The City of Towers [D&D 5E, Eberron]

Started by Chulanowa, March 07, 2019, 04:09:12 AM

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Chulanowa



   The city of Sharn is many things; the largest metropolis in the Five Kingdoms, a major trade hub, the gateway to the lost continent of Xen'Drik, and a hotbed for intrigue, both during and after the Last War. For two hundred thousand souls (and surely some without souls...) it's home, it's business, it's danger.

   For you and your fellows, it's adventure and opportunity. Whether you've claimed Sharn as your home your entire life, are an operative from abroad, or one of the teeming refugees or former soldiers of the Last War, you and your companions have come together out of a thirst for action, a lust for money, or other goals. And when in Sharn, one thing is certain - whether you're in the depths of the Cogs or swanning about in the cloud district of Skyway, you will never be short of something to keep you... occupied.





   Since the recent release of Wayfinder's Guide to Eberron I've been wanting to run a game in that setting on E. And with the revised Artificer class now available for use, it seemed an opportune time!

   • This is a Dungeons & Dragons 5th edition system game. You don't have to be terribly familiar with the game, and total newbies are welcome.
   • I'm looking to recruit 5-6 players. Selection will not be first-come-first-serve, and will basically be based on my tastes and which characters I think will fit my plans best. I'll also keep a side list of interested people in case I lose a player or something else happens.
   • I'm looking for a modest posting rate; At least two posts every few days, though I don't mind a faster pace so long as everyone's keeping up.
   • Speaking of tastes, smut content is, as ever in my games, player-driven. I'm not going to be running sex-themed adventures or dungeons full of horny monsters - though there may be NPC's who are interested (or seem interested...) If Player characters want to woo an NPC (or monster, i don't judge) or another PC, well that's up to them.
   • All genders and orientations are welcome, for players as well as characters! I have no problem with cross-gender play, feel free to make any sort of character you like.



SETTING

   Describing the setting of Eberron can get very wordy very quickly, so here's a basic outline; Eberron is a D&D setting that hinges on swashbuckling, pulp adventure. It tends to be more morally gray than you might expect a D&D setting to be - to the point where clerics don't even need to have the same alignment as the gods they profess faith in! A "simple" venture into a dungeon can quickly lead to a conflict with a rival adventuring party, an alliance with some barbaric kobolds, and a race against another kingdom's intelligence agencies, with all of you having your strings pulled by a goodly Blue Dragon trying to solve an ancient prophecy. Oops, spoiler alert.

It's set in a world steeped in magic, but where powerful spellcasters are rare; every major city has a lamplighter guild that uses Light spells to illuminate the streets, and "magitech" like international Sending Stone systems and travel by lightning rail exist, but a cleric who can resurrect or a wizard who can Teleport is a precious rarity! The major guilds in the land are headed by twelve Dragonmarked families, so called for the arcane birthmarks some are graced with, allowing minor but useful magical abilities.

   At game's open, the continent of Khorvaire has just found peace of a sort after 114 years of war. This dynastic conflict, dubbed (cynically or hopefully, your choice) "The Last War" destroyed the kingdom of Old Galifar, ended countless lives, and saw the birth of Five (now four) inheritor kingdoms, and several independent nations besides. The fifth, Cyre, was obliterated in an arcane disaster known as the Mourning; one of the continent's most prosperous nations is now a magic-scarred wasteland hidden behind a curtain of dead-white mist.

   All the standard races exist in Eberron; Elves, humans, dwarves, the like. They may not always be familiar, but they're there. Some unique beings call Eberron home as well; the Kalashtar share their souls with powerful dream-spirits that grant them acute mental powers and insight. Changelings and Shifters are shapeshifting races descended from the mingling of humans with doppelgangers and lycanthropes, respectively. Perhaps most iconic are the Warforged, beings of metal, wood, and stone, created as soldiers in the Last War, now free to make their own lives as anyone else. Many other sentient beings exist beyond these; one of the core tenets of Eberron is "If it exists in D&D, it exists somewhere in Eberron."

   Sharn, the city where this game will begin, is in the southern coast of the continent of Khorvaire. it's the largest city in the Five Kingdoms, boasting 210,000 permanant residents, and possibly twenty thousand or more "passing through" at any given time. It's known as the "City of Towers" because where other cities sprawl, Sharn rises, a veritable forest of linked towers and buildings stretching into the sky and seemingly impossible heights. This forms entire vertical neighborhoods, from the deepest parts of the city in the Cogs, to the elite cloud-borne neighborhood of Skyway above the city. As a result much of the middle and lower portions of the city are often gloomy and frequently damp from mid-level "rain." Since the end of the Last War, Sharn has become a hub of trade and a gateway to explore lands beyond Khorvaire; together with the refugees and returning soldiers and diplomats, this has made Sharn a dynamic, crowded city ripe with opportunity (and smells, let's be honest here.)

