the +2 bonus to survival you gain from your
racial trait, for a total of +6 when tracking.
Back
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Prestige
Classes
Bembridge Scholar
Hit Die: d6
Requirements
Feat:
Research
Skills:
Decipher Script 8 ranks, Knowledge (any two) 8 ranks
Class Skills
The Bembridge scholar’s class skills (and the key ability for each
skill) are Appraise (Int), Decipher Script (Int), Diplomacy (Cha),
Forgery (Int), Gather Information (Cha), Knowledge (any, chosen
individually) (Int), Search (Int), Sense Motive (Wis), Speak Language
(none), Spellcraft (Int), Spot (Wis), Use Magic Device (Cha).
Skill Points at
Each Level: 6 + Int modifier
The Bembridge Scholar
Level
|
BAB
|
Fort
Save
|
Ref
Save
|
Will
Save
|
Special
|
1st
|
+0
|
+0
|
+0
|
+2
|
Arcane research, favors, field
of study, lore
|
2nd
|
+1
|
+0
|
+0
|
+3
|
Bonus feat, quick read
|
3rd
|
+2
|
+1
|
+1
|
+3
|
Expert, field of study, journal
|
4th
|
+3
|
+1
|
+1
|
+4
|
Endowment, cool under pressure
|
5th
|
+3
|
+1
|
+1
|
+4
|
Field of study, master of the
written word
|
Class Features
All of the following are class features of the Bembridge scholar.
Weapon and Armor Proficiencies:
Bembridge scholars gain no additional proficiency with weapons or armor.
Arcane Research (Ex): A
Bembridge scholar spends her spare time poring through old tomes and
ancient libraries looking for secrets others have missed. As a result
of her research, every level she acquires a limited number of arcane or
divine scrolls which she may then attempt to use with the Use Magic
Device skill. There is no gp or XP cost for the scrolls the Bembridge
Scholar gains with each new level in this class.
At 1st level, and at each subsequent level, the
Bembridge scholar uncovers spell scrolls through research and study.
The DM randomly selects the spells contained in the scrolls, though the
Bembridge Scholar can make a Knowledge check using the Research feat to
select a certain number of her own spells. The table below shows how
many scrolls of each spell level the Bembridge Scholar receives upon
gaining a new level, and how many of these can be researched at each
level. Each desired spell can be researched once per level; the
Knowledge skill required varies depending on the type of spell. Druid
and ranger spells require Knowledge (nature), wizard/sorcerer and bard
spells require Knowledge (arcana), while cleric or paladin spells
require Knowledge (religion).
Level
|
1
|
2
|
3
|
4
|
Research
|
1st
|
3
|
|
|
|
2 (DC 20)
|
2nd
|
4
|
3
|
|
|
4 (DC 23)
|
3rd
|
5
|
4
|
3
|
|
6 (DC 25)
|
4th
|
6
|
5
|
4
|
3
|
8 (DC 28)
|
5th
|
7
|
6
|
5
|
4
|
10 (DC 30)
|
Favors (Ex): A Bembridge
scholar can call upon her fellow scholars (and their students) for
favors and advice as a sort of “old boy’s network.” Favors can be used
to gain important information without going through the time and
trouble of a Gather Information check, as well as for the loan of
equipment or documents. To call in a favor, the Bembridge scholar must
make a favor check, rolling a d20 + class level. The DM sets the DC
based on the scope of the favor being requested; it can range
from DC 10 for a simple favor to DC 25 for highly dangerous,
expensive, or illegal favors. You cannot take 10 or take 20 on this
check, nor can you retry the check for the same (or virtually the
same) favor. A Bembridge scholar can try to call in a favor a number of
times per week equal to her class level. She can never ask for more
than one favor from any contact in a given week.
Field of Study (Ex): A Bembridge scholar selects a single
Knowledge skill as her primary field of study and gains a +2 bonus to
this skill. At 3rd level she selects a second field of study for a +2
bonus and raises her first field to a +4 bonus. At 5th level she
selects a third field of study for a +2 bonus, raising each of her
previous fields by +2 (for a total of +6 and +4 each).
Lore (Ex): A Bembridge scholar collects facts on just about
every subject under the sun. At 1st level a Bembridge scholar gains the
ability to know legends or information regarding various topics, just
as a bard can with bardic knowledge. The Bembridge scholar adds her
level and her intelligence modifier to the lore check. See page 28 of
the Player’s Handbook for
more information on bardic knowledge.
Bonus Feat: At 2nd level the
Bembridge scholar may select one of the following feats as a bonus feat
(she must satisfy all prerequisites for the feat chosen): Diligent,
Investigate, Investigator, Iron Will, Magical Aptitude, Persuasive,
Recognize Imposter, Skill Focus, Strong Mind.
Quick Read (Ex): A Bembridge
scholar of at least 2nd level requires only half the normal time on any
Decipher Script check or on any Knowledge check made for the Research
feat. In addition, she can decipher a written spell from a scroll as a
move action instead of a full-round action. She must still succeed in a
Spellcraft check to decipher the scroll (DC 20 + spell level).
Expert (Ex): A Bembridge
scholar of 3rd level or higher can rely on her reputation in many
instances where simple education may not be enough. She can add her
class level to any Bluff, Diplomacy, Gather Information, or Intimidate
check which relates to any of her fields of study. For example, a
Bembridge scholar may use this ability to intimidate the guards at a
library she is not allowed to enter, convince another person she knows
the answer to a question when she really does not, or seek out
information on a rival professor.
Journal (Ex): A Bembridge
scholar is obligated to record all her research for posterity, usually
in a field journal which will later be edited into a final manuscript.
By 3rd level, the Bembridge scholar can consult her own notes when time
permits, aiding in research. Consulting her own journal requires one
minute and adds a +2 equipment bonus to Knowledge checks in which the
Bembridge scholar already has at least 4 ranks.
Cool Under Pressure (Ex): A
Bembridge scholar of 4th level can always take 10 on Decipher Script
checks, Spellcraft checks, and Use Magic Device checks that relate to
scrolls.
