Eberon: Tribute of Roses (3.5)

Discussion in 'ROLEPLAY GRAVEYARD' started by Vay, Nov 13, 2011.

  1. Tribute of Roses

    What is peace when it is only licking your wounds. Hoping you have the strength to slice your enemy's throat out before he can do the same? Peace was hard won on Khorvaire, and only exists because no one has the strength left to fight. But that is changing. The winds of war once again filter through the scarcely healed hills. But to whose tune do the drums beat? Is it for the common man who wants only the safety of a roof over his head and the comforts of a meal in his gut? Is it for the lords who seek security and power? Is it for the marked who rule their houses with enigmatic autonomy? Or are there players who have yet to step from the shadows? There are few who dare to ask such things, and few who dare seek answers where they may be found.


    Welcome to Eberon. One of the many settings in the game of Dungeons and Dragons. If you have ever wanted to play a mighty warrior of powerful wizard and still keep an element of luck and chance (not to mention having a good chuckle behind your friends' back as you screw up royally.. or is that screw with royalty?) then the dice rolling ways of DnD might offer you something its hard to achieve with freeform roleplays.

    This adventure is set in Eberon, on the continent of Khorvaire, which is only now recovering from a war that saw the empire than once spanned from one side of the continent to the other shattered into feuding states (and one country destroyed entirely - only mists and ruins remain!), and although there is peace for now all five kingdoms are prepairing for the inevitable return of bloodshed.

    In Eberon you can expect mystery, intrigue and cinematic pulp style action. Want to play a fantasy Indiana Jones? Want to fight fire mages inside active volcanoes or cross swords on rain-slicked sky bridges between two skyscrapers? Eberon is the place to do it.

    Game infomation:

    42 point buy.
    Starting Level: 2
    Starting gold: 150
  2. [ reserved ]
  3. I'll be posting a link to the Eberon PDF when I get home, but sharn is the largest city on the continent, often called the City of Towers it was spires that could not exist anywhere else (magic in the area makes them possible). The higher up the spires you go the wealthier the inhabitants and the more fantastic the architecture, until you get to where people mostly fly (casters showing off, bastards). The spires are connected by bridges for those who can't fly. It is the larges city in Breland (and possibly the world) a country that prides itself on free speech and free enterprise and is almost a constitutional monarchy... almost.
  4. Revised Character Sheet:

    Ruthel Enkaron
    Human Cleric 2
    Age 38
    Ruthel has long, prematurely grey hair, which is always tied back in a ponytail. His eyes are a pale blue, almost grey. He is almost always smiling, despite any hardship he might be facing. He even smiles when he does violence. He is committed to maintaining harmony in the world, and believes that chaos and evil undermine the balance, so he is lawful good. He does not necessarily, however, live by the laws of the land. He has a specific moral code by which he abides, and he holds it in higher esteem than the laws of any country or establishment. He does not hesitate to punish those he sees as evil, even killing them if he deems it necessary. He serves Aos, the god of balance and duality, who has many forms, all of which embodying some kind of essential conflict in the universe.

    HP: 16
    Str: 14 (+2)
    Dex: 10 (+0)
    Con: 14 (+2)
    Int: 10 (+0)
    Wis: 19 (+4)
    Cha: 16 (+3)

    Speed: 20 ft
    AC: 16 (touch 10, flat-footed 16)
    Initiative: +0
    Fort: +5
    Ref: +0
    Will: +7

    Concentration 5 (+2)
    Diplomacy 5 (+3)
    Spellcraft 5 (+0)

    Combat Casting

    Morningstar +3 (1d8+2)

    Scale mail
    Heavy wooden shield
    Flint and steel
    3 days trail rations
    50 ft hempen rope

    Spells per Day: 4/3+1
    Domains: Healing, Destruction
    Spontaneous Casting: Cure spells
    0: Detect Magic x3, Light
    1: Inflict Light Wounds x2, Protection from Evil, Cause Fear
    Domain Granted Power:
    Smite 1/day (+4 to attack, +2 to damage)