   If you'd like to dig more into the setting details, feel free to ask, or if you prefer, peruse the Eberron Wiki




CHARACTER CREATION

• All characters will begin at level 1.
• Stats will be determined by rolling 4d6, keeping the best 3, arranged as you like. You can replace any roll of 5 or lower with an 8.
• You receive starting equipment according to your Class and Background.
• All published races allowed, except for Drow, Deep Gnomes, Duergar, Gith, Loxodon, and Simic Hybrids. You can choose whether you want to use Variant or Standard humans, half-elves, and tieflings. obviously the four Eberron races and Dragonmarked racial variants are available as well (though I'd prefer if not everyone were dragonmarked, honestly...)
• Similarly all published classes and class options allowed, including the Unearthed Arcana options for Artificer and Ranger
• All published character backgrounds are also acceptable, including the Ravnica guild backgrounds (though you don't get the spells from those; sorry guys!)
• I will be using the Action Points variant rule; Each PC gets a pool of 5 action points at 1st level that can be used to add a 1d6 to the result of any attack, saving throw, or ability check. Each time the PC gains a level, their pool is reset to 5+ half their level.
• I do not need full-length narrative histories. However, I would like to know the following: What did your character do in the Last War? Who are their allies and enemies, living or dead? Do they have any political, criminal, or religious affiliation? any ambitions or goals? and What's a secret your character holds about themselves, and about someone else?
• I'm looking for characters who have a reason to be adventuring. It's generally not a career choice made by successful businessmen, well-connected nobles, premier swordsmen, and other people who can make a living without stabbing dire rats.
• I ask that you don't use anime, manga, photographs, or 3D-modeled character images. Similarly, spare me the goggles and top hats, Eberron isn't Steampunk  :P

So... Who's up for some adventure?


Roleplay Frog

I'm confused because you seem on a roll, recently. *chuckles* Plus I've been pondering making an orc-monk (no, not of hosue Tharashk) for a while...

Polymorph

Interested, would probably go with a barbarian. Ex mercenary currently unemployed due to the distressing outbreak of peace.

Dhi

I'm interested in writing an Order cleric. I'd like her to be kalashtar.

During the Last War, she lived in Adar, on the continent of Sarlona, and was dimly aware of events in Khorvaire; the plight of her own people under Quori control was all around her. She pledged herself to Stormwatch, an order dedicated to bringing law to Adar and thwarting the corrupting influence of the Inspired. After the Treaty, it became all too easy for contraband to smuggle out of Khorvaire to Adar, and so she comes with others of Stormwatch on a long boat ride to establish an embassy.

Her enemies are naturally the Quori, but also the smugglers who operate out of Sharn dealing Dal Quor crystals for the manufacture of dreamlily, a drug devastating to her people. She came to Sharn accompanying the ambassador from Adar; this woman is her friend, as are the others from Adar in her retinue, but one of them may be compromised.

Her affiliation is to Adar and Stormwatch, but as an agent of the ambassador she must observe the laws of Sharn and make allegiances with the local authorities, for the success of their mission depends on it. Like most kalashtar, she follows the Path of Light, but since there's very little meat to that faith, spiritually she remains a follower of Adar's animist traditions, revering Balinor and Arawai under different names.

Her ambition is to help dismantle Sharn's smuggler element, and prevent the port from posing any more danger to her people. If she can locate the sources of those Dal Quor crystals and destroy them, even better, but she trusts that robust reform will do a good enough job.

I don't know what her own secret is, but the secret she keeps about someone else is that there's mounting evidence that someone in the retinue is working for the Quori.

GunmetalDreamer

Expect a Shifter Artificer to show up in this thread ... as soon as I read how that works in 5e and maybe doodle up a character image (I am not doing that art hunt).

AndyZ

Roll Result: AndyZ rolled: 4d6, keeping 3 dice
Comment:
Result: 4, 1, 6, 6,
Total: 16

Roll Result: AndyZ rolled: 4d6, keeping 3 dice
Comment:
Result: 6, 2, 6, 2,
Total: 14

Roll Result: AndyZ rolled: 4d6, keeping 3 dice
Comment:
Result: 1, 2, 3, 5,
Total: 10

Roll Result: AndyZ rolled: 4d6, keeping 3 dice
Comment:
Result: 2, 2, 5, 2,
Total: 9

Roll Result: AndyZ rolled: 4d6, keeping 3 dice
Comment:
Result: 4, 5, 6, 4,
Total: 15

Roll Result: AndyZ rolled: 4d6, keeping 3 dice
Comment:
Result: 4, 2, 3, 3,
Total: 10
Ons/Offs   -  My schedule and A/As   -    Advice for GMs on Elliquiy

If I've owed you a post for at least a week, poke me.


Dhi

Here are the game mechanics of my idea, a kalashtar good cop in the big city of Sharn to unearth the Dreamlily drug trade.