Endowment (Ex): By 4th level
the Bembridge scholar is world renown for her scholarship and is
offered a permanent high-level faculty position at a university. This
position usually has a distinguished title, such as "the Robinson Chair
of Arcane Studies at Margrave University" or "the Migglevee Chair of
Theological Research at Northgate College." A character with an
endowment receives a monthly stipend which pays for an affluent
lifestyle, including an expansive and richly appointed estate,
servants, fashionable attire and other amenities. If using the optional
rules for Upkeep (DMG p. 130)
the Bembridge scholar automatically enjoys the Good lifestyle without
paying any money from her own pocket. If not using the Upkeep rules,
assume the endowment pays for living expenses that amount to
approximately 100 gp per month. This money cannot be used for other
purposes, such as buying magic items. It is entirely consumed by living
expenses.
Master of the Written Word (Ex):
At 5th level a Bembridge scholar has learned to cast spells from
scrolls without destroying the scroll in the process. If she attempts a
Use Magic Device check on a scroll and exceeds the DC by 5 or more, the
spell is not used up and the scroll can be re-used later. This ability
cannot be used if the spell on the
scroll requires a material component or focus costing more than 1 gp,
or if it has an XP component.
Amanda
d'Nama
 |
All right, I have to confess,
I'm not entirely happy with the way my first Eberron character is
working out. Amanda started out as a more ordinary D&D character, a
sorceress of Wee Jas, specializing in "mirror magic." I was aiming for
the Mirror Master prestige class in Monte Cook's Book of Eldritch Might.
But the campaign in which Amanda began ended after one
session, to be replaced by an Eberron campaign. I wanted to play
Amanda, but I realized that if I were to make an item-based character
like Amanda, she had better be an Artificer, because an Artificer would
always be better at such magic than a sorceress. And yet, mirrors
aren't really in the style of Eberron, and an Artificer's other
abilities (modest fighting ability, detecting and disarming traps,
etc.) don't suit her.
In short, I should have made a new character. But I tried to make a
very round peg fit a very square hole. We'll see.
|
Amanda d'Nama
(female human artificer 5): HD 5d6+5; 27hp; Init +2; Spd 30 ft; AC 16
(+4 armor, +2 dex); BAB +3; Grap +1; Atk +1 melee (1d4-2/19-20 dagger),
+5 ranged (improvised weapon or spell); SQ Artificer Knowledge, Craft
Homunculus, Craft Reserve, DisableTrap, Infusions, Item Creation,
Retain Essence; AL NG; SV Fort +2, Ref +3, Will +4; AP 7; Str 8, Dex
14, Con 12, Int 16, Wis 11, Cha 16.
Skills & Feats:
Appraise +8 (+10 for alchemy and mirrors), Craft (alchemy) +11, Craft
(mirrors) +11, Diplomacy +4, Knowledge (arcana) +13, Knowledge
(architecture) +8, Knowledge (planes) +8, Search +6 (+8 for secret
doors or hidden compartments), Spellcraft +13 (+15 for identifying
scrolls), Use Magic Device +16 (+18 for potions, wondrous items, arms
or armor, +20 for scrolls); Brew Potion, Craft Magic Arms and Armor,
Craft Wondrous Item, Extraordinary Artisan, Item Familiar, Research,
Scribe Scroll, Skill Focus (Use Magic Device).
Languages: Common,
Draconic, Elvish.
Artificer Infusions
(cast 5/4/2 per day): Amanda knows all infusions of first through third
level that are listed in the ECS. The save DC to resist her infusions
is 13 + infusion level. When casting arcane spells, she has a 10%
chance of spell failure due to her mithril shirt.
Possessions: Amanda's Magical Mirror, mithril shirt, glamerweave
explorer’s outfit (enchanted with an air elemental to remain always dry
even in rain or flooding; 10 gp; potion
of cure moderate wounds; scrolls
of dimension door, invisibility, silence, glitterdust, bless weapon,
charm person, shield, disguise self, detect undead, mount, erase,
endure elements, obscuring mist; 7 lbs); dagger (1 lb); belt
pouch (small steel mirror, instant rope; 4 lbs); backpack (pouch with
1,213 gp, masterwork artisan’s tools; 9 1/2 lbs).
|
Amanda's Magical Mirror:
This medium-size looking glass is set in a round frame and has long
handles on opposite sides, allowing it to be set into a stand when not
in use. It can be used to cast mirror
image or summon monster II
(Veroot Nerra) once per day (caster level 3). In addition, the mirror
is Amanda's Item Familiar, giving her other benefits so long as it is
in her possession. If it is out of her possession for more than 5 days,
she loses these benefits:
- Invested Life Energy:
So long as Amanda has the mirror, she gains +10% XP. If she loses the
mirror, she not only loses this bonus XP, she loses an additional 1,000
XP.
- Invested Skills:
Amanda has 12 skill ranks invested in her mirror (Craft Alchemy 2,
Craft Mirrors 2, Know Arcana 2, Know Architecture 1, Search 1,
Spellcraft 2, Use Magic Device 2). In return, she has a +2 bonus to
both Knowledge (arcana) and Use Magic Device. If she loses her mirror,
she loses both the invested ranks and the bonuses.
- Invested Spells:
Amanda has invested a third level infusion into her mirror. In
return, she gains one additional first level infusion. If she
loses the mirror, she loses both infusion slots.
|
Amanda d'Nama was an orphan
on the streets of a small town
when she wandered into the shop of a mirror-wright (a maker of mirrors)
and broke a valuable commission. The owner of the shop forced Amanda to
work around the house to pay off the debt, but the young girl proved
herself clever, diligent, and above all discreet. In time she became an
apprentice and the shopowner became her foster mother. For several
years Amanda learned the mirror-crafting trade before her magical
powers surfaced: she conjured a horse out of the mirror in her bedroom.
(Boy, was that a mess to clean up.)
After this she was sent by her foster-mother to a boarding school
devoted to the god of magic, where she was to receive wizard training.
But she proved
ill-suited to the strict regimen of discipline and formalized magic and
after a year she returned to her dissappointed foster mother.
Amanda's magic had always been strongest in the presence of mirrors,
and she began to research the legendary magical properties of mirrors
while assisting her mother in the shop. She expanded her mother's
mirror-crafting business to include the construction of alchemical
items, though this aspect of the store's profits is still very low.