    He has bonuses to Int, Wis, Cha and penalties to Str, Dex, Con because of his age (already factored in).
  5. Gonna be a Hobgoblin Scout
    Daragur (open)

    <center>[SIZE=+2]Daragur[/SIZE]</center>Male Hobgoblin Scout 1
    Lawful Neutral




    Strength 14 (+2)
    Dexterity 20 (+5)
    Constitution 16 (+3)
    Intelligence 14 (+2)
    Wisdom 14 (+2)
    Charisma 10 (+0)


    Size: Medium
    Height: 6' 1"
    Weight: 290 lb
    Skin: Brown
    Eyes: Amber
    Hair: Red

    Total Hit Points: 11
    Speed: 30 feet
    Armor Class: 18 = 10 +3 [studded] +5 [dexterity]
    • Touch AC: 15
      Flat-footed: 13


    Initiative modifier: -1 = +5 [dexterity] -6 [unreactive]
    Fortitude save: +3 = 0 [base] +3 [constitution]
    Reflex save: +7 = 2 [base] +5 [dexterity]
    Will save: +2 = 0 [base] +2 [wisdom]
    Attack (handheld): +2 = 0 [base] +2 [strength]
    Attack (unarmed): +2 = 0 [base] +2 [strength]
    Attack (missile): +3 = 0 [base] +5 [dexterity] -2 [shaky]
    Grapple check: +2 = 0 [base] +2 [strength]


    Light load:
    Medium load:
    Heavy load:
    Lift over head:
    Lift off ground:
    Push or drag:
    58 lb. or less
    59-116 lb.
    117-175 lb.
    175 lb.
    350 lb.
    875 lb.


    Languages: Common Draconic Giant Goblin

    Bastard Sword x2 [1d10, crit 19-20/x2, 6 lb., one-handed, slashing]
    Studded armor [light; +3 AC; max dex +5; check penalty -1; 20 lb.]

    • <tbody>

      Exotic Weapon Proficiency Weapon: Bastard Sword
      Shaky [flaw]
      Unreactive [flaw]
      Two-Weapon Fighting
      Oversized Two-Weapon Fighting [hand-edit as needed]

    <center>Skill Name</center> <center>Key
    <center>Ranks</center> <center>Misc.
    Appraise Int 2 = <center>+2</center>
    Balance Dex* 5 = <center>+5</center>
    Bluff Cha 0 = <center>+0</center>
    Climb Str* 2 = <center>+2</center>
    Concentration Con 3 = <center>+3</center>
    Craft_1 Int 2 = <center>+2</center>
    Craft_2 Int 2 = <center>+2</center>
    Craft_3 Int 2 = <center>+2</center>
    Diplomacy Cha 0 = <center>+0</center>
    Disable Device Int 6 = <center>+2</center> +4
    Disguise Cha 0 = <center>+0</center>
    Escape Artist Dex* 5 = <center>+5</center>
    Forgery Int 2 = <center>+2</center>
    Gather Information Cha 0 = <center>+0</center>
    Heal Wis 2 = <center>+2</center>
    Hide Dex* 9 = <center>+5</center> +4
    Intimidate Cha 0 = <center>+0</center>
    Jump Str* 2 = <center>+2</center>
    Knowledge (dungeoneering) Int 6 = <center>+2</center> +4
    Knowledge (nature) Int 6 = <center>+2</center> +4
    Listen Wis 6 = <center>+2</center> +4
    Move Silently Dex* 13 = <center>+5</center> +4 +4 [hobgoblin]
    Perform_1 Cha 0 = <center>+0</center>
    Perform_2 Cha 0 = <center>+0</center>
    Perform_3 Cha 0 = <center>+0</center>
    Perform_4 Cha 0 = <center>+0</center>
    Perform_5 Cha 0 = <center>+0</center>
    Ride Dex 5 = <center>+5</center>
    Search Int 6 = <center>+2</center> +4
    Sense Motive Wis 6 = <center>+2</center> +4
    Spot Wis 6 = <center>+2</center> +4
    Survival Wis 2 = <center>+2</center>
    Swim Str** 2 = <center>+2</center>
    Tumble Dex* 9 = <center>+5</center> +4
    Use Rope Dex 5 = <center>+5</center>

