|
Post by The Dungeon Master on Jun 12, 2005 6:19:28 GMT -5
Current game:
Crypt of Crimson Stars Setting: Eberron, Eyre, 998 YK Premise: Rumors of an Eberron Dragonshard of enormous size and power have reached the city of Sharn. The shard is concealed within a Talenta Plains tomb. Part 1 of the Shards of Eberron campaign arc.
New Character Level : 7 Wealth: 19,000gp
Replacement Character Level due to death : 6 + 3,000 XP (18,000 xp total) Wealth: 13,000gp
Replacement Character Level due to desire: 5 Wealth: 9,000gp
Add 1,000gp if you are a member of a Dragonmarked House Or Add 2,000gp if you are a member of one of the Adventurer Guilds And Add 1,000gp if you are a core race Or Add 2,000gp if you are an Eberron race And Add 2,000gp if all of your class levels, feats, equipment, etc. are from Core books and/or Eberron For example, a Warforged fighter with the Mithral Body and Power Attack feats who is a member of the Deathsgate Adventurers Guild would start with 25,000gp
No more than half your wealth can be spent on a single item, and no more than ¼ of your wealth can be spent on consumables
If you choose to be a member of the Adventurer's Guild in Sharn (either Clifftop or Deathsgate) you can assume to have already been sponsored by the necessary 5 members and your annual membership dues of 13gp or 12gp, respectively, to have been paid.
Adam's and Tom's characters (if they are going to be your played PC's) may be leveled up to 7th and wealth increased to 19,000gp (more if you choose one of the above options). If Mike is to play Tirath you may level him to 7th and add 10,000gp (again unless you choose one of the options). If Sara is to play Nerrasha you may level her to 7th and increase her wealth by 10,000gp, but this must be in addition to the equipment Nerrasha already possess (any change-outs should be considered to have been sold at 1/2 price.) Some of the options are available to Nerrasha as well. As I have added "perks" to world-specific character creation options, you may re-create your first primary character at full level, even if you already have a character. All new characters should be 7th level with the same wealth as indicated. Back-up characters should be 6th level with 13,000 gp
|
|
|
Post by The Dungeon Master on Jun 26, 2005 10:05:56 GMT -5
Faer of Zilargo (Adam) – An adult male rock gnome illusionist. 3’5”, 42 lbs. with ice blue eyes, dark tan skin and brown hair, with a short, carefully trimmed beard. Adores animals, beautiful gems, and jokes of all kinds. Has a great sense of humor, and while he loves puns, jokes, and games, he relishes tricks—the more intricate the better. He applies the same dedication to more practical arts as he does to his pranks. Inquisitive. He loves to find things out by personal experience. At times he’s even reckless. Sometimes he pulls a prank just to see how the people involved will react, but is good-hearted and more playful than vicious. But Faer harbors a thirst for knowledge than can only be described as lust. He believe every pice of information, no matter how trivial, may someday have value. Combined with meticulous discipline, this talent has casued his society to be filled with webs of intrigue and blackmail. His people have no history of empire-building, but their talents for diplomacy and espionage have allowed them to maintain their independence throughout the history of Khorvaire. Worshipper of Aureon, God of Law and Knowledge, but is more devoted to his studies that his spirituality.. Faer gets along well with dwarves, who share his love of precious objects, his curiosity about mechanical devices, and his hatred of goblins and giants. He enjoys the company of halflings, especially those who are easygoing enough to put up with pranks and jests. He is a little suspicious of the taller races—humans, elves, half-elves, and half-orcs—but he is not hostile or malicious towards them. Faer is tough, but small and therefore not as strong or as fast as larger humanoids. He can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination, and retains the ability to distinguish color and detail under these conditions. He is innately familiar with illusions of all kinds, which makes his illusions more difficult to see through. He has practiced special techniques for fighting kobolds and goblinoids, and has undergone special training, during which he learned tricks that previous generations developed in their battles with giants. He has keen ears his and a sensitive nose allows him to monitor