While Amanda feels that she is making good progress in her exploration
of mirror magic, especially considering her youth, she nevertheless
knows that such arcane knowledge will not just fall in her lap. She
must go out to find it, and that means leaving the town where she grew
up and where she spent most of her life. She has therefore spent nearly
all her life's savings to equip herself for adventure, and she hopes to
join up with a band of like-minded warriors who can help defend her
while she uses her magic on their behalf.
|
Dragonlance
|
My very good
friend
Kevin
Eustice has been running a Dragonlance campaign for about a year and a
half now;
it is set during the War of the Lance and I play Raistlin. Events have
proceeded much differently than they did in the novels; for starters,
Goldmoon
and Tanis are dead, Flint has been reincarnated as a man (instead of a
dwarf),
Sturm didn't die at the High Clerist's Tower (he's still alive as of
this
writing) and Raistlin hasn't turned evil.
More
significantly
for me,
Tanis and Laurana had a permanent falling out based on the fact that
Tanis did
not reveal his affair with Kit until long after he and Laurana had been
reunited. Raistlin had fallen for Laurana in a big way and she is now
more or
less torn between Tanis (or at least his memory, since he just got
killed by a
demon) and Raistlin. The problem is made more complicated since Laurana
has
sworn to kill Kit, Raistlin's sister. Like the sands through the
hourglass ...
After many long
adventures,
Fistandantalus fled Raistlin's brain, taking the Staff of Magius with
him. This
has left Raistlin much less powerful than he used to be; he also no
longer has
the hourglass-eyes, though the gold skin remains. This character uses
rules
from the Dragonlance Campaign Setting.
For my part,
I have
intentionally tried to take Raistlin in new directions.
My spell list is very traditional; I
try to stick to classic D&D spells though recently I have yielded
to
Kevin's encouragement and cracked
open Monte Cook's Book of Eldritch Might. I never imagined Raistlin with a familiar,
so searching for an alternate
led to Firefoot, a fire elemental warhorse which I find very
Gandalfian.
Despite that change, and a suite of magic items which help to negate
Raistlin's
physical ailments (he has +2 Strength, +4 Con, and +4 Int from magic
items, not
counting a +1 bonus to Str and Con from reading various magical books)
his
role in the party remains what it
has always been. He is, first and foremost, a source of knowledge.
Second, he
aids the company through the use of teleportation, message delivery,
and
scrying magic. Finally, he throws the occasional big-die invocation
spell. Oh,
and he complains a lot. About everything. Raistlin complains endlessly.
Oh, one other game
mechanics
note: you will read above that "it takes Raistlin 22 seconds to prepare
one spell
level." This comes from the knowledge that Raistlin can prepare all his
spells
in a single hour every morning. Dividing one hour by the number of
spell levels
Raistlin prepares (about 160) gets 22 seconds per spell level. This
means that
if I leave a slot empty (say a 4th level slot) I know how much time I
have to
devote to prepping a spell in that slot (in this case, about a minute
and a
half). You never know when facts like this come in handy.
|

|
Raistlin
Majere: human male wizard
5/Red 9; HD
5d4+10 plus 9d4+18; 71 hp; Init +1; Spd 30 ft.; AC 20 (touch 13,
flat-footed
19; BAB +6/+1; Atk +5 melee touch or +7 melee (1d4+1/19-20 dagger
of magius) or +7 ranged
touch; Full Atk +5 melee touch or
+7/+2 melee (1d4+1/19-20 dagger of magius) or +7 ranged touch; SQ Arcane
Research, Patron Deity, Spells, Magic
of Change, Magic of Independence, Magic of Mystery, Moon Magic, Mount,
Pure
Magic, Tower Resources; AL N; SV Fort +7, Ref +7, Will +15; Str
9, Dex 12, Con 14, Int 26, Wis 16, Cha 13.
Skills
& Feats: Craft
(alchemy) +13,
Concentration +18, Intimidate +10, Knowledge (arcana) +29, Knowledge
(dungeoneering) +13, Knowledge (geography) +13, Knowledge (history)
+14,
Knowledge (the planes) +25, Ride +5, Sense Motive +7, Spellcraft +29,
Use Magic
Device +15; Brew Potion, Craft Wondrous Item, Eschew Materials, Greater
Spell
Penetration, Scribe Scroll, Spell Focus (Transmutation), Spell
Penetration,
Spellcasting Prodigy.
Languages: Abasinian, Common, Draconian, Dwarven,
Elven, Infernal, High Ogre, Kolshet,
Magius.
Special
Qualities: Patron Deity: Raistlin has chosen Lunitari as his
patron. Use
Magic Device is a class skill for him, and he receives a +1 bonus on
Use Magic
Device checks. This bonus is included in his sheet. Mount: Instead of binding a familiar as
ordinary wizards
do, Raistlin has a special mount, Firefoot. Firefoot is an elemental
light
warhorse (fire) and has special abilities as a paladin's mount,
treating
Raistlin as a paladin of one level lower than his character level (that
is,
13th level). Raistlin and Firefoot have an empathic link and can share
spells
and saving throws. Firefoot has improved evasion, +6 HD, +3 Str, +8
natural
armor and Int 7. Moon Magic:
Raistlin's spellcasting level and save DCs are subject to the position
of
Lunitari, the red moon. Tower Resources: Raistlin has access to the Tower at
Wayreth. There, he can copy spells
into his spellbook at twice the usual rate (for a total of 2 per day)
and the
cost for creating new spells is only 3/4 normal. Arcane Research: Raistlin
has a +4 competence bonus on Spellcraft and Knowledge (arcana) checks. Magic
of Change: Four times a
day Raistlin
can Extend or Enlarge one of his Transmutation spells. Magic of
Independence: When anyone
attempts to dispel one of Raistlin's
spells the DC is 15 + his caster level (14, 15 for Transformations,
modified by
Moon Magic). Magic of Mystery:
When another spellcaster employs a divination against one of Raistlin's
spells
(such as detect magic)
or tries
to reveal the effects of one of his spells (such as see invisibility), the caster must make a level check (DC
25 or 26
for transformations) or else the divination fails. Spellcraft checks to
identify Raistlin's spells have the DC raised by +2. Pure Magic: Three times per day, Raistlin may
convert one of
his damage dealing spells to pure magic. Half of this damage cannot be
blocked
by protection from elements or
similar magic.
Wizard
Spells Prepared (cast 4+1/7+1/6+1/6+1/6+1/5+1/4+1/3+1 per day):Raistlin's spell load changes constantly.