Purdesh

Kalashtar Order Cleric 1
Lawful Neutral

Ability Scores
Str 14 (+2)
Dex 8 (-1)
Con 12 (+1)
Int 10
Wis 18 (+4)
Cha 16 (+3)
Defenses
HP: 9
AC: 18
Saving Throws: Str +2, Dex -1, Con +1, Int +0, Wis +6, Cha +5


Skills
Insight (+6)*
Intimidation (+5)
Medicine (+6)
Persuasion (+5)
Religion (+2)
*Advantage on ability checks made with this skill.
Languages
Common
Dwarven
Gnomish
Halfling
Quori
Proficiencies
Armor (Light, Medium, Heavy)
Shields
Weapons (Simple)


Features
Background: Azorius Functionary
Spellcasting (Save DC 14, Attack +6)
Domain:Order
Voice of Authority
Spells
Cantrips: Guidance, Resistance, Spare the Dying
Domain: Command, Heroism
1st: Cure Wounds, Guiding Bolt, Inflict Wounds, Protection from Evil and Good, Shield of Faith


Equipment
Mace
Chain mail
Shield
Spear
Holy Symbol (Engraved crystal, Path of Light)
Priest's Pack
Backpack
Blanket
10 candles
Tinderbox
Alms box
2 blocks of incense
Censer
Vestments
2 Days' rations
Waterskin

Azorius Stormwatch insignia
Scroll containing the law of Sharn imports & exports
Bottle of blue ink
Pen
Set of fine clothes
Belt pouch
130g


Roleplay Frog

Well, might as well see what the dices say:

Spoiler: Click to Show/Hide

Roll Result: The cute Frog rolled: 4d6, keeping 3 dice
Comment: ability scorez
Result: 1, 3, 6, 1,
Total: 10

Roll Result: The cute Frog rolled: 4d6, keeping 3 dice
Comment: ability scorez
Result: 3, 3, 6, 1,
Total: 12

Roll Result: The cute Frog rolled: 4d6, keeping 3 dice
Comment: ability scorez
Result: 6, 5, 3, 5,
Total: 16

Roll Result: The cute Frog rolled: 4d6, keeping 3 dice
Comment: ability scorez
Result: 6, 2, 4, 4,
Total: 14

Roll Result: The cute Frog rolled: 4d6, keeping 3 dice
Comment: ability scorez
Result: 5, 5, 3, 2,
Total: 13

Roll Result: The cute Frog rolled: 4d6, keeping 3 dice
Comment: ability scorez
Result: 5, 3, 1, 4,
Total: 12

Hmn.. good above average. I'm always more of a fan of the extremes, but certainly shouldn't complain.

GunmetalDreamer

#9
NUMBERS!  Further development to come

"Maddie" Chantal Boomwright
Lvl 1 Swiftstride Shifter Artificer

Appearance
Maddie is fairly slight for a Shifter, standing barely 5' tall with a lithe and flexible build.  Her hair is naturally dull gray with darker patches closer to her face.  Her ears are large, round, and pierced several times over.  Her nails are pointed and black, but don't have the same length as a proper Razorclaw, more meant to give her purchase while scrambling up walls.

Maddie can generally be found wearing a thick coat over a breastplate of boiled leather studded with steel rivets.  She can usually be found sporting a pair of darkly tinted goggles upon on her forehead (important if you're planning to work around a lot of pyrotechnics), and a micromesh cloth bandanna around the neck for straining ash and toxic fumes out of the air.

Background
During the Last War, Maddie worked as a support officer for Aundairan arcane-artillery, directing teams to keep the big guns firing and maintained against the Karrnathi front.  Maddie's traveling name is a bit of a bastardization of what some of her fellows called her when she was still green and the big guns were first rolled out, the "Cannon Maid", further adjusted by the fact that she was constantly shouting to be heard over the boom of arcane fire blooming in the air.

When the war ended, however, the bottom dropped out of the magical weapons market, and the Warforged were emancipated.  Maddie worked as an auditor for the Tinkerer's Guild for a while, but too long behind city walls made her fitful and cranky.  She became an Adventurer so that she could focus more on field testing her technology and drum up the capital to build a proper workshop of her own.

Maddie's still on good terms with a number of veterans from the old days, most of whom have settled down, becomming Magewrights of one flavor or another.  Her old CO is still in active service with the Aundairian military.  She'd originally gotten into the Tinkerer's Guild on invitation from a former Engineering Corps officer, Sarelo d' Cannith.  Though no longer a member of the Guild, is a supporter of Cannith West and can generally be counted on the further their efforts to fold the other two branches under their authority.

So far as enemies go, Maddie's job was largely on the back lines, so she didn't accrue any back during the war.  As an Auditor, she cut the funding of a project headed up by one Senval Crudaker, who made a lot of noise about the injustice of it all and her shortsightedness.  Maddie has written him off as an entitled nerd, but that doesn't mean that he isn't holding a grudge.

Maddie in love with the process of research and developement, what she really wants is the financial security to pursue the projects that interest her, perhaps with a few aides.  The problem is that her aptitude is for weapons technology ... she hasn't yet found a new field to pivot to, and it's hard to find a patron for such research who doesn't want to keep you under lock and key to secure an advantage for themselves in whatever conflict comes next.
Maddie's own secret is that her family don't know where she is.  She left her home on the edge of the modern Eldeen Reaches to pursue a career in arcane studies without her parents' position, knowing they wouldn't approve.  Becomming a "Boomwright" was just the fastest way for her to move from theory into practice, the notion of service to the Triumvirate was only something she paid lip service to in pursuit of her own studies.

