The Mark of Prophecy
the end is nigh...
Quick breakdown: Eberron, 1st level, 22 point buy, no hybrids, shaky on monks and psions.
4 days to roll up characters from the time this is posted, try and use one of the adventure hooks listed under "party hearty", 5 PC party.
I. The Salient Information
Title: The Mark of Prophecy. This is the adventure from the back of the Eberron Campaign Guide, so
no peekin'! I will continue into Seekers of the Ashen Crown and then the Forbidden Forge adventure from Dungeon if people are still rarin' for some Eberronian(?) action.
Time Zone: Eastern States Time. I will be updating pretty regularly once things kick off, until the end of August (at which point I will be returning to school and the updates might falter a little while I slip back into the rhythm there).
Starting Level: 1
Creation Rules: Normal 22 point-buy.
Target Start: Lacey Chabert, baby--I'm waitin' on a party of five. Ideally this will not be four strikers and a leader, but one of each plus one of my choosing.
Medium: PBP
Maptools version, session: N/A
The Table - Rules: This is my first time DMing PBP, although not my first time in 4E. I will make jokes about crushing your PC and eating your character sheet, but these are just jokes. If I misinterpret some portion of the rules, please shoot me a PM and set me straight so I don't do it to my RL players, too.
The Table - Content: Eberron, Eberron, Eberron! If you do not think that a picture like
this is something you want in a D&D game, then you should probably just leave.
Difficulty: Not that bad...? I've never run this module before.
Experience Required: Basic 4E stuff. We're not starting out at epic tier here. Familiarity with Eberron is a plus (ie Eberron drow are not like Drizzt and friends, goblins and hobgoblins are not just cannon fodder).
Sources: I'd like to ask people to stay away from the hybrid classing, but other than that, pull from whatever. I am leery of letting monks and psions in, but that is only because I have yet to read through those articles in detail. Anything else is fair game (thank you DDI).
However, there is some important stuff you should know about creating your character, and that is that I would like you to incorporate one of my special hooks (see below).
II. House NotesIn case you haven't already noticed (entirely possible), I'm cribbing heavily from tastydonuts' Giant Ants game. I will use the same model he does for skill checks:
(A<SKILL><[KEYWORDS]> - <WHO>: <SUCCESS/FAIL>) You will see this from time to time in the posts I make. It means that a skill or something was applied either actively or passively that has application to a specific player or players.
You can take a look at the combats in his game to get an idea of how I will be handling combat.
III. Party HeartyPlease include with your character a link to a picture you'd like me to use on your token on maps, or else I am just going to use the first Google Image result for "<your race> <your class>".
I would like to ask that you incorporate one of the following hooks into your backstory for why you are here (IE on the border of Cyre and Breland on 20 Olarune, 994 YK, at the close of the Last War--the day that will be known in just a few years as "the Day of Mourning"):
Scouting the Tower
"The CO wants that tower scouted. No, the one on the hill, nimrod. We think those SOBs over there are storin' food up there or using it to spy on our troop movements. He got called away to some triage thing, but I think there's more to this than meets the eye, hey? Look me up in Metrol if I don't see you again.
Finding the Captive
"ATTEN-HUT! Listen up. Special orders just came down for you an' you alone. His Excellency Lord Major Bren ir'Gadden got himself captured in a little tussle with the Cyrans a few days ago, and they've got him trussed up in that tower up there. You are to--one--make your way up that hill, two, kill any Cyran wizard, warlord, or whippet stupid enough to get in your way, and three, retrieve HE LMjr ir'Gadden in time for high tea in Wroat. CLEAR?!
Investigating the Prophecy
"My friend, you will find this most interesting. It appears that some of our superiors in our great organization have uncovered documentation to suggest an element of the Prophecy will be manifesting itself in that tower there, locally known as the 'Tower of Scars'. I have...family business...to attend to in Metrol, but perhaps you would like to take a look while I am in the city?