The save
DC for Raistlin's spells is 19 + spell level, or 21 + spell level for
transmutations. It takes Raistlin 22 seconds to prepare 1 open spell
level.
Possessions: Raistlin's Red Robes [+2 enhancement bonus to Strength and +4
to
Constitution], headband of intellect +4, bracers of armor +5,
amulet of
natural armor +2, cloak of resistance +2, ring of counterspells (greater dispel magic), boots of big stepping (dimension door 1/day, caster level 7), rod of lesser
maximize, crystal pendant
[allows the casting of up to 2 spell levels within
an anti-magic field], Dagger of Magius [+2 dagger which is undetectable by
magical means and is not detected
when Raistlin's person is searched], pearl of power (1st level, left cufflink worth
additional 100 stl), pearl of power (2nd
level, right
cufflink worth additional 100 stl), scroll bandolier (scrolls of
charm
monster, levitate,
polymorph,
tongues, greater magic weapon
(caster level 8)), courtier's outfit, spell component pouch (ivory
plaque worth
50 stl [Rary's]), rowan
quarterstaff.
Bag
of holding (type I): Bookrod, wand of shield [32 charges], potion of false life, one mounted and one footman's
dragonlance, spellbook,
personal
journal, journal of the ogre mage, holy symbol of Takhisis, amulet
of
sickness -6, healing
salve, white
and green dragon scales, belt pouch (five 100 gp pearls), portable
writing
desk, silver mirror worth 1,000 stl [scry], figurine carved from ivory and
decorated with gems worth 1,500 stl [contingency], tiny lens of ruby set in a golden hoop
worth 1,500
stl [analyze dwoemer],
four
strips of ivory worth 25 stl each [legend lore focus], incense worth 250 stl [legend
lore material component]),
money belt (50 steel pieces),
+1 cloak of resistance.
Notes: Inherent Bonus: Raistlin's Constitution
and Intelligence scores include a +1 inherent bonus. Spellcasting
Prodigy: Raistlin has a 24
(28) Intelligence for the
purposes of determining the Save DC for his spells and for gaining
bonus spells
(+9 bonus). Craft Points:
Raistlin has 1500 Craft Points remaining. Enhanced Specialization: Raistlin casts Transformations at +1
caster level
(that is, as a 15th level wizard) and has a +1 bonus on saves against
spells
from the Transformation school and against spell-like abilities which
duplicate
these spells. Prohibited Schools:
Raistlin cannot learn necromancies or enchantments at all or any
additional abjurations.
He may still cast those abjurations that he currently knows.
Contingency: Raistlin has
a contingency spell
cast along with robe of reflection. The spell activates if Raistlin is
attacked with
fire, cold, acid, sonic, or electricity, guarding Raistlin against that
element. Permanent Arcane Sight:
Raistlin has cast arcane sight
and a permanency spell
(caster
level 14, dispel check DC 30). |
Adventures in the Markyverse
My good friend Mark
has been
running D&D games online for years now and while they take place in
a
number of different settings (often the Forgotten Realms) I nonetheless
lump
them all together here as part of the "Markyverse." I don't have a lot
to
contribute to the Markyverse, but that's because Mark is one of the
most
innovative and professional DMs I have ever known; I just try to bring
a good
character to the table. So that's what I have to show you here.
Euryale
|
My
current character in Mark's D&D game is a medusa bard. Rule buffs
will note
that Euryale is strictly illegal: a monster character is not supposed
to take
any levels in a PC class until she is done advancing through all the
levels of
the monster class. But Mark let me do it so, you know, that's cool.
Euryale
has the personality of a 16-year old cheerleader, if the cheerleader
secretly
knew that she was a supernatural killer who would be tracked down and
murdered
by ignorant savages if her true nature was revealed. Thanks to her veil
of
disguise and the quality of
medusas to be
mistaken for a human at ranges greater than 30 feet (check your Monster
Manual!
Mark and I decided this must be a supernatural ability) she has so far
been
able to keep her true nature hidden even from her close comrades. She
currently
adventures with a pair of men: a wizard/rogue named Shaye and a ranger,
and has
survived a few very close calls. She shed her skin a few weeks ago and
had to
lie low lest her serpentine nature be revealed, but she hopes to keep
her
secret until her natural powers of petrification mature enough that she
can
defend herself in a proper medusan manner.
|

|
Euryale (female
medusa 4, bard 2): HD 3d8+9 plus 2d6+6; 43 hp; Init
+4; Spd 30 ft (run); AC 23 (+1 natural, +4 dex, +6 armor, +2 shield);
BAB +4; Atk
+6 melee (1d8+2/19-20 longsword or 1d4+1 poisonous snakes or 1d4+2
nonlethal
whip), +9 or +7/+7 ranged (1d8+3/x3 magic longbow); SA Bardic music
2/day,
Poison;
SQ Bardic
Knowledge, Darkvision 60 ft, Spells; SV Fort +4, Ref +10,
Will +7; Str 14, Dex 18, Con 17, Int 16, Wis 13,
Cha 18.
Skills & Feats: Bluff +10, Disguise
+10,
Gather Information +7, Knowledge
(nature) +8, Move Silently +10, Diplomacy +5, Perform +11, Sense Motive
+4, Spot
+7; Martial Weapon Proficiency (longbow), Point Blank Shot, Precise
Shot, Rapid
Shot.
Special Abilities: Bardic Knowledge: Euryale has a +5
modifier on bardic knowledge checks. Bardic
Music:
Euryale may
countersong, fascinate, or inspire courage (+1) a total of two times
each day. Poison: Euryale's snakes
inflict 1d4
damage and poison (DC 14; 1d4 Str/2d4 Str). Proficiencies: Euryale is proficient
with all
simple weapons, long sword, rapier, sap, whip, short bow, long bow,
light
armor, and shields. She can wear light armor without a chance of arcane
spellcasting failure.
Bard Spells Known (cast 3/1 per day): 0--detect
magic, light, lullaby,
mage hand, prestidigitation; 1--disquietude,
harmony.