alchemical processes by smell. As gnomes deal more with dwarves than dwarves deal with just about anyone else, Faer has learned their language as well as the languages of his enemies. In addition, he can speak with burrowing mammals. Faer is familiar with some simple weapons, can create scrolls, craft wands (he is an expert at creating magical items at a lower cost than normal) and can cast arcane spells. He also has the ability to dredge up obscure knowledge in appropriate situations. He does not, however, know how to wear armor effectively. He can often be found poring over his spellbook. Faer depends on intensive study to create his magic. He examines musty old tomes, debates magical theory with his peers, and practices minor magics whenever they can. For Faer, magic is not a talent but a difficult, rewarding art. He conducts his adventures with caution and forethought. When prepared, he can use his spells to devastating effect. When caught by surprise, he is vulnerable. He seeks knowledge, power, and the resources to conduct their studies. His strength is his spells. Everything else is secondary. He learns new spells as he experiments and grows in experience, and even from other sources (other wizards, spellbooks, scrolls, etc.) He prefers to work with members of other classes. Faer loves to cast his spells from behind strong fighters, to “magic up”rogues and send them out to scout, and to rely on the divine healing of clerics. He may find members of certain classes (such as sorcerers, rogues, and bards) to be not quite serious enough, but he’s not judgmental. As the magic of altering perception and creating false images came so easily to Faer, he decided to concentrate on that school, neglecting the study of spells that bring creatures or materials to the caster and spells that manipulate, create, or destroy life or life force. Faer is particularly good at focusing his mind He has made a study of ancient mysteries, magic traditions, arcane symbols, cryptic phrases, constructs, dragons, magical beasts, aberrations, caverns, oozes, spelunking, royalty, wars, colonies, migrations, the founding of cities, animals, fey, giants, monstrous humanoids, plants, seasons and cycles, weather, vermin, the Inner Planes, the Outer Planes, the Astral Plane, the Ethereal Plane, outsiders, elementals, and magic related to the planes. He can also can identify spells as they are cast or that are already in place He is accompanied by a fox he calls Tikk.. Faer seems to possess particularly sharp senses when Tikk is within arms’ reach of him. Faer has developed an empathic link with Tikk and the two of them speak with each other in some strange fox-like yipping. Tikk is preternaturally tougher than other foxes, and is magically linked with Faer. Tikk is also quite smart and seems to eb able to avoid even magical and unusual attacks with great agility. Faer can cast a single spell on both himself and Tikk at the same time, and Tikk can deliver some of Faer’s spells to their targets. Faer wears boots, wool breeches, a sturdy belt, and a shirt (with a vest) – all in earth tones decorated with intricate stitching. A small dagger, a small light crossbow, a small belt pouch and a case of small crossbow bolts hang from his belt. About his head is a light cord from which a small gem is hung, resting on his forehead. Around his shoulders is a well-made cloak, and he wears a pair of wrist guards. On his back is a well-made, well-used but quite ordinary-looking finely tanned leather pack secured by straps with brass buckles. It has two side pockets. Specific PC Knowledge (automatic without a check – if a section is not listed you don’t know it) Eberron Campaign Setting – Zilargo – all except the sections under Government and , Power Groups, and Adventuring in Zilargo concerning The Trust. Organizations – The Library of Korranberg History – 816 YK – you were born 845 YK – Lightning rail lines connect the Five Nations, Zilargo, the Mror Holds, and the Talenta Plains 962 YK – Zilargo formally aligns with Breland Is currently playing Crypt of Crimson Stars Has played Has been to Zilargo (born in the hamlet of Tarandro (population 136) Sharn (8% of the population of Sharn is gnome; you have heard common, gnome, dwarven, orc and goblin, along with several languages you don’t understand, spoken in Sharn) Has fought Has met
|
|
|
Post by The Dungeon Master on Jun 26, 2005 18:55:21 GMT -5