As for other people's secrets, Maddie knows quite a few.  As an Auditor, she was brought in to oversee a number of projects for the Tinkerer's Guild whose developement is not public knowledge.  Most of it is harmless enough, incrimental improvements to Lightning Rail Transportation, new medical instruments, experiments with exotic fauna, that sort of thing.  While House Cannith has been barred from creating new Warforged, however, she is aware of some experiments that are focused on further developing the potential of sapient constructs ... at least one of these experimental intelligences has become housed in a Mithril plated Warforged referring to internally as "116", who was activated without oversight and has been under observation for three years now.



Class/Level:  Artificer
Race:  Swiftstride Shifter
Background:  Soldier
Alignment:  True Neutral

Attributes
Str:  10  ; Dex:  17;  Con:  15;  Int:  17;  Wis:  12;  Cha:  12

Stats
Armor Class:  15
Initiative:  +3
Speed:  35'
Passive Perception:  13
Hit Point Maximum:  10
Hit Dice:  1d8
Proficiency Bonus:  +2

Saves
Str:  +0  ; Dex:  +3;  Con:  +4;  Int:  +5;  Wis:  +1;  Cha:  +1

Proficiencies:  Arcana, Athletics, Acrobatics, Intimidation, Investigation, Perception
Acrobatics (Dex): +5 Animal Handling (Wis): +1 Arcana (Int): +5 Athletics (Str): +2 Deception (Cha): +1 History (Int): +3 Insight (Wis): +1 Intimidation (Cha): +3 Investigation (Int): +5 Medicine (Wis): +1 Nature (Int): +3 Perception (Wis): +1 Performance (Cha): +1 Persuasion (Cha): +1 Religion (Int): +3 Sleight of Hand (Dex): +3 Stealth (Dex): +3 Survival (Wis): +1

Equipment Proficiencies:  Light Armor, Medium Armor, Shields, Simple Weapons, Hand Crossbows, Heavy Crossbows, Smith's Tools, Thieves' Tools, Tinker's Tools, Gaming Set (Cards), Vehicles (Land)
Languages:  Common

Features & Traits:
Feats

Background: Soldier
    -
Military Rank
You have a military rank from your career as a soldier. Soldiers loyal to your former military organization still recognize your authority and influence, and they defer to you if they are of a lower rank. You can invoke your rank to exert influence over other soldiers and requisition simple equipment or horses for temporary use. You can also usually gain access to friendly military encampments and fortresses where your rank is recognized.


Swiftstride Shifter
    - Darkvision: 60'
    - Keen Senses:  Proficiency in Perception skill
    - Graceful:  Proficiency in Acrobatics skill
    - Swift Stride:  Your walking speed increases by 5'
    -
Shifting
:  As a bonus action, you can assume a more bestial appearance.  The transformation lasts 1 minute, until you die, or until you revert to your normal appearance as a bonus action.  When you shift, you gain temporary HP equal to your level + Constitution modifier (minimum of 1 temporary hp).    Your sped also increases by an addition 5'.  Additionally, you can move up to 10' as a reaction when an enemy ends its turn within 5 feet of you, this movement doesn't provoke opportunity attacks.

Once you shift, you can't do so again until you finish a short or long rest.


Artificer:
    -
Magical Tinkering
At 1st level, you learn how to investa  spark of magic in objects that would otherwise be mundane.  To use this ability, you must have thieves' tools, tinker's tools, or other artisan's tools in hand.  You then touch a Tiny nonmagical object as an action and give it one of the following magical properties of your choice:

    - The object sheds bright light in a 5-foot radius and dim light for an additional 5 feet.
    - Whenever tapped by a creature, the object emits a recorded message that can be heard up to 10 feet away.  You utter the message when you bestow this property on the object, and the recording can be no more than 6 seconds long.
    - The object continuously emits your choice of an odor or a nonverbal sound (winds, waes, chirping, or the like).  The chosen phenomenon is perceivable up to 10 feet away.
    - A static visual effect appears on one of the object's surfaces.  This effect can be a picture, up to 25 words of text, lines and shapes, or a mixture of these elements, as you like.

The chosen property lasts indefinitely.  As an action, you can touch the object and end the property early.
You can give the magic of this feature to multiple objects, touching one object each time you use the feature, and a single object can bear only one of the properties at a time.  The maximum number of objects you can affect with the feature at one time is equal to your Intelligence modifier (minimum of one object).  If you try to exceed your maximum, the oldest property immediately ends, and then the new property applies.

    - Spellcasting - Int-Based, requires Artisan or Thieves' Tools to act as a Spell Focus.
    - Ritual Casting - You can cast an artificer spell as a ritual if that spell has the ritual tag and you have the spell prepared.