Against the Emerald Claw
"This is your mission, should you choose to accept it. A detachment of Emerald Claw troops have been sighted advancing along the Saerun Road to local landmark J-48, better known as the 'Tower of Scars'. You are to discern what they are seeking, and destroy the leaders of the group as well as their zombie cohort. This dragonshard will self-destruct in twenty seconds."
If none of these strike you as being good for your character, shoot me a PM and we can hash something out. Basically, the first two are for Cyran and Brelish characters, respectively (although they could work for any mercenary type, or be easily adapted to another country in the case of the Cyran one), while the latter two are for anyone belonging to a large organization--a dragonmarked house, a newspaper, etc., and for someone belonging to one of the intelligence organizations looking to stop the Emerald Claw.
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Posts
Maril ir'Teren - Human Fighter - Arivia - Martial Defender sheet
Wyn - Human Wizard - interrobang - Arcane Controller sheet
Wrenn - Gnome Bard - streever - Arcane Leader sheet
Felix d'Orien - Human Avenger - lodwilk - Divine Striker sheet
Ferrus Pyreheart - Genasi Fighter - SnowSquall - Martial Defender sheet
Matthias Velas - Human Fighter - bladecruiser - Martial Defender sheet
Verdant - Warforged Warden - cytorak - Primal Defender sheet
Tharak Grondish - Half-Orc Warden - Litejedi - Primal Defender sheet
Or-Huruk "Mount" Daans - Goliath Warden - Tremog - Primal Defender sheet
Cael Truthseeker - Half-Elf Warlock - SnowSquall - Arcane Striker sheet
Jeanne D'Orien - Human Artificer - Rainfall - Arcane Leader sheet
Borius Befuddlement - Human Wizard - streever - Arcane Controller sheet
Clutch - Warforged Ranger - bladecruiser - Martial Striker sheet
Torinn Ashtooth - Dragonborn Warlord - Jebu - Martial Leader sheet
Fang Gol'ungoth - Shifter Shaman - kuhl - Primal Leader sheet
Vic Caine - Human Bard - NotoriousBEN - Arcane Leader sheet
The Pool (sample size: 17)
41.2% human, 11.8% warforged, 5.9% gnome/changeling/genasi/half-orc/goliath/half-elf/dragonborn
35.3% martial/arcane, 23.5% primal, 5.9% divine
35.3% defender, 23.5% striker, 29.4% leader, 11.8% controller
Changeling Rogue. I'll have a full sheet quickly.
Edit: Human fighter or paladin. I'd forgotten the picture at the beginning of the classes section striking me so.
Tharak Grondish, Half-Orc Warden and initiate of the Gatekeepers.
Appearance
A little like this, but bigger, with less armor, and with a large glaive.
Personality
Background
(sheet link goes here)
Q: how are you handling the Domains from DP? Unfortunately the book doesn't include an "official" list for the Eberron deities...
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I'm assuming we're starting actually on the Day of Mourning and that we shouldn't be writing history until 998 YK?
Probably a Cleric or Bard, depending on which story strikes me.
Reserving, in the event someone changes their mind.
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Kin, Changeling Rogue
"This is your mission, should you choose to accept it. A detachment of Emerald Claw troops have been sighted advancing along the Saerun Road to local landmark J-48, better known as the 'Tower of Scars'. You are to discern what they are seeking, and destroy the leaders of the group as well as their zombie cohort. This dragonshard will self-destruct in twenty seconds."
Kin flipped the dragonshard aside as she strolled through the forest, a long flowing mane of elven hair cascading down her back. She was already close to the tower, and the brass liked it when she took assignments that kept her away from base. It's why they went to all the trouble of sending a loose cannon like her so many assignments delivered via self-destructing dragonshards, or at least that's what she assumed.
Just another day in the life of an Agent of the Trust. Or was it? Kin was never really sure how many other agents were assigned to missions outside the country, but questioning orders was what had gotten her stuck out here in the first place.
As the lanky human strolled through the woods, carving the letter K on as many trees as she could without slowing pace, a thought passed through her mind. Does HQ even know that I'm not a gnome?