Imalis Senathen of Valenar (Tom) – A male high elf fighter. 5’1”, 108 lbs. with deep green eyes, pale skin with no facial hair and dark red hair. Slim of build. Graceful but frail. Possesses unearthly grace and fine features. Wears comfortable leather breeches, sturdy boots, a belt, a pastel green shirt and vest, gloves and a cloak, all of simple style. Over this he wears a layer of quilted fabric and over that a shirt of chain that protects his torso but leaves his limbs free and mobile. On his arms are metal bracers. On his head is a steel cap. Across his chest is a leather bandoleer with six potion-shaped pockets fitted with ties and flaps. On his back is a double weapon with curving scimitar blades on each end, a quiver of arrows, a laminated recurve longbow, and a well-made, well-used but quite ordinary-looking finely tanned leather pack secured by straps with brass buckles. It has two side pockets. On his belt is a dagger, a cold iron flail, and a silvered rapier. About his neck hangs an amulet of bone that gives off a glow as of a torch. Is immune to magical sleep effects and resistant to enchantments. Can see twice as far as a human in starlight, moonlight, torchlight, and similar conditions of poor illumination. Retains the ability to distinguish color and detail under these conditions. Esteems the arts of swordplay and archery. His senses are so keen that he practically has a sixth sense about hidden portals. Is familiar with all simple and martial weapons, the Valenar double scimitar, all armor and all shields. Is skilled at jumping and leaping and riding mounts. Imalis is trained at using his combat skill for defense as well as offense, is adept at dodging blows, is skilled at dodging past opponents and avoiding blows. He can fight with a weapon in each hand, and is especially good at using the Valenar double scimitar. Favors things of natural and simple beauty. More often amused than excited, and more likely to be curious than greedy. While elves tend to keep a broad perspective on events, remaining aloof and unfazed by petty happenstance, Imalis has rejected many of the old ways of his kind in order to take a more active and expansionist place in the world. When pursuing a goal he can be focused and relentless. Slow to make friends and enemies and even slower to forget them. Replies to petty insults with disdain and to serious insults with vengeance. Considers humans rather unrefined, Halflings a bit staid, gnomes somewhat trivial, and dwarves nit at all fun. Looks on half-elves with some degree of pity, and regards half-orcs with unrelenting suspicion. Haughty but generally pleasant and gracious to just about everybody. Loves freedom, variety and self-expression. Values and protects others’ freedom as well as his own. When speaking his native tongue it sounds like a fluid language of subtle intonations and intricate grammar. Chose his adult name on his 100th birthday. Took up adventuring out of wanderlust, and in search of personal glory and adventure. Venerates the memories of his warrior ancestors, the giant slayers of ancient Xen’drik. Member of the Valaes Tairn. Believes that imitation of his ancestors is the sincerest form of lattery. Heroic deeds and glory in battle are two of his goals. Values his patron ancestor above all things. At birth the clerics of the Valaes Tairn determined his patron ancestor. Imalis believes this ancestor watches over him, and he does everything in his power to emulate and honor his patron. Has a taste for art, music and dance, but everything revolves around war. His fine weapons and delicate armor are his works of art, and his songs recount the great deeds of the elf warriors of Xen’drik. Owes fealty to the high king of Valenar. Has little love for cities. Specific PC Knowledge (automatic without a check – if a section is not listed you don’t know it) Eberron Campaign Setting – Valenar History – 874 YK – you were born 956 YK – Aerenal mercenaries annex southern Cyre and declare the sovereignty of the elf nation of Valenar 996 YK – Valenar is officially recognized as an independent nation by the Treaty of Thronehold Is currently playing Crypt of Crimson Stars Has played Has been to Valenar (born near the castle of Taer Shantara) Sharn (7% of the population of Sharn is elven) Has fought Has met
|
|
|
Post by The Dungeon Master on Jun 30, 2005 15:23:21 GMT -5