Attacks:
Unarmed: +2 to hit; 1 Damage
Dagger:  +5 to hit; 1d4+4 Damage
Crossbow:  +5 to hit; 1d8+3 Damage; Ammunition (Range 80/320), Loading, Two-Handed

Equipment:
Studded Leather Armor
Light Crossbow
20 Bolts
2 Daggers
Dungeoneer's Pack
Thieves' Tools
Playing Card Set
Insignia of Rank
Trophy taken from a fallen enemy
Set of Common Clothes
Belt Pouch

Currency:  10 gp

Spells
Slots1rst Level: [ ] [ ]
Cantrips: Mending, Shocking Grasp
Spells Known: Arcane Weapon, Cure Wounds

AndyZ

Vyx, Changeling Old Ones Warlock - Sailor

Strength 9 Dexterity 16 Constitution 14 Intelligence 10 Wisdom 10 Charisma 18

Athletics, Arcana, Deception, Intimidation, Perception, Persuasion

Navigator's Tools, Vehicles (Water)

Light Crossbow and 20 Bolts, Arcane Focus (Orb), Scholar's Pack, Leather Armor, Handaxe, Two daggers (one hidden in each boot), Belaying Pin (Club), 50 feet of silk rope, lucky rabbit's foot, common clothes, belt pouch with 10gp

My friends know they can rely on me, no matter what.
I enjoy sailing into new ports and making friends over a flagon of ale.
The sea is freedom: the freedom to go anywhere and do anything.
Ruthless pirates murdered my captain and crewmates, plundered our ship, and left me to die.  Vengeance will be mine.
Once I start drinking, it's hard for me to stop.

Eldritch Blast, Prestidigitation
Hellish Rebuke, Hex




I don't know the setting well enough to answer these really well, but let me toss down a few basics I was thinking for this.

What did your character do in the Last War?  Working as a sailor, helping navigate and defending against enemy ships.

Who are their allies and enemies, living or dead?  I'm not really sure for this one either or what would make sense, but instead of ruthless pirates as listed in the background, it might have just been enemies during the war.

Do they have any political, criminal, or religious affiliation?  Not really sure for this one.

Any ambitions or goals?  Not really.  Living like an adventurer certainly helps.  There's a lot of life with which to have fun.

What's a secret your character holds about themselves, and about someone else?  Need to think on this one.
Ons/Offs   -  My schedule and A/As   -    Advice for GMs on Elliquiy

If I've owed you a post for at least a week, poke me.

Ershin

Hmm.

HMM.

I'm going to go get my 3.5 Sharn book, need to remember whence I placed the blasted thing
Meanwhile I'm fairly certain I offended the dicebot somehow, haha.
....ha.
Spoiler: Click to Show/Hide
131794   Noone or Anyone   2019-03-07 17:01:02   At 2019-03-07 17:01:02, Sharn (uid: 2076) rolls: 4d6k3 Result: 11
131793   Noone or Anyone   2019-03-07 17:00:56   At 2019-03-07 17:00:56, Sharn (uid: 2076) rolls: 4d6k3 Result: 13
131792   Noone or Anyone   2019-03-07 17:00:51   At 2019-03-07 17:00:51, Sharn (uid: 2076) rolls: 4d6k3 Result: 12
131791   Noone or Anyone   2019-03-07 17:00:46   At 2019-03-07 17:00:46, Sharn (uid: 2076) rolls: 4d6k3 Result: 10
131790   Noone or Anyone   2019-03-07 17:00:41   At 2019-03-07 17:00:41, Sharn (uid: 2076) rolls: 4d6k3 Result: 9
131789   Noone or Anyone   2019-03-07 17:00:32   At 2019-03-07 17:00:32, Sharn (uid: 2076) rolls: 4d6k3 Result: 15

I'm sure I can make someone serviceable with these.

Polymorph

#12

Oh dear


Gudrun Guntersdottir
Class/Level: Barbarian/1
Race: Human
Background: Outlander
Alignment: Lawful Neutral

Attributes
STR: 17, DEX: 12, CON: 13, INT: 9, WIS: 9, CHA: 11

STATS

Armour Class: 12
Speed: 30'
Hit Point Max: 13
Hit Dice: 1d12

SAVES

STR: +5 DEX:+1 CON: +3 INT: -1 WIS: -1 CHA: +1

Proficiencies

Athletics: +5, Survival: +1, Musical Instrument (flute): +2, Animal Handling: +1, Intimidation: +3
Light Armour, Medium Armour, Shields, Simple Weapons, Martial Weapons

Features

Rage
Unarmoured Defence
Wanderer

Attacks

Unarmed Strike +2 to hit, 4 dmg
Greatsword +5 to hit, 2d6+3 dmg
Handaxe +5 to hit, 1d6+3 dmg
Javelin +3 to hit, 1d6+1 dmg

Equipment

Greatsword
2x Handaxe
4x Javelin
Staff
Snare
Necklace of bear teeth and claws
Travelers clothes
Explorers pack

Gold
Spoiler: Click to Show/Hide

90 GP (Now I roll a max, the dice gods mock me)

What did your character do in the Last War? Fought as a mercenary with a warband mostly in skirmishes and raiding
Who are their allies and enemies, living or dead? My clan and former warband as allies. Survivors of the warbands raids as enemies
Do they have any political, criminal, or religious affiliation? My only loyalty is to clan and family
Any ambitions or goals? Tomorrow we will all be cold in our graves, today we eat, drink and seek pleasure
What's a secret your character holds about themselves, and about someone else? The warband fought a dirty, unsavoury war on the outskirts, Gudrun participated in acts that would be considered war crimes and knows which commanders ordered them.