Appearance: Kin's a changeling, and not a fan of keeping in the same form. Her true form arguably has pink hair, but it changes frequently and she doesn't tend to show it to people anyway.
Normally when she's on assignment, she takes an appearance that blends in with the bad guys she's been assigned to take down. When travelling with a group, she usually picks the dominant race and blends in as much she can.
Personality: Kin's a loose cannon amidst the agents of the Trust. Taking action into her own hands, refusing to follow protocol, and she's unpredictable at best. Which is why they keep her on long-range field assignments that nobody else really wants to do. She doesn't mind, it keeps the gnomes happy, and their expense account pays for room and board as she travels Khorvaire.
Mannerisms: Kin likes leaving symbols, scratches, or outright messages that state 'Kin was here' on any surface that will hold still long enough for her dagger to scratch it. She also has an uncanny tendency to look like people she's travelling with, when they know she's a changeling.
Allies/Connections/Companions: Kin is an Agent of the Trust, which means she theoretically can call on the heavy gnomish guns from Zilargo if the situation demands it. Of course, they also deny any knowledge of her activities or existence, as she's a 'deep cover' agent and they kind of want to get rid of her.
This actually gives me something to think about during work, heh.
Fingers crossed, then. My knowledge of Eberron is spotty, but I love the setting.
Now let's see if I can cook up a decent Wizard...
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So don't be shy.
Maril, Human Fighter
Maril ir'Teren was born in the highest reaches of Sharn, the fabled and gleaming Skyway. Daughter of a Brelish noble family, her early life was one of privilege. It was in style during the last part of the war for noble children to be directed into military careers, and so her parents enrolled her in the exclusive Quinrest military academy at 16, in 986. A year later, Maril and her classmates were given their first real field test, directing small companies in a skirmish near Orcbone. The rebels in Droaam pressed harder than was expected that day, routing the green commanders; none of Maril's charge survived. Distraught by the blood she saw on her hands, Maril disappeared, making her way by force of name alone to a recruitment post in a nearby village.
She underwent basic training as infantry, first serving in the Battle of Butterfield in late 987. While many of her superiors had been fearful of her name, she proved herself in some small way that day, holding off groups of orcs and trolls and serving directly under Urik Rowen in the final assault on the eldritch machine. Since then, she has served on Breland's borders, never tiring, never complaining, simply doing. She has gained a reputation with the troops as someone dependable and dauntless, and they have gradually warmed to her: "Tower Spit", a common expletive from Sharn (and something her mother would certainly turn assorted shades of red at) has become her nickname, a reference to her highborn past.
Of the sole daughter of the ir'Teren family, a supposedly meek thing of lace and Brelish blue silk, little remains. Maril has trained for strength, not beauty, and a series of scars from this or that battle would make the latest fashions...unbecoming, to say the least. Her language has coarsened (see above), and her approach to people is now military instead of hereditary. She doesn't wield her name much, only when a functionary attempts to stop her and other troops from doing their job; and while her tongue still longs for some of the Cloud Dragon Restaurant's spicy ginger soup, food can wait till after the war is over. She has not returned to the City of Towers since Quinrest's field trip forms gave her passage on the lightning rail.
One of the focuses of Maril's identity is her axe. Originally, it was a short, shining thing, a mounted commander's handaxe, engraved and gemmed, more for show than function. When she joined the infantry, she left much of Quinrest's gear and uniform behind, but she kept the axe. A kindly soldier showed her the uselessness of it, and taught her weaponsmithing: her first work was an extended handle and weight for the axe. Over time, it has grown: the medals she has been awarded hang from the end of the handle, and she has scavenged plating from battles with Cyre's warforged to mold on it. The axe today is a monstrosity some four feet long, weighing a massive fifteen pounds, covered in sheets of curved and pressed steel. Somewhere in there is still the cavalry axe, long remade for function.
Since the Day of Mourning, Maril has stayed in the Brelish army, keeping quiet and serving her country. She still hasn't made it back to Sharn yet - if asked, she responds with another question: "Why would I?"