Gunther Erikson d’Tharashk of Karnath (Chris W.) – An adult male human ranger/ Extreme Explorer. 6’0”, 200 lbs. with brown eyes, olive-caucasian skin and dark brown hair. He appears slightly half-orcish. Gunther wears boots, wool breeches, a sturdy belt, and a shirt. Over this he wears a layer of quilted fabric and over that a well-made extremely light shirt of silvery glistening chain that protects his torso but leaves his limbs free and mobile. Across his chest is a leather bandoleer with ten potion-shaped pockets fitted with ties and flaps. Six daggers (one well-made and silvered), a well-made short sword that glows when drawn, a club, a well-made longsword of cold iron, and a belt pouch hang from his belt. On his back is a well-made bastard sword and a well-made, well-used but quite ordinary-looking finely tanned leather pack secured by straps with brass buckles. It has two side pockets. Around his shoulders is a well-made cloak. On his head is a steel cap. On his hands are gauntlets made of tough leather with iron studs running across the back of the hands and fingers. He is marked by a lesser dragonmark. Worshipper of The Silver Flame, a spiritual power dedicated to protecting the common man from supernatural forces, although his divine spells are granted him by the power of nature. Gunther is familiar with all simple and martial weapons and the bastard sword, with light and medium armors and with all shields (save the tower shield) Gunther is a skilled hunter and stalker, and was adaptable enough to learn his way around in the woods even though it didn’t come naturally to him. He has extensively studied the proper techniques for combatting humans and undead. He can use body language, vocalizations, and demeanor to improve the attitude of an animal. Gunther specializes in fighting with a weapon in each hand and is, in fact, an expert. His style bolsters his defense as well as his offense. He continually exposes himself to incredible danger and manages to escape just by the skin of his teeth. He has an intuitive sense that warns him of danger from traps. Gunther is particularly good at keeping his balance, climbing and scaling, training and commanding animals to perform tricks, treating injuries, poison and disease, remaining unseen, leaping and jumping, hearing enemies approaching, finding hidden objects, noticing hidden enemies, surviving in the wilderness, swimming and diving, and tumbling. He has made a study of aberrations, caverns, oozes, and spelunking. Gunther has the ability to alter his luck in dire circumstances. He is capable of amazing feats of stamina and can follow the trails of creatures and characters across most types of terrain. Specific PC Knowledge (automatic without a check – if a section is not listed you don’t know it) Eberron Campaign Setting – Karrnath – all except Kaius Revealed sidebar, the actual nature of the Blood of Vol, the relationship between the Order of the Emerald Claw and the Blood of Vol History – 970 YK – you were born 991 YK – Kaius III’s rule of Karrnath begins 996 YK – Karrnath is officially recognized as an independent nation by the Treaty of Thronehold Is currently playing Crypt of Crimson Stars Has played Has been to Karrnath (born in a very small village on Scions Sound) Sharn (33% of the population of Sharn is human) Has fought Has met
|
|
|
Post by The Dungeon Master on Jul 1, 2005 18:47:30 GMT -5
as soon as I have 4 characters (or everyone who's interested) I'm thinking of starting this off as a play by e-mail-compiled-in-post game. Not to replace but to augment face to face playing. Plus I think a lot of flavor that gets missed atthe tbale could be delivered through this medium. Going to develop the same thing for some of the other games.
|
|
|
Post by The Dungeon Master on Jul 2, 2005 4:56:55 GMT -5
as soon as I have 4 characters (or everyone who's interested) I'm thinking of starting this off as a play by e-mail-compiled-in-post game. Not to replace but to augment face to face playing. Plus I think a lot of flavor that gets missed atthe tbale could be delivered through this medium. Going to develop the same thing for some of the other games. Some thoughts as to play: Action will be handled by email. Please only reply to all when there is an obvious visible action or conversation. Otherwise just reply to me. I will post to a story log as appropriate. I'm hoping the inherently slower pace of email will prevent a feeling of message board logging grinding to a halt and dying off. If you're interested please let me know. If there's not enough interest locally, I do know several people at a distance who are interested and we could turn it into an e-mail exclusive game. Whatever works to get it played.