Possessions:
composite longbow +1 (+2 Strength bonus), 32
arrows, 5 cold iron arrows,
5 mithril arrows, longsword, whip, +1 mithril shirt, heavy steel shield, veil
of
disguise,
wand
of cure light wounds
(8 charges), wand of cure moderate wounds (47 charges), ring
of elemental resistance (fire 10). |
Back
to the Markyverse Back
to Top
Kiot zeb
Anhur
|
|

|
Kiot
began as a 2nd
level
cleric in Mark's White Company
game. But that campaign didn't last long and when we decided to bring
back a "greatest hits" group in which each player picked one of their
old characters
to play, I picked the Big Man. This required advancing him to the level
of the
other players, about half of whom were 10th level.
He was imagined as a
shameless
Thor clone, mostly because online you only have a few ways to
differentiate
your character and one of the best ones is manner of speech. Alas, like
the White
Company, Kiot's new game
didn't last
long. I never got to take the level of Exotic Weapon Master (see Complete
Warrior) that would have
allowed him
to throw his sword ala Mjolnir. But for a true glimpse into his past
you must
read Kiot's
story for yourself ... (it's sort
of like Dr. Seuss meets The
Ten Commandments).
Kiot
Zeb-Anhur:
male
human barbarian 1, cleric 9 (Anhur); HD 1d12+3 plus 9d8+27; 102 hp;
Init +1;
Spd 30 ft; AC 27 (+10 armor, +4 shield, +1 deflection, +1 natural
armor, +1
dex); BAB +7/+2; Atk +13/+8 melee (1d10+6/19-20 bastard sword one
handed) or
+13/+8 melee (1d10+8/19-20 bastard sword two-handed), +8 ranged; SQ Feat
of
Strength, Rage, Resistance 5 electricity, Spontaneous Cure, Turn undead; AL CG; SV Fort +11, Ref
+4, Will
+9; Str 16 (20), Dex 12, Con 16, Int 10, Wis 15, Cha 12.
Special Qualities: Rage: Kiot can rage once per
day for 6 rounds. During a rage, he
cannot cast spells and his stats change to the following: hp 122; AC
25; Atk
+15/+10 melee (1d10+8/19-20 bastard sword one handed) or +15/+10 melee
(1d10+11/19-20 bastard sword two handed); SV Fort +13, Will +11; Str
20, Con
20. Spontaneous Cure: Kiot can convert any
prepared cleric spell (not a domain spell) into a
cure spell of equal level. Feat of Strength: Kiot can perform a feat
of
strength, gaining a +9 enhancement bonus to Strength for one round,
once per
day. Turn Undead:
Kiot can attempt to turn undead 4 times per day.
Skills & Feats: Concentration +11, Heal
+10, Knowledge (the planes) +10,
Knowledge (religion) +10, Ride +6; Exotic Weapon Proficiency (bastard
sword),
Power Attack, Quick Draw, Spell Thematics (the DC to Spellcraft Kiot's
spells
is 5 higher than normal and he casts the following spells as a 10th
level
caster: divine favor, shatter, call lightning, sleet storm, flame
strike),
Weapon Focus (bastard sword).
Languages:
Kiot speaks Mulhorandi
and Common.
Cleric Spells Prepared (cast 6/5/5/3/2/1 per
day): 1--comprehend
languages, detect evil, divine favor, hide from undead, shield of faith; 2--align weapon,
bear's
endurance, consecrate, shatter, shield other; 3--daylight,
invisibility purge, searing light; 4--air walk,
dismissal;
5--flame strike. The DC to resist Kiot's
spells is
12 + spell level.
Domain Spells Prepared: 1--entropic shield; 2--gust of wind; 3--call lightning; 4--sleet storm; 5--righteous might.
Possessions: Belt
of
giant strength +4, mithril full plate armor +2, mithril bastard sword
+1
returning, heavy steel shield +2, ring of protection +1, boots of the
winterland, cloak of the winter wolf, amulet of natural armor +1, quiver of 6 javelins,
silver holy
symbol, belt pouch (healer's kit), backpack (clerical vestments,
bedroll, 50
feet of hemp rope, sack, two torches, 7 days rations), traveler's
outfit.
(3,845 gp remaining). Potion of water breathing and swimming.
|
|
Kiot's Song
|
|
The Beginning
Listen
good gentles, and you will be told
Of the
life and the death of Kiot the Bold.
It's
said that this hero whom some call a bore and
A cad
was engendered in distant Mulhorand.
His
father a priest was, of Anhur the Mighty
(His
mother a concubine, lovely but flighty);
Through
the line of his ancestors, blood of the Storm
Had
flowed for an eon, I'm proud to inform.
Revered
and respected, Kiot's proud Pop
Said, "My
life for another's, I never would swap.
Even the
Pharoah now owes me a ton --
If only,
if only, I had me a son!"
But the
wife of the high priest was frigid and cold,
Embittered
by jealousy, quick to grow old.
She
never would let Kiot's Dad in her bed:
"Touched
by a man? I'd rather be dead!"
The
lusty high priest thus sought out his harem
(Two
dozen maidens, and he didn't share'em)
"Give me
a son, and I will proclaim it:
Whatever
you wish! You have but to name it!"
Twenty
four maidens opened their arms,
Beguiled
the priest with all of their charms,
The
revels that followed, if put on the screen
Would
merit the rating NC-17.
But
after a fortnight the high priest was found
Bare as
a baby and prone on the ground.
The
Chamberlain said, a wise man named Wilt,
"The son
he may earn, but also the guilt!"
In the
passage of time, the high priest was pleased:
Of all
of those women down on their knees,
Two were
grown heavy. "My harem is preggers!
Pass out
cigars! Open the keggers!"
But from
the festivities, one stood apart:
The wife
of the priest was bitter at heart.
"Oh that
my husband should forsake me now
And
lavish attention on some harem cow!"
"I'll
have my revenge," the mad woman swore.
"And
make him regret that he loves me no more."
You
might say the woman an axe had to grind,
But to
all of this evil the high priest was blind.
The day
of the birth came, the streets filled with joy!
The
babies popped out, and each was a boy!
Imagine
Dad's pleasure, "I surely am blessed!
Now each
of you mommies get a request!"
For nine
months the mothers had thought of this day,
Both of
them wondering what they would say.
Both of
them loved their priest more than life,
Both of
them said, "Now make me your wife!"
The high
priest he stammered, stuttered and swore.
"The law
gives me one wife, not any more!
I'm
already married, ask something new:
Riches
or freedom I give unto you!"
"Riches
or freedom? What need have we?