She'll quite obviously be taking "Finding The Captive" as her hook.
Wyn, Human Wizard
Mannerisms & Appearance: She's lanky and boyish, with a youthful face, little in the way of hips or chest, a prominent chin, thin lips and a narrow nose; at times, she finds it easy to pass as a teenage boy, and often does when the situation warrants it or when she simply feels like it. Her hair, a dark auburn color, is pin-straight and hangs a few inches above her shoulders, sheared unevenly. Her eyes are a steely gray, tinged with yellow-orange. When nervous or agitated she bites her nails, and she's prone to foot-tapping and fidgeting when made to stand still.
Personality: Wyn is, above all things, resourceful and pragmatic. She's street-smart, bitter, possesses a sardonic streak she's apparently had since birth, and has become something of a pessimist over the past few years. Generally stern and serious, she's rarely rambunctious and shows amusement through wry grins and sardonic quips. She has a knack for being two-faced and falsely charming, knowing you can get farther with a blade and a smile than you can with just a blade... metaphorically speaking, of course. She's no rogue.
History: Wyn was born on the second Zor of Lharvion to a typical family of Sharn's Middle City. Her mother was a homemaker, and her father was a minor mage employed by the city. Their daughter was their pride and joy, despite her tomboyish, trouble-making nature. From the day of her birth, her parents had begun setting aside funds for her education and on her fifteenth birthday their dreams were realized, enrolling the girl at Morgrave University. There she excelled, showing an uncanny aptitude for illusion magic, and she graduated in Nymm of 988 at the top of her class. Wyn knew of the University's penchant for exploration and its somewhat reputable fascination with the continent of Xen'drik - in her childhood years, she'd heard it referred to as "an institute for learning, relic hunting and grave-robbing". Unfortunately for Morgrave, the more she learned about that strange land the less she desired to go, and instead of graduating ready to set off and start hauling in dragonshards by the Tenser's-floating-disk-ful, she'd developed a xenophobic fear of the place and remained resolute in staying far, far away. With little in the way of ambition, she resigned herself to a less glamorous life, sustaining herself on odd jobs.
Allies/Companions/Connections: Probably not many. At least not many that are stable. Generally, the folks who hire her never see her again after the job is done, and the nature of her occupation keeps her from lingering in one place for too long simply out of necessity, not really giving her enough time to build up any kind of contact base. She's done some low-key work for a few of the dragonmarked Houses, incredibly minor jobs that border on menial, but without being an official member she's unlikely to get much favor outside of those.
I'm thinking "Investigating the Prophecy" would be the best plot hook for her. Maybe a lowly member of House Thuranni/the Shadow Network threw her a bone and gave her the job? They'd probably get along, what with the illusion and deception fetish.
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Man, that's the second time I've seen that happen to you!
Suckage =(
It happens.
I threw my hat in the ring anyway. What have I got to lose, really?
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Nothing, it's just weird that I've now seen you be 6th in a 5 person campaign two campaigns in a row :P
I'm just adjusting to how fast this forum moves sometimes. I'll see a thread and go "I'll go post there after I (verb)" and then when I get back it has like twenty-five posts.
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No restrictions on races. If it's in D&D, it's in Eberron. (TM) If someone doesn't know how stuff fits into Eberron, ask me.
Yes, this is what I am doing.
Have a rough idea of what you'd do after the war. There is going to be a "time jump" after a few encounters, although you'll all be back together lickety-split--sorry, no opportunities for Kung Fu-style wandering-the-world encounters for everyone, as that would drive me insane (although if you want to say you wandered the world doing good after the Last War, that's fine).
Hmph. I thought DP was in the Compendium already, but it isn't going to be there for ~2 weeks. What domains were you thinking about?
Description
When on assignment for House Orien he wears a set of navy blue robes with yellow trimming and the symbol of House Orien is stitched into the right sleeve while the symbol for the Sovereign Host is stitched into his left sleeve. On more formal occasions he wears a set of fine robes that he carries with him at all times. These robes match his "work" robes except that the symbols for House Orien and the Sovereign Host on placed on his breast, instead of on his sleeve.