|
|
|
Post by The Dungeon Master on Jul 2, 2005 9:34:24 GMT -5
Bit of Sharn (Candi) – An adult female changeling rogue/ thief-acrobat. 5’11”, 121 lbs. with white eyes, pale skin and thin white hair, all while in her natural form. Bit wears Bit is prudent and cautious, preferring to take risks only when she feels her chances of success are good or when the payoff is worth it. She appreciates the finer things in life and takes great pleasures in the comforts of wealth when she can obtain it. She avoids direct confrontation, preferring stealthy strikes and hasty retreats whenever possible. She is soft-spoken but has a gift for drawing out more information than the other party wishes to reveal. In her natural form, Bit’s limbs are long and slightly out of proportion. Many do not trust Bit and. Although some do business with her, even those treat her with extreme caution. She has a slippery mind. She is inherently skilled in deception and intimidation and can read body language and attitude with surprising accuracy. She also has the ability to alter her appearance. Bit is highly skilled and knows how to hit where it hurts. She has a sixth sense when it comes to avoiding danger. She is familiar with all simple weapons, the hand crossbow, rapier, shortbow, sap and short sword, and with light armor. She can find and disable traps, even magical ones. She can avoid even magical and unusual attacks with great agility. She can react to danger before here senses would normally allow her to do so. She excels in getting in and getting out, and her gymnastic combat style keeps her out of harm’s way, and she can move quickly while making use of her acrobatic talents. She can stand up quickly and defensively from a prone position. She remains steady on her feet when others have difficulty standing. A whirling-spinning Bit is a devilishly difficult target. If she is within arm’s reach of a wall she can use it slow her descent when falling. She is skilled at balancing, climbing, disarming traps and disabling devices, remaining unseen, jumping, remaining unheard, opening locks, finding things not readily apparent and tumbling. She is trained at using her combat skill for defense as well as offense, is skilled at misdirecting her opponent’s attention in combat, can react more quickly in a fight and is trained in not only tripping opponents safely but in following through with an attack. Specific PC Knowledge (automatic without a check – if a section is not listed you don’t know it) Eberron Campaign Setting – Breland – History – 982 YK – you were born 996 YK – Breland is officially recognized as an independent nation by the Treaty of Thronehold Is currently playing Crypt of Crimson Stars Has played Has been to Breland (born in Sharn, Vallia Towers. Lower Central Plateau) Sharn (3% of the population of Sharn is changeling) Has fought Has met
|
|
|
Post by anomalousresult on Jul 2, 2005 10:42:41 GMT -5
as soon as I have 4 characters (or everyone who's interested) I'm thinking of starting this off as a play by e-mail-compiled-in-post game. Not to replace but to augment face to face playing. Plus I think a lot of flavor that gets missed atthe tbale could be delivered through this medium. Going to develop the same thing for some of the other games. Some thoughts as to play: Action will be handled by email. Please only reply to all when there is an obvious visible action or conversation. Otherwise just reply to me. I will post to a story log as appropriate. I'm hoping the inherently slower pace of email will prevent a feeling of message board logging grinding to a halt and dying off. If you're interested please let me know. If there's not enough interest locally, I do know several people at a distance who are interested and we could turn it into an e-mail exclusive game. Whatever works to get it played. If I may make a suggestion, I understand that Ghostorb dealy goes public soon, and as we both know, Grimes would love to join up. That way we could handle most of the more humdrum stuff via email, but when action broke out (even action for just one person or part of the group) we could arrange some combat time during the week. The biggest problem I foresee is the Zs only having the one computer.
|
|
|
Post by The Dungeon Master on Jul 3, 2005 1:06:08 GMT -5
Some thoughts as to play: Action will be handled by email. Please only reply to all when there is an obvious visible action or conversation. Otherwise just reply to me. I will post to a story log as appropriate. I'm hoping the inherently slower pace of email will prevent a feeling of message board logging grinding to a halt and dying off. If you're interested please let me know. If there's not enough interest locally, I do know several people at a distance who are interested and we could turn it into an e-mail exclusive game. Whatever works to get it played. If I may make a suggestion, I understand that Ghostorb dealy goes public soon, and as we both know, Grimes would love to join up. That way we could handle most of the more humdrum stuff via email, but when action broke out (even action for just one person or part of the group) we could arrange some combat time during the week. The biggest problem I foresee is the Zs only having the one computer. This would also lock Adam out of playing in face to face mode. I don't think I'm ready to commit to a solely by electronic medium, but was considering more of a mix. We can play it by ear and see where it goes.
|
|