    * = check penalty for wearing armor
    • +2 dexterity / +2 constitution (already included)
    • +4 on move silently (already included)
    • Darkvision (see 60 feet in pitch-dark)
    • Level adjustment +1
    • Core class from "Complete Adventurer"
    • Armor class bonuses after moving are not listed above.
    • Level 1: Skirmish (+1d6), trapfinding
    • Level 2: Battle fortitude +1, uncanny dodge
    • Level 3: Fast movement +10 feet, skirmish (1d6, +1 AC)
    • Level 4: Bonus feat (already included)
    • Level 5: Evasion, skirmish (+2d6, +2 AC)
    • Level 6: Flawless stride
    • Level 7: Skirmish (+2d6, +2 AC)
    • Level 8: Camouflage, bonus feat (already included)
    • Level 9: Skirmish (+3d6, +2 AC)
    • Level 10: Blindsense 30 feet
    • Level 11: Battle fortitude +2, fast movement +20 feet, skirmish (3d6, +3 AC)
    • Level 12: Bonus feat (already included)
    • Level 13: Skirmish (+4d6, +3 AC)
    • Level 14: Hide in plain sight
    • Level 15: Skirmish (+4d6, +4 AC)
    • Level 16: Bonus feat
    • Level 17: Skirmish (+5d6, +4 AC)
    • Level 18: Free movement
    • Level 19: Skirmish (+5d6, +5 AC)
    • Level 20: Battle fortitude +3; blindsight 30 feet, bonus feat (already included)


    Class HP rolled
    Level 1: Scout 8


    [​IMG] [​IMG]

    Daragur's Equipment:

    • <tbody>

      26 lb
      2 lb
      5 lb

      10 lb
      10 lb
      5 lb
      4 lb
      1 lb
      63 lb
      Weapons / Armor / Shield (from above)
      Flint and steel
      Rations (1 day) x10
      Rope (50', hempen) x1
      Torches x5
      Waterskins x1
      Thieves' tools

    [​IMG]More about Daragur:

    Appearance (open)

  6. Actually, I'm dropping out. I have my own Ebberron game to run soon and It's just a tad bit too much work for me right now... sorry.
  7. Okie Dokie, after a bit of work, this is what I came up with. The character generator creates some weird formatting with this site's system, but it shouldn't be too bad.

    Elsa Vass
    Female Wizard 2 (specialty Evocation)

    Character Stats (open)
    Name: Elsa Vass
    Female Human Evoker 2
    Chaotic Neutral




    Strength 12 (+1)
    Dexterity 12 (+1)
    Constitution 12 (+1)
    Intelligence 18 (+4)
    Wisdom 16 (+3)
    Charisma 12 (+1)


    Size: Medium
    Height: 5' 3"
    Weight: 125 lb
    Skin: Tan
    Eyes: Brown
    Hair: Black

    Specialty: Evocation
    Gave up: Illusion Necromancy
    Total Hit Points: 7
    Speed: 30 feet
    Armor Class: 11 = 10 +1 [dexterity]

    • Touch AC: 11
      Flat-footed: 10


    Initiative modifier: +1 = +1 [dexterity]
    Fortitude save: +1 = 0 [base] +1 [constitution]
    Reflex save: +1 = 0 [base] +1 [dexterity]
    Will save: +6 = 3 [base] +3 [wisdom]
    Attack (handheld): +2 = 1 [base] +1 [strength]
    Attack (unarmed): +2 = 1 [base] +1 [strength]
    Attack (missile): +2 = 1 [base] +1 [dexterity]
    Grapple check: +2 = 1 [base] +1 [strength]


    Light load:
    Medium load:
    Heavy load:
    Lift over head:
    Lift off ground:
    Push or drag:
    43 lb. or less
    44-86 lb.
    87-130 lb.
    130 lb.
    260 lb.
    650 lb.