Personality
Background
As Felix grew his father began teaching him the skills to run manage the station on his own, and eventually Felix was even allowed to witness the interviews his father conducted. It was during these interviews Felix began to suspect that some of his father’s clients were lying to him. He started mentioning his suspicions to his father, his father just brushed off his sons suspicions. However Felix kept persisting that his father follow his suspicions, and Jacques eventually did to humor his son. However after a brief investigation it was proven that Felix’s suspicions were correct. Thereafter Felix was to observe all business transactions.
As Felix helped his father more and more he began to feel increasingly involved with House Orien and he took great pride in this. Having a strong believe in the Sovereign Host and it's sense of focus on aiding ones community his dedication to not only House Orien but the Host as well became for solidified. His father seeing that his son had the potential to achieve more than he ever could, Jacques arranged for Felix to begin training at the nearest temple of The Sovereign Host, where after much testing he showed promise in becoming an Avenger and began his training immediately.
Upon completing his training, Felix was sent off from the temple with the task of bringing the light of The Soverign Host to wherever there is darkness. Felix figured he could do this best by helping House Orien and so he returned to the nearest house headquarter where he received his first task. He was to go to a ruined tower between Breland and Cyre and investigate the possible Dragonmark that is there.
Character Sheet
Felix D'Orien, level 1
Human, Avenger
Avenger's Censure: Censure of Pursuit
FINAL ABILITY SCORES
Str 13, Con 13, Dex 14, Int 10, Wis 18, Cha 10.
STARTING ABILITY SCORES
Str 13, Con 13, Dex 14, Int 10, Wis 16, Cha 10.
AC: 15 Fort: 13 Reflex: 14 Will: 16
HP: 27 Surges: 8 Surge Value: 6
TRAINED SKILLS
Acrobatics +7, Religion +5, Stealth +7, Perception +9, Heal +9, Insight +9
UNTRAINED SKILLS
Arcana, Bluff, Diplomacy, Dungeoneering +4, Endurance +1, History, Intimidate, Nature +4, Streetwise, Thievery +2, Athletics +1
FEATS
Human: Mark of Passage
Level 1: Soldier of Virtue (Insight)
POWERS
Avenger at-will 1: Bond of Pursuit
Avenger at-will 1: Radiant Vengeance
Bonus At-Will Power: Overwhelming Strike
Avenger encounter 1: Angelic Alacrity
Avenger daily 1: Oath of the Final Duel
Paladin Multiclass: Virtues Touch
ITEMS
Cloth Armor (Basic Clothing), Adventurer's Kit, Identification Papers, with Portrait, Traveling papers, Holy Symbol, Fine Clothing, Khopesh
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edit: Figures the moment I post a character with an Eberron background and moments beforehand I find out backgrounds are not allowed. So I ditched the background, took skill training Insight and I guess I'll have to wait until level 2 to get my Executioners Axe.
Damn there are a lot of neat characters, though. I am eager.
And yes, you're right, we have quite the group shaping up.
Nintendo Network ID: AzraelRose
DropBox invite link - get 500MB extra free.
Currently I am playing in SniperGuy's KOTS PbP game as Khross, the Human Warlord.
If I am able to hop in, Ill play as Vic Cane, a heavy metal Bard
Y'know... cuz anachronism is cool and metal music might have a shot in an eberron setting. But if metal is too much for you guys I can tone him down a bit. Heck, trying to bring metal to the masses might be an interesting character drive along with the backgrounds you wanted.
Ill have a post up by Saturday when Im not in an airport w/o my books and Char Generator.
EDIT:
Oh yea, "Investigating the Prophecy" background is totally in line with my bard. The songs just about write themselves..