Chulanowa

Quote from: Roleplay Frog on March 07, 2019, 04:31:00 AM
I'm confused because you seem on a roll, recently. *chuckles* Plus I've been pondering making an orc-monk (no, not of hosue Tharashk) for a while...

??? I've actually been jugglign which of four different games I want to run; the release of the new artificer (days late, WotC, WHATGIVES) just tipped the scales to this one.  ;D

Quote from: Florence on March 07, 2019, 11:40:04 PM
I've only played one Eberron game before, so I'm not SUPER familiar with the setting, but I think I've got enough of it down to work something up.

Edit: Question! I see you say no drow, but what about a half-drow?

Edit Edit: Yeah, if that's allowed I may go ahead and roll a half-drow bard. Actually an old character of mine (originally for Forgotten Realms), one that I'm always happy to reinvent for a new setting.

Edit Trois: Welp, rolled the dice and... ouch. Can I get a mulligan, lol? Not a single roll over 13, and two that (replacing a 5) came out to 8... Let's be honest, that character will step into their first fight and get instantly killed.

I could see a half-drow. Maybe an immigrant from Stormreach (basically the "civilized" port of call on Xen'Drik), or the child of an anthropologist who got some "hands on" experience with the Drow of xen'Drik or something  ;D

And... Yikes. yeah actually, go ahead and pretend those rolls never happened. next batch sticks though!




The Lore stuff can be kind of unweildy, especially since it's kind of hard to "fake it" with Eberron; there's really no Eberron version of Norseheim or Ninja Country for example  ;D However i'm happy to answer questions, and will probably be dropping lore-bombs over the course of play for stuff characters would be assumed to know.

Roleplay Frog

Name: Marka Garuumsh
Class(es): Monk 1
Race: Half-Orc
Alignment: CG
Backround: Hermit
Backstory:
"Hmnn.. what would my Sensei do in this situation..." Marka, shortly before being arrested.

Marka was born to a family of half-orcs who'd have her trained as mercenary, just like them, price for their strength and hardiness, a short but exciting life. This would not be Marka's path.
Marka's history of unusual behaviour started when her midwife slapped her bottom, which lead to the midwife being slapped right back by a tiny green hand. It was all pretty much downhilll from there.

She quickly had set into her head that she wanted to become a monk. Well, not for most of the things associated with monk-dom, but rather, to learn how to punch people that annoyed her really good. Her disrespect for monasteric tradition coupled with her untamable spirit and raw strength had her alienated, if not hostile with several monasteries in record time. Which was annoying, because her primary goal was to be the best at punching people, so no-one would mess with her!

Her failures, after turning her back on monastic traditions had her visit several bars and whilest she got along quite well with pretty much anyone drunk enough, learning a brewers trade as a backup, she never gave up her dream.. and one day, when she tried to toss out a drunkyard unwilling to play, destiny struck her. Right in her nose, as the Drunkyard handled her, a strong, youthful, 'well trained' martial artist with ease.

In time she'd call him Sensei. Well, if she wanted something. She'd also call him Drunken dumbass, that fucking slavedriver and other names, at least when she knew he didn't hear. He didn't mind much, but him not minding much still hurt quite a lot.

Still, she was a dilligent student, quickly absorbing all she could learn in preparation of proving herself in the great war. All she needed to do was pass her masters test, which was to get completely drunk while he burried her in a remote cave, to punch her way out (or die trying). Whilest she passed her test, once she returned to civilzation, everyone was all peaceful and her training seemed like a wasted time.. not if she could help it!

So yes, Marka actually missed The Last War on the simple account of her training far away.. She is not amused about this. A secret she'd never tell anyone is that she's quite superstitious and scared of ghosts (you can't punch them, after all!)

She also knows a well-kept secret of a powerful noble house:
Spoiler: Click to Show/Hide
When you kick them in the balls, they go down like everyone else, despite talking like they were posh little shits earlier.

One might think she's just a brute with this kind of brawling-history, but to the contrary, she's quite knowledgable about at least the basics of -every- religious practice in the world, after all, you can't insult people you don't know anything about.

Ability Scores (+Modifiers)
Str 18 +4
Dex 14 +2
Con 14 +2
Int 12 +1
Wis 12 +1
Cha 10

HP: 10 Armor Class: 13 Initiative Bonus: +2 Proficiency: +2
Class/Racial Abilities: +2 Str, +1 Cons, Darkvision, Menacing, Relentless Endurance, Savage Attacks,
Unarmored Defense, Martial arts
Skills Proficiencies: Intimidation, Medicine, Religion, Acrobatics, Athletics
Tool proficiencies: Herbalism kit, Brewers supplies
Language profiecencies: Orc, Common, Dwarven, Goblin
Equipment and items:
A scroll case stuffed full of notes from your studies(on how to best punch people), a winter blanket, a set of common clothes, an herbalism kit, and 5 gp, Dungeoneers pack, A Quarterstaff, 10 darts
Attacks/Actions: Punch 'em! +6; 1d4 +4 x2

Ershin

You know for some reason I can't help but think of writing up an Iredar Kobold (I'm thinking one on a mount, so either a Ranger or Cavalier. Or if mounts are generally not preferred possibly a warlock or dragon sorcerer). Would kobolds be an acceptable race?