    Languages: Celestial Common Draconic Dwarven Elven

    Dagger [1d4, crit 19-20/x2, range inc 10 ft., 1 lb., light, piercing, 2 GP]

    Quarterstaff [1d6/1d6, crit x2, 4 lb., two-handed, bludgeoning]


    • <tbody>

      Combat Casting (+4 to Concentration checks when in battle)
      Diligent (+2 to Appraise and Decipher Script checks)
      Scribe Scroll [free to wizard]



    Appraise Int 6 = <center>+4</center> +2 [diligent]
    Balance Dex 1 = <center>+1</center>
    Bluff Cha 1 = <center>+1</center>
    Climb Str 1 = <center>+1</center>
    Concentration Con 1 = <center>+1</center>
    Craft_1 Int 4 = <center>+4</center>
    Craft_2 Int 4 = <center>+4</center>
    Craft_3 Int 4 = <center>+4</center>
    Decipher Script Int 10 = <center>+4</center> +4 +2 [diligent]
    Diplomacy Cha 1 = <center>+1</center>
    Disguise Cha 1 = <center>+1</center>
    Escape Artist Dex 1 = <center>+1</center>
    Forgery Int 4 = <center>+4</center>
    Gather Information Cha 1 = <center>+1</center>
    Heal Wis 3 = <center>+3</center>
    Hide Dex 1 = <center>+1</center>
    Intimidate Cha 1 = <center>+1</center>
    Jump Str 1 = <center>+1</center>
    Knowledge (arcana) Int 9 = <center>+4</center> +5
    Knowledge (architecture) Int 6 = <center>+4</center> +2
    Knowledge (dungeoneering) Int 5 = <center>+4</center> +1
    Knowledge (geography) Int 6 = <center>+4</center> +2
    Knowledge (history) Int 6 = <center>+4</center> +2
    Knowledge (local) Int 6 = <center>+4</center> +2
    Knowledge (nature) Int 6 = <center>+4</center> +2
    Knowledge (nobility) Int 6 = <center>+4</center> +2
    Knowledge (religion) Int 6 = <center>+4</center> +2
    Knowledge (planes) Int 8 = <center>+4</center> +4
    Listen Wis 3 = <center>+3</center>
    Move Silently Dex 1 = <center>+1</center>
    Perform_1 Cha 1 = <center>+1</center>
    Perform_2 Cha 1 = <center>+1</center>
    Perform_3 Cha 1 = <center>+1</center>
    Perform_4 Cha 1 = <center>+1</center>
    Perform_5 Cha 1 = <center>+1</center>
    Profession Wis 6 = <center>+3</center> +3
    Ride Dex 1 = <center>+1</center>
    Search Int 4 = <center>+4</center>
    Sense Motive Wis 3 = <center>+3</center>
    Spellcraft Int 10 = <center>+4</center> +4 +2 [Knowledge, arcane]
    Spot Wis 3 = <center>+3</center>
    Survival Wis 3 = <center>+3</center>
    Swim Str 1 = <center>+1</center>
    Use Rope Dex 1 = <center>+1</center>


    Zero-level Evoker spells: 5 (4+1) per day

    Ray of Frost (Evoc): 1d3 Cold Damage
    Light (Evoc): Object shines like a torch
    Mage Hand (Trans): Telekinesis on object up to 5 lbs
    Flare (Evoc): Dazzles a creature, causing -1 on attack rolls
    Detect Magic (Div): Detects spells and magical items within 60 feet

    First-level Evoker spells: 4 (2+1+1) per day

    Burning Hands (Evoc): 2d4 fire damage
    Floating Disk (Evoc): 200 lbs
    Shield (Abjur)
    Magic Weapon (Trans)

    Known 1st-Level Spells (5 for levels + 4 for Int bonus):