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Here it is... gnomish bard. Power-broker sort. My hook is rescue--he is sent along to ensure that, at all costs, his Excellency leaves alive & well.
http://www.myth-weavers.com/sheetview.php?sheetid=141828
Easy has a funny way of translating to boring--and that didn't sit well with the young gnome. Gossipy and self-important, Wrenn couldn't handle the job.
He quickly secured a position at the Sharn Weekly--essentially a gossip rag--before attempting to expose one bit of information too much about a local councilman. His current career is working for that councilman--entrusted with diplomatic missions & anything of a highly sensitive nature.
Wrenn was assigned to help rescue his Excellency, and his role is to ensure that the man comes home alive--at any cost.
Description
Ferrus uses chainmail for protection, but he tends to wear that underneath his common garments. He prefers to look less protected than he actually is, and he believes like more of a heroic adventurer. He also wields two short swords in his own self-taught fighting style. He usually wears one blade at either side of his hips, but he has been known to change around their positioning depending on what his needs are for the current moment.
Personality
Like his honest actions, he's also an open book when interacting with others. He tends to speak his mind and doesn't give a regard to the consequences. Which usually, once again, brings him right into the grips of a number of dangerous situations. But he also find it easy enough to befriend folk, which is easy to attract with his appearance.
Background
Ferrus responded to this puzzling situation in the same manner that would later define how his manner for the rest of his life. He shrugged. He left the ruin and headed off in a direction. He had no clear bearing or inkling of where to go or what to go but he knew he had to go in that direction. Fortunately, he managed to reach civilization before dying from the elements. Once there, his unique appearance attracted many a strange glances, and helped him land his first adventure.
A certain merchant thought that the idea of person that seemed to be wreathed in flames would make for a good deterrent to potential bandits. The merchant gave Ferrus food, armor, and gave him his pick of weapons for helping to guard his convoy of goods. Ferrus, not being too particularly bright at this point, figured that he had two hands so he ended up picking up two swords for each one, although he didn't really know how to use a single blade in the first place. Which should have been a big problem during the trip when bandits did attack inspite of the strange man on fire. This situation should have seen the amateur adventure dead but somehow through sheer luck and possibly the oddest fighting style that bandits had ever seen, Ferrus not only survived but managed to rout the bandits and keep the convoy safe.
This was the start of a life of adventuring, where Ferrus would jump from one place to another, never staying in one place too long. He still kept his two weapon fighting style, but actually improve on it into something that relied a little less on luck and was much more effective than those early days. However, the war that was going on eventually caught up to Ferrus and he ended up joining as a mercenery. It wasn't quite the same life of adventure as before, but he couldn't ignore it and it payed him well enough. Which he could of course save up to use to aventure somewhere new. In his mercenery work he excelled at being the first to go into a new situation, since although he wasn't the stealthiest person, his knack for getting out of any situation was uncanny. Currently it looked like he was being directed to help scout here a nearby tower on the border of Cyre and Breland.
Story Hook: Scouting the Tower
Character Sheet:
Mythweavers Sheet
*I'd like to reserve the ability to shift him to a Two-Bladed Ranger if we end up having too many Defenders, which looks like it might be the case. But I'd like to try out something different.
Well, since changing my submission plans this isn't exactly relevant to my character any more, but since I already came up with them:
- storm
- wilderness
- life
Aureon- arcana
- knowledge
- justice
Balinor- change
- luck
- wilderness
Boldrei- civilisation
- protection
- justice
Dol Arrah- protection
- strength
- vengeance
Dol Dorn- strength
- skill
- war
Kol Korran- hope
- trickery
- sun
Olladra- luck
- fate
- justice
Onatar- creation
- sun
- civilisation
The Traveller- change
- darkness
- trickery
The Silver Flame- protection
- hope
- strength
The Blod of Vol- skill
- freedom
- undeath
The Path of LightNintendo Network ID: AzraelRose
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Its funny but it occurred to me while I was filling the character out, was that it is probably better for me to make character with a blanker sheet or history. I have a rough idea of Eberron, and am still working on it, but I don't really have the faimiliarity of it make a character deeply entrenched into the goings on.