Chulanowa

Like I said, all published races except those listed  :-)

Ershin

Excellent, I was just afraid that it would be considered a little too "squick", considering both size and scaley appearance.

Chulanowa

-Looks at my folder of sexy kobolds- Yeaaaaah I wouldn't worry!

Random Bowser

Hi!

I am not sure if you are still looking, but this sounds mighty interesting and is rather inspiring. I am not familiar with the world of Eberron but I am willing to learn if you still have openings in your party that is.

Speaking of, I had a question, how would you feel about a Changeling that enter the party as an alternate persona? I do hope that question makes sense and that you are still seeking party members.

Chulanowa

You mean they don't present themselves as a Changeling? That's pretty normal for the race.

ZameRagues

Core Stats
Name: Ovan  Level: 1  Class: Paladin  Alignment: CN  Race: Human (Variant)
STR: 18(+4) DEX: 9(-1) CON: 14(+2) INT: 11(+0) WIS: 12(+1) CHA: 14(+2)
Saves: Wis+3, Cha+4  HP: 12  AC: 18  Feat: Heavy Armor Master  Initiative: -1  Speed: 30
Skills: Insight+3, Persuasion+4, Athletics+6, Intimidation+4, Animal Handling+3
Languages: Common, Celestial, Sylvan, Elven
Proficiencies: All Armor, Shields, Simple Weapons, Martial Weapons, Dragonchess
Background: Courtier

Equipment and Abilities
Equipment:Spear, +6 to melee (+1 to throw 20/60 range), 1d6 Piercing (1d8 Versatile)
Heavy Crossbow, +1 to hit (100/400 range), 1d10 Piercing
Shield, +2 to AC
Chain Mail, 16 Base AC
Set of Fine Clothes
Backpack
Bedroll
Mess Kit
Tinderbox
10 Torches
10 days of Rations
Waterskin
50ft Hemp Rope
Holy Symbol
5gp

Abilities:
Background:
- Court Functionary: Your knowledge of how bureaucracies function lets you gain access to the records and inner workings of any noble court or government you encounter. You know who the movers and shakers are, whom to go to for the favors you seek, and what the current intrigues of interest in the group are.

Paladin:
- Divine Sense: As an action, until the end of your next turn, you know the location of any celestial, fiend, or undead within 60ft of you that is not behind total cover. You know the type of any being whose presence you sense, but not it's identity. Within the same radius, you also detect the presence of any place or object that has been consecrated or desecrated as with the Hallow Spell.
Can use this 1+Cha Mod till Long Rest.

- Lay On Hands: As an action can touch a creature and heal from a pool equal to 5xPaladin Level.
Using 5 points, can cure the target of one disease or neutralize one poison affecting it.

I'm not familiar with the Ebberron setting, I'm thinking some kind of armed messenger for important documents or parcels.

Gm Questions:
What did your character do in the Last War? Served in the military as a messenger carrying messages of importance to and from the areas of conflict.
Who are their allies and enemies, living or dead? I imagine a few minor nobles and maybe a ranked soldier, these are up to GM otherwise no real enemies or allies.
Do they have any political, criminal, or religious affiliation? I think a reputation among some nobles as a trusted messenger.
Any ambitions or goals? Short Term, To travel, see the world, sleep with beautiful women. Long Term, Settle down and hold a seat of power in a city with the hope of protecting the peace.
and What's a secret your character holds about themselves, and about someone else?


Pure Impulse Plays
Discord - Zame Ragues
Dice Bot - 18627
O/Os

Random Bowser

#22
Sorry...guess that question was poorly chosen. Can I claim that a headache made me do it? *grins*


Roll
Roll Result: Random Bowser rolled: 4d6
Result: 5, 4, 2, 5,
Total: 16
14
Roll Result: Random Bowser rolled: 4d6
Comment:
Result: 2, 4, 4, 5,
Total: 15
13
Roll Result: Random Bowser rolled: 4d6
Result: 5, 4, 3, 5,
Total: 17
14
Roll Result: Random Bowser rolled: 4d6
Result: 1, 2, 1, 3,
Total: 7
6 Ouch! Can I make this an 8? lol
Roll Result: Random Bowser rolled: 4d6
Result: 5, 5, 4, 3,
Total: 17
14
Roll Result: Random Bowser rolled: 4d6
Result: 1, 5, 2, 2,
Total: 10
9

I hope I got it all...Edit...I forgot appearance, but it is added now. Ya'll are going to hate me as much as I keep messing up. I am sorry.

