"This adventure takes place in Sharn, the City of Towers. It begins, as many incidents in the City of Towers do, with a corpse. A warforged assassin, a mysterious blank book, and an offer from a House Cannith heir leads the adventurers into the depths of Sharn - eventually to an ancient ruin dating back to before the creation of the Kingdom of Galifar. Along the way, if the adventurers are successful, they recover a lost schema - a part of a pattern used by artificers to craft magic items. They also learn that many different agencies are interested in this relic, including those loyal to the various House Cannith elders and agents of the infamous Lord of Blades."
This campaign will follow a group of adventurers as they advance through a series of different quests, missions, challenges, and adventures within the world of Eberron. The first of such quests is 2004's The Forgotten Forge.HOUSE-RULES
The following are house-rules I am implementing in my campaign setting:
-- Critical hits in combat deal the maximum amount per the initial weapon’s damage die as well as a second roll of said damage die (ex: if you rolled a critical hit with a knife [1d4], you would deal 4+1d4 damage to your opponent).
-- Unarmed attacks are considered legal for utilizing sneak attacks.
-- There are no penalties, such as a critical flaw, for rolling a natural 1 in & outside of combat.
-- There are no bonuses, such as a critical success, for rolling a natural 20 outside of combat.OPERATION OF THE GAME
This game will be run as a Play-By-Post and as such I'm implementing some adjustments/measures to facilitate this medium.
-- The first is that combat rounds will happen "instantaneously." To save us the laborious time of having to go through everyone's combat actions in their initiative order, I am making each combat round happen "all-at-once" in a sense. What this will look like is prior to the beginning of the first round of combat (and then at the end of each subsequent round of combat), each character will put in their battle-commands. When all battle-commands have been put in, I will roll a new batch of initiative scores and play out everyone's battle-commands. What a sample battle-command might look like is:
Battle-Command: Krunk the Half-Orc Barbarian plans to swing his battle-axe at the skeleton in front of him (+5 atk; 1d10+3).
Back-Up Battle-Command: Should the skeleton move away, Krunk will attack (if granted an opportunity attack). Should the skeleton still be standing, on Kunk's turn he will pursue the skeleton to attack or attack the closest hostile enemy near him (if the skeleton is destroyed or out of Krunk's combat reach for this turn).
Not only will this replicate the chaos of combat but my dearest hope is it will speed up combat for everyone involved. This will also afford me the opportunity to narrate what the entire round of combat looked like, in a narrative sense.
For out-of-combat actions performed, the preferred format will look something like this:
Seeing the Halfling Bard's silver tongue turn to lead, Krunk decides to try his turn at negotiations through intimidation.
Krunk: "If you don't hand over that treasure map, you'll be eating your fingers in a hot minute."
OoC Command: Krunk the Half-Orc Barbarian intimidates the smuggler (Strength (Intimidation) +5).
The Eberron Campaign Setting is one which favors the growth of lower-level heroes as they grow into world-known heroes. In terms of planning out a character mechanically, don’t expect any to ever get past twelfth-level.
In terms of stats or attributes, characters in the game are built in accordance with the standard array: 15, 14, 13, 12, 10, 8.
Characters are also designed through a combination of their combination of your race, background, and the class your character has for their first character level. These three choices all reflect on your initial ability score increases. Any such combinations are allowed, with the only provision being the prohibition of increasing any single ability score by +3 (so for example you could allot yourself +1 Int/+1 Dex/+1 Wis, or +2 Int/+1 Dex, but not +3 Int).RACES
This campaign will feature races homebrewed by myself. This decision came as a result of two reasons: the first is that I have chosen to have every character receive a 1st-level feat. This obviously devalues the variant Human, so I had to redesign them in accordance with that campaign choice. The second is that the standard races, as presented in 5E’s Player Handbook, don’t exactly match-up well with their racial counterparts in the Eberron campaign setting. For example, there is no such thing as Tinker Gnomes in Eberron, so the Rock Gnome sub-race just doesn’t fit.
The races I have redesigned are:
If you would like to play a race not listed, just ask me and I can take a look at redesigning them to mechanically fit into the campaign setting.ADDITIONAL CHARACTER CREATION RESOURCES
-- EBERRON CAMPAIGN LORE
If you are interested, just post below with INTERESTED!
I'm looking for four to five players maximum.