    Burning Hands (Evoc): 1d4 fire damage per level (up to 5d4)
    Floating Disk (Evoc): 3 ft diameter floating circular disk that supports up to 100 lbs per level
    Magic Missile (Evoc): 1d4+1 magical projectiles (+1 Missile every 2 levels after level 1 up to a max of 5 Missiles)
    Shocking Grasp (Evoc): 1d6 electric touch attack per level (up to 5d6)
    Shield (Abjur): Invisible tower shield-sized disc gives +4 to AC on target. Blocks Magic Missiles
    Endure Elements (Abjur): Stand comfortably in extreme hot or cold environments
    Feather Fall (Trans): Makes one creature or object per level fall slowly.
    Magic Weapon (Trans): Gives a weapon a +1 bonus.
    Detect Secret Doors (Div): Finds secret doors within 60 feet


    • Extra feat at first level (already included)
    • Four extra skill points at first level (already included)
    • One extra skill point at each additional level (already included)
    Wizard (Evoker):
    • Familiar / Alertness, etc.
    • Bonus Feats (already included)
    • High intelligence gains bonus spells daily
    • Specialist gets 1 extra evocation spell/level/day
    Familiar (Cat):

    Name: Rufio
    Bonus to Master: +3 to Move Silently checks

    HP: 3 (1/2 Master's HP rounded down)
    Base Attack: +1 (Master's Base Attack)
    Natural Weapon (Claws): +3 (+1 Base +2 Cat's DEX Modifier)

    Special Abilities:

    +1 AC adjustment
    Alertness Feat (+2 to Spot and Listen checks. Shared with Master when within arm's reach)
    Improved Evasion (No damage for successful Reflex saving throw)
    Share Spells (effects of spells cast on Master can be shared with Familiar)
    Empathic Link (Familiar and Master can feel each other's emotional state)


    Equipment and Money:

    Familiar: 100 GP
    Weapons (from above): 5 lbs, 2 GP
    Spellbook: 3 lbs, 15 GP
    Spell Component Pouch: 2 lbs, 5 GP
    Scholar's Outfit: 6 lbs, 5 GP
    Backpack: 2 lbs, 2 GP
    Bedroll: 5 lbs, 1 SP
    Winter Blanket: 3 lbs, 5 SP
    Ink Bottle: 8 GP
    Ink Pen: 1 SP
    Parchment x10: 2 GP
    Rations x3: 3 lbs, 15 SP
    Waterskin: 4 lbs, 1 GP

    Total Weight: 33 lbs (light load)
    Remaining Funds: 7 GP, 8 SP.

    And as for the character background:

    Brief Background (open)
    Age: 24
    Occupation: Independent Researcher

    Background: Even in her early childhood, Elsa's enthusiasm for magic was almost immediately evident. Her parents, adept in their own right, would frequently amuse their only child through the use of cantrips and powers of illusion. Of special interest to Elsa was the bright and flashy magic which she would later know as Evocation, and because she thought that the magic was so destructive and beautiful, she devoted herself almost solely to its study, a decision which hampered her ability to use other types of magic. Elsa didn't care though, as she could now shoot fire out of her hands, and she was having the time of her life.

    As she grew older, the young magician's interest in magic matured somewhat and she began to realize the importance of learning all that there was to the mystic arts, and so, with a small bit of savings in hand, she set out to discover the grander meaning of magic and the world in general, taking on dangerous jobs that she knew would hone her talents. Elsa's current aspiration is not necessarily to become a masterful magician, but to learn how to use her powers for practical purposes rather than mindless destruction. However, even with her new focus in life, she still finds it difficult every now and then to resist the lure of the bright and explosive, and this has gotten her in trouble with the authorities on quite a few occasions.

    Personality: Despite her pyromaniac tendencies, Elsa is remarkably clearheaded when it comes time to be serious, and while it is tempting to just blow up everything, she is highly discerning with her targets and tries to avoid hitting anyone who she doesn't want to hit. While this may be debatable, Elsa considers herself to be a professional, and she has studied in a wide variety of areas to prepare herself for a number of situations. She is also a capable scribe, feeling compelled to write down anything of importance that she happens to come across in the hopes that it'll be a clue to uncovering hidden knowledge. As a result, she goes through a lot of paper.