Van

Van Changling Rogue Level 1 CN Haunted One
Stats: STR: 6 (-2) / DEX=15 (+2) / CON=13 (+1) / INT=14 (+2) / WIS=14 (+2) / CHA=11 (0)
Saves: STR: -2 / DEX=+4 / CON=+1 / INT=+4 / WIS=+2 / CHA=0
Proficiency=+2
Skills: Acrobatics +4 / Arcana +4 / Deception +4 / Insight +4 / Investigation +4 / Perception +4 / Religion +4 / Stealth +4
HP=9 Hit / Dice=1d8 / AC=13 / Spd=30 / Initiative=0
Proficiencies and Languages

ARMOR: Light Armor
WEAPONS: Crossbow, Hand, Longsword, Rapier, Shortsword, Simple Weapons
TOOLS: Cartographer's Tools, Thieves' Tools
LANGUAGES: Common, Halfling, Infernal, Orc
ATTACKS

Dagger: 1d4+2 / Rapier: 1d8+2 / Shortbow: 1d6+2
Actions & Reactions

Change Appearance
As an action, you can transform your appearance - including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics - or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. You have an advantage on any Deception check you make to avoid detection.
Unsettling Visage
Once per short rest, when a creature you can see makes an attack roll against you, you can use your reaction to impose disadvantage on the roll. You must use this feature before knowing whether the attack hits or misses.
Sneak Attack (Special)
Once per turn, you can deal an extra 1d6 damage to one creature you hit with an attack with a finesse or ranged weapon if you have advantage on the attack roll. You don’t need advantage on the attack roll if another enemy of the target is within 5 ft. of it, that enemy isn’t incapacitated, and you don’t have disadvantage on the attack roll.
FEATURES& Traits

class
Rogue Features
Expertise: Your proficiency bonus is doubled for any ability check you make for two chosen proficiencies. [6th] Choose two additional proficiencies.
Thieves' Tools
Deception
racial
Change Appearance
As an action, you can transform your appearance - including your height, weight, facial features, the sound of your voice, coloration, hair length, sex, and any other distinguishing characteristics - or revert to your natural form. You can’t duplicate the appearance of a creature you’ve never seen, and you revert to your natural form if you die. You have an advantage on any Deception check you make to avoid detection.
Divergent Persona
You gain proficiency with one tool of your choice. Define a unique identity associated with that proficiency; establish the name, race, gender, age, and other details. While you are in the form of this persona, the related proficiency bonus is doubled for any ability check you make that uses that proficiency.
background

Haunted One
Feature: Heart of Darkness
Those who look into your eyes can see that you have faced unimaginable horror and that you are no stranger to darkness. Though they might fear you, commoners will extend you every courtesy and do their utmost to help you. Unless you have shown yourself to be a danger to them, they will even take up arms to fight alongside you, should you find yourself facing an enemy alone.
EQUIPMENT

Arrows
Backpack
Bedroll
Crowbar
Dagger (x2)
Hammer
Holy Water (flask)
Leather Armor
Mess Kit
Mirror, Steel
Oil (flask)
Rapier
Rations (5 day)
Rope, Hempen (50 feet)
Shortbow
Thieves' Tools
Tinderbox
Torch
Waterskin
A spinning top carved with four faces: happy, sad,
wrathful, and dead
BACKGROUND QUESTIONS

What did your character do in the Last War? Spy/Assassin, I played the sides a little depending on who and where I was told to be and what I was told to do.
Who are their allies and enemies, living or dead? Hopefully they are mostly dead. If not, well, I am doing my best to make them think that I am mostly dead.
Do they have any political, criminal, or religious affiliation? I am as free as a sunbeam
.
Idiots.
Any ambitions or goals? Make enough money to support me, to not be killed....you know, live the good life.
What's a secret your character holds about themselves, and about someone else?   I hate to say it, but sweet, happy Vani...she's actually dead. I know because I slit her throat myself. I never did say I was a good person, but hey, if it makes you feel better, she was all that good either.
question
(I have an idea here, that kinda plays in with the deeper backstory of the character, but since I am not overly familiar with  Eberron I would like to talk it over with you first if that is okay...)
appearance
Van currently takes the appearance of a three foot and some lightfoot halfling female. Going by the name of Vani she wears her red curls tightly braided and in a bun to keep them out of the way. She has ruddy skin, brown eyes, is usually barefoot, and smiles...a lot.



Kunoichi

Hmm...  Roll up a Lyrandar half-elf Storm Sorcerer and flavor my magical abilities as my character drawing on the power of her dragonmark in a way few dragonmarked scions are able to, or roll up a variant human with the Aberrant Dragonmark feat as a Wild Magic Sorcerer, for a character similar in concept, but drawing from a far more dangerous and difficult to control source...

Chulanowa

So it struck me that I didn't give a gist of what'll be going on beyond "you're in Sharn" - oops, that's my bad.

For starters, this is going to be one of those games that give you several plot hooks to chase rather than one singular scripted plot; location-based adventure rather than "Adventure path" stuff. You guys might end up hobnobbing with snobs in the Upper Wards, or you might end up tits-deep in some wyvern-infested swamp in Argonessen, who knows! (Well, me, I know, but we'll get there when we get there)

But what I'm going to be starting with is the group of PC's being essentially down on their luck, and in need of coin; they respond to a contract job from the Sharn City Watch to handle something down in the Lower Wards that the watch just doesn't currently have the manpower for. Basically being ratcatchers in the grimier portion of the city, in hopes of a little bit of coin. They can know each other prior to this, but being a "rogue's gallery" of money-hungry risk-takers that the guard assembles and sends out is just as fine too.  ;D

I hope this helps!