All we
desire is vested in thee.
You
offered us anything; now we decide:
You must
make both of us into your bride."
|
The End
All the
man's triumph was turning to shame.
And he
knew in his rashness that he was to blame.
What
could he do? The law was precise.
So he
went to the Pharoah, and tried to make nice.
"Oh,
mighty Pharoah! You owe me some gold!
Pyramids
of it! (Or so I am told.)
Let me
increase my wife count to three
And your
debts will all vanish, I waive them for free!"
For
years had the Pharoah hoped to escape
His debt
to this priest, "You are in a scrape.
I'll
tell you old joe, here's what I'll do:
I'll let
you increase your wife count to two."
The high
priest accepting his majesty's deal,
Returned
to the temple a marriage to seal.
After
gazing an hour on each beauteous maid
He said, "You I'll marry;
you make the grade!"
But woe
for the second, less fair than the first.
Her son
was the younger; her fate was the worst.
"You
asked me a boon I'm forbidden to grant,
"And so
you are banished! My vow I recant!"
In tears
did she leave him, and taking her son,
She fled
to the desert, followed by none.
Meanwhile
back in the city the priest
Ordered
a rollicking wedding-day feast!
There
was wine by the gallon, venison roast,
As
parties are rated, this was the most!
The
proud father boasted, "My beautiful boy,
I hereby
name Kiot, the source of my joy!"
But
suddenly Papa, he struggled to speak.
His
tongue became swollen, his limbs became weak.
"My
man's turning purple!" the young bride then said,
"Somebody
help him, before he is dead!"
"Nothing
can save him," was the first wife's reply.
"Within
moments that man that we both love will die.
"I
poisoned his wine, his and mine both.
"So I'm
avenged on the man I betrothed."
The
funeral march was three miles long,
And all
of the harem shared in the song.
The
Pharoah was somber, but inwardly he
Was free
of his debt, and chortled with glee!
By law
was the maiden the priestess' bride,
But all
of her happiness withered inside.
True she
had riches, a massive estate
But the
gloom in her heart would not dissipate.
Kiot grew
into a beautiful lad
Generous,
kind, but wrathful when mad.
His
father young Kiot never would know
His
mother, happiness, never did show.
He came
then to wonder, "Where is my brother?
"The
child borne by the rival of Mother?"
But that
tale's told in a much different song.
For this
little ditty is already long.
What's
that you say? I promised to tell
Of
Kiot's proud birth and his death oh so fell?
It's
true that I said I would sing how he died.
But just
like the high priest, his father, I lied! |
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Morn
Strata
|
Morn
was my attempt
to play a
non-evil Red Wizard. As a specialist diviner, I was aiming for the
Divine
Oracle prestige class but she never reached it. I became very fond of
Morn over
time, and this was Mark's longest-lasting campaign. Morn was made with
3.0
rules.
A few explanatory
notes may
assist here: Arcane Spellcasting Focus was a feat I created to answer the question,
"Why does Harry Potter train
with a wand?" The feat allows an arcane spellcaster to select a single
item
which substitutes for all focuses and material components (that don't
cost more
than 1 gp). In Morn's case, she used her wand of magic missiles. Disdain
the
divine is a spell from Monte
Cook's Book
of Eldritch Might. Rules for
tattoo
magic come from Magic of Faerun.
|

|
Morn
Strata:
human
female wizard 5, Red Wizard 2; CR 7; HD 7d4+7; 28 hp; Init +1; AC 16
(touch 11,
flatfooted 15); Atk +2 melee (touch spell) or +3 melee (1d4/17-20 +1
keen
dagger),
+5 ranged
(1d8/19-20 light crossbow with masterwork bolts) or +4 ranged (touch
spell); SQ Divination, enhanced specialization, familiar, spells; AL N; SV Fort +3, Ref
+3, Will +9;
Str 8, Dex 13, Con 12, Int 20, Wis 12, Cha 15.
Skills & Feats: Concentration +16,
Craft (bookbinding) +11, Craft
(calligraphy) +11, Diplomacy +6, Intimidate +7, Knowledge (arcana) +20,
Knowledge (religion) +15, Scry +18, Speak Languages (Chessentan,
Common,
Draconic, Elven, Mulhorandi, Untheric), Spellcraft +20; Arcane
Spellcasting
Focus (wand), Craft Magic Tattoo, Craft Wand, Scribe Scroll, Skill
Focus
(Scry), Tattoo Focus.
Special Qualities: Divination: Morn is specialized in
divination magic: she may prepare
one additional divination spell at each level, receives a +2 bonus on
Spellcraft checks that relate to divination, but may not cast
necromancy spells
at all. Enhanced Specialization: Morn cannot learn any
Illusion spells other than the ones
already in her spellbook. Familiar: Morn's familiar is a
nightingale named Melody. Melody has
a +3 natural armor bonus, 14 hp, Int 8, improved evasion, and an
empathic link
with Morn. Morn can share spells with Melody, Melody can deliver touch
spells
for Morn, and Morn has a +2 on Listen and Spot checks when Melody is
within
arm's reach. Melody speaks (sings, really) in Elven. Specialist
Defense:
Morn has +1 on saves against
divinations. Spell Power: Morn's divinations have
a +2 bonus to save DC and a +2 bonus on caster
level checks to overcome spell resistance. Divinations have been underlined.
Spells Prepared: (cast 5/7/5/4/2 per
day): 0--any five (house rule); 1--charm
person, disdain
the divine, feather fall, know protections, lesser sonic orb, mage armor, shield; 2--alter self,
combust, darkvision, mirror
image, eagle's splendor; 3--dispel magic, displacement, fireball, slow; 4--minor globe of
invulnerability, polymorph other. The DC to resist Morn's
spells is
15 + spell level (higher for divinations).
Specialization Spells
Prepared:
0--detect poison; 1--true strike; 2--detect thoughts; 3--clairaudience/clairvoyance; 4--arcane sight.
Gear: +1 keen dagger, courtier's outfit, belt
pouch (7 pp, 9 gp, 4 sp, 9 cp), second belt
pouch (antitoxin, potion of darkvision, potion of cure
moderate wounds, potion of cure
light wounds), wand of magic
missiles
(5th level caster, 47 charges,
command word ÔKimota!'; this wand is also her arcane spellcasting
focus).