  8. Seth Crayden

    Human Fighter (2)

    Neutral Evil

    <table><tr><td>STR: <td>17<td>FORT: <td>+6<tr><td>DEX: <td>14<td>REF: <td>+0<tr><td>CON: <td>17<td>WILL: <td>+0<tr><td>INT: <td>11<tr><td>WIS: <td>12<tr><td>CHA: <td>14</td></tr></table>
    HP: 17

    AC: 15

    BAB: +5

    SPEED: 30 (20 and ACP-3 when wearing backpack)

    EQUIPMENT (open)
    <table><tr><td>On person... (Weight 49.5lb)<td>In Backpack... (Weight 46lb)
    <tr><td>Greatsword (1d10 / 2d6, 19-20/×2)
    Warhammer (1d6 / 1d8, ×3)
    Punching Dagger (1d3 / 1d4, ×3)
    Studded Leather armour (ACP -1)
    Heavy Steel Shield (ACP -2)
    Locked Gauntlet
    Bag of Caltrops x5
    Pouch with G3 S3 C8<td>
    Bedroll & winter blanket
    50ft silk rope + Grappling Hook
    Hooded lantern
    Flint and Steel
    Pitons x10

    SKILLS (open)
    Climb (Str) 2 ranks
    Handle Animal (Cha) 1 rank
    Intimidate (Cha) 5 ranks
    Jump (Str) 2 ranks
    Ride (Dex) 2 ranks
    Swim (Str) 3 ranks

    Languages: Common
    Proficiencies: Simple, Martial, All Armour, Shields

    FEATS: Endurance, Die Hard, Power Attack, Cleave

    BACKSTORY (open)
    Seth was born a trapper's son, living far out in the northern Eldeen Reaches. The only brother to five sisters, he was his father's pride and took up the traditions of hunting and fur-selling. Seth was never that good at ensnaring animals, but excelled at gutting and cleaning carcasses. He learned very quickly how to take an animal apart. But his father had other, less savoury interests as well. He was a rapist and a tyrant, who controlled his wife and daughters through systematic abuse. He enlisted Seth's help to continue this regime and taught him the ways of sadism and misogyny. Alone in the forest, a thousand miles from civilisation, this was all that Seth knew. But in time this mother fell ill and his father, desperate to save her, dispatched Seth to seek medicine from the Eldeen Druids. On this harsh, coming-of-age journy, Seth learned of things beyond his father and returned home a changed person. He murdered his father and left home that same night, sparing his mother and sisters from the torment they had suffered. From then on he became a traveller, locked in an ongoing battle with his father's sadistic legacy.
  9. I was originally playing a fighter, but we needed a healer so I'm playing a cleric instead.
  10. Roit. I'll delete your fighter entry.

    Looks like I'm the party meatbag.
  11. So if I'm to understand this correctly, we have, at present, two Fighters, a Ranger, a Cleric, and a Wizard. Sounds like your classic adventuring party! This could be classic fun, especially since, at present, nobody seems to be Munchkin'ing the thing.
  12. Only 1 fighter.
  13. I stand corrected. Also, judging by its skills and stats, the Scout seems like more of a Ranger/Rogue hybrid than a straight Ranger, so I'm dead wrong there too.

    Oh well, two out of four isn't too bad.
  14. Awright! I can also smash things if necessary.
  15. By the way, is our current number sufficient for a starting party? If Vay has a character of his own, that should come out to a solid five.
  16. I spend a weekend defending dungeons and this thing comes back from the grave...

    Well by my count we have:





    To complete this 5 man band we'll need either a leader or a utility caster. I'll try to grab another player if not I'll be making one of those.
  17. I don't know if you guys need more players, but I generated a gnome bard if you need any cannon fodder...Um...I mean...Entertainment on your quest.