Scroll organizer with scrolls of haste, detect secret doors, unseen
servant,
locate object, see
invisible, burning hands, lesser fire orb, lesser acid orb, lesser electric orb, lesser cold orb,
lesser sonic orb. Morn wears a +1
cloak of
resistance, a brooch
of shielding (50 hp
remaining), a pearl of power (level 1) in a navel
ring, and a ring of the journeyman
wizard,
which
grants her a bonus spell of levels 0-3 and a +5 bonus to Concentration,
Spellcraft, and Knowledge (arcana) checks. These numbers have been
included in
her stats, above. She wears bracers of armor +5 on loan from the Temple
of Selune.
Spellbook 1: 1--burning hands,
change self, charm person, comprehend
languages, detect secret doors, know protections,
lesser
sonic orb, mage armor, magic missile, magic weapon, shield, sleep, true
strike, unseen servant; 2--alter self, cat's
grace, combust, detect thoughts,
invisibility, locate object, mirror image, misdirection, see
invisibility;
3--clairaudience/clairvoyance, dispel magic, displacement,
fireball,
invisibility sphere, major image. Morn's first spellbook
is prepared according to the rules
in Magic of Faerun.
It has a thin wood cover, a slipcase, and has 100 pages (all full) for
a total
weight of 4 pounds, hardness 4, and 5 hp. She made it herself with
Craft
(bookbinding) and spent 1/3 the market value in raw materials.
Spellbook 2: 0--All from PHB,
T&B and MoF except for necromancies
(21 total); 1-- identify; 2--magic mouth; 3--arcane sight, haste, illusory script,
slow; 4--minor
globe of
invulnerability, polymorph other. Morn's second spellbook
is prepared according to the rules
in Magic of Faerun.
It has a thin wood cover, a slipcase, and 100 vellum pages for a total
weight
of 4 pounds, hardness 4, and 5 hp. 56 pages are full and 44 remain
empty.
Spellbook 3: 1--animate rope,
disdain the divine (BoEM), enlarge,
feather fall,
hypnosis, ironguts, reduce; 2--blindness/deafness,
bull's strength, darkness, darkvision, eagle's
splendor, filter, gaze screen, mindless rage (BoEM), tasha's
hideous laughter. This spellbook,
formerly
Laranda's, has only 50 pages, all of which are full.
Other Possessions: Morn keeps a ring
of the apprentice wizard, which grants one bonus
cantrip and
1st level spell, and a +3 bonus to Concentration, Spellcraft, and
Knowledge
(arcana) checks, but she does not wear it. 236 gp. Scrolls of stoneskin,
teleport.
Light crossbow, 25 masterwork
bolts, dagger.
Magic Tattoos: Morn has the following
tattoos inscribed on her body
(spell/caster level/location): shield/1/shield (inner left
forearm); mage armor/1/armor (sternum); invisibility/3/boots (right thigh).
Other Notes: Morn's patron diety is
Sune. She has 22,579 XP. Morn has
exchanged a ten year oath of alliance with Perrit Brynne, another Red
Wizard.
|
Byron
Fawkes
|
Byron
was created as the husband to a paladin by the name of Leorin, but I
was really
hankering to play something other than a wizard. This led me to decide
on a
Lawful Good rogue, which led me to a Scarlet Pimpernel homage. Many of
Byron's
sayings became well-tread quotes in the campaign, which was actually
run not by
Mark but by another mutual friend, and which was set in the Forgotten
Realms.
In combat, Byron
was really
good against single foes whom he could outbluff, and strictly mediocre
against
just about anything else. But thanks to his wardrobe and his manner of
speech,
he was always a blast to play.
|

|
Byron
Fawkes:
human rogue
7; CR 7; HD 7d6; 32 hp; Init +3; Spd 30 ft.; AC 19 (flatfooted 16,
touch 14);
Atk +9 melee (1d6+2/18-20 +1 sure striking rapier), +9 ranged (1d4+1/19-20
thrown
masterwork dagger); SQ evasion, sneak attack +4d6, uncanny dodge; AL LG; SV Fort +2, Ref
+8, Will
+3; Str 13, Dex 16, Con 11, Int 16, Wis 13, Cha 14.
Skills & Feats: Appraise +9, Bluff +12,
Climb +9, Decipher Script +10,
Diplomacy +5, Disable Device +13, Escape Artist +13, Gather Information
+9, Hide
+13, Jump +9, Move Silently +13, Open Lock +13, Sense Motive +12,
Search +13;
Combat Reflexes, Expert Tactician, Expertise, Weapon Finesse (rapier).
Special Qualities: Evasion: If Fawkes succeeds on a
Reflex save against an attack that
normally would inflict half damage on a successful save, he instead
takes no
damage. Uncanny dodge: Fawkes retains his Dex
bonus to AC even if flatfooted, and cannot be
flanked except by a rogue of level 10 or higher. Sneak attack: Fawkes can sneak attack
an enemy
that is flatfooted or is flanked, gaining +4d6 bonus damage.
Possessions: +1 sure striking
rapier, +1 mithril shirt, boots of speed, satchel (masterwork
thieves'
tools, antitoxin, acid, two sunrods, six tindertwigs, 29 gp), belt
pouch (2 potions
of cure moderate wounds, potion of cat's
grace), masterwork
dagger, courtier's outfit, light horse, riding
saddle, bit & bridle, saddlebags (climber's kit explorer's outfit,
1,200
gp). Byron's wedding ring is a +1 ring of protection.
Notes: Byron's patron diety is
the Red Knight. He has 27,163 XP. He speaks
Chondathan (native), Damaran, Turmic, Common, and Elven.
|
|
Born to an
aggressive
warlord and
his manipulative, brilliant wife, Byron was neither the best soldier in
the
family (that was his elder brother, Lionel) nor the most beloved (that
was his
younger brother, Quincy). Left to his own devices, with never a hint
that he
would inherit from either parent, he developed a reputation as
something of a
wastrel. Those who knew him, however, were aware of his quick
intelligence and
his insatiable appetite for knowledge. He read incessantly; his broad
learning
combined with a knack for witty repartee and a habit of eccentric
fashion to
make him the center of a small group of other idle aristocratic youth.
Among
these friends, he was the unquestioned leader, and was known as simply,
"Fox."
It was perhaps
inevitable that
Byron would be subjected to an arranged marriage. He learned of it at
the same
time everyone else did, without warning, and his friends immediately
began to
mourn his loss of bachelor status. Leorin and Byron had grown up
together, and
knew each other as well as any two children could; contemplating
marriage to
her was somehow ... unsettling. But he had not yet decided if this was
a good
thing or a bad thing before fate took him by the hand.
It was the next
day
that the corpse
of Lord Neville Battersea was discovered in the bottom of the town
well. While
the local clerics and wizards poured over the area with spells, Byron
found his
curiousity engaged by the mystery. With his band of fellow gatabouts in
tow,
and visiting Leorin in an official, courting capacity virtually every
day,
Byron collected clues, examined evidence, subtly questioned witnesses,
and
eventually ruled out suspects. When he contemplated a confrontation
with the
killer, however, he was utterly at a loss for a method of apprehension.
And
then he realized the beauty of Destiny. Leorin was eager to help once
Byron
made his problem clear, and the two organized a trap for the killer.
The other members
of Fawkes' social circle proved to be more bumbling obstacle than loyal
aid,
but their assistance was appreciated nonetheless. The individual was
captured,
and for the first time Byron was regarded with something akin to
respect.
Since then, Byron
has
continued to
act as something of an amateur sleuth, teaming up with his fiancee to
solve the
unusually large number of bizarre crimes which occur in his proximity.
Their
partnership is one of mutual respect and growing love, not to mention a
budding
chemistry sparked by danger and excitement. |
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Vvim Toth
|
Vvim
was my first character for the Markyverse and I played him up to 5th
level on
the Treyvan MUSH after Mark's game folded. I wrote twenty pages of
background
material for him in the form of letters to and from his father, but
space
prohibits their inclusion here. Toth (Vvim is the family name, he comes
from a
long line of wizards) was great fun to play and I learned a lot about
3.0 magic
from him.
Once again, you see
the
emphasis on tattoo magic. There was a very practical reason for using
tattoos
first with Vvim and then with Morn: they took less time than scrolls.
In an
online game, time moves at a crawl. I never had time to make magic
items, so
instead I got the Craft Tattoo feat, which I could use in an hour. On
Treyvan,
of course, magic tattoos were not an option but time was plentiful
(Treyvan had
a shortage of cash, not time!) so this aspect of Toth's character was
altered.
The tattoo thing led me to the Red Wizards, and Morn grew out of that,
so
there's a definite line of influence between the two characters.
|

|
Vvim
Toth:
male human
wizard 7; medium-size humanoid (human); CR 7; HD 7d4+7; hp 26 (26
remaining);
Init +1; Spd 30 feet; AC 17 (flatfooted 16, touch 11); Atk +4 melee
(1d6+1
quarterstaff), +4 ranged (1d8/19-20 light crossbow); SQ Familiar; AL NG; Fort +3, Ref +3,
Will +5;
Str 12, Dex 12, Con 12, Int 18, Wis 10, Cha 14.
Skills & Feats: Alchemy +9,
Concentration +10, Craft (calligraphy) +8,
Knowledge (arcana) +14, Knowledge (religion) +7, Knowledge (the planes)
+14,
Ride +3, Speak Languages (Abyssal, Common, Celestial, Draconic, Ignem,
Infernal, Terran), Spellcraft +14; Augment Summoning, Craft Wand,
Eschew Materials,
Scribe Scroll, Still Spell, Tattoo Magic.
Special Qualities: Familiar: Vvim's familiar is
Ishmael, a white owl. When Ishmael is
within arm's reach Vvim's Listen and Spot are +2 (total). When Ishmael
is
within 5 feet any spell Vvim casts on himself may also affect the
familiar.
When Ishmael is within a mile Vvim's Move Silently is +3 (total) and
the two
share an empathic link. Ishmael is a Tiny Magical Beast that can
deliver touch
spells for Vvim, can speak to him and to other birds, has Int 8, AC 21,
13 hp,
improved evasion and low-light vision.
Spells Prepared (cast 4/5/4/3 per day)
0--detect magic, mage hand,
prestidigitation, read magic; 1--hold portal, know protections,
message, shield (x2); 2--aganazzar's
scorcher,
cause fear (Stilled), summon
monster II,
web;
3--dispel magic, haste, summon monster III; 4--sonic orb, summon
monster IV.
Spellbook (90 pages full, 10
empty): 0--arcane mark, dancing
lights, daze, detect magic, detect poison, disrupt undead, flare, ghost
sound,
light, mage hand, mending, open/close, prestidigitation, ray of frost,
read
magic, resistance;
1--cause fear, hold
portal, identify, know protections, mage armor, magic weapon, message,
mount,
protection from chaos/evil/good/law, shield, summon monster I; 2--aganazzar's
scorcher,
create magic tattoo, summon
monster II, web;
3--dispel magic, haste, lightning
bolt, summon
monster III;
4--sonic orb, summon
monster IV.
Possessions: Robes of armor +6, glasses of analysis (identify three times
per day, analyze
dwoemer
once per week);
Vvim carries a quarterstaff, light crossbow, 14 bolts, backpack
(waterskin, one
day's rations, bedroll, sack (749 gold pieces, 60 silver pieces), flint
&
steel, ten candles, map case (scroll of change self, scroll of
comprehend
languages,
copy of
the first two pages of inscriptions found on Khamisa's amulet), two
pages of
parchment, ink, inkpen, spell component pouch), belt pouch (a silver
flask),
belt pouch (acid, flashpellet, 19 gold pieces, 12 silver pieces),
spellbook,
scroll organizer (scroll of mount), explorer's outfit,
light warhorse named Starbuck (HD
4d8+16, 34 hp), riding saddle, saddlebags, bit and bridle.
Notes: Vvim has 25,439 XP. The
DC to save against Vvim's spells is 14 + spell
level. All of Vvim's spells are prepared without material components
using the
Eschew Materials feat. He is carrying 26 1/2 lbs of gear on his person
and a
backpack weighing 16 pounds, for a total of 42 1/2 lbs, which is within
the 43
lb limit for a lightly loaded character with a 12 Strength. Vvim's
spellbook is
constructed according to rules from Magic of Faerun; it is bound with light
wood and
has 100 vellum pages giving it hardness 3 and 4 hit points. |
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