Against the Silver Flame an eberron Campaign

Game Master Phurs

The Silver Flame has gone out of its way as of late to make every one of its neighbors anxious and weary. Clandestine raids into neutral nations and against dragonborne houses hasn't won them any love on these fronts either.
Someone has even gone as far as to say the Flame is just a front for a power hungry religious zealots, and a dragon has been working behind the scenes trying to expose these individuals.
Do you have what it takes to raid against one of the most powerful groups in the world. If so a mysterious figure in skarn politics is looking to recruit you. The emerald claw is more active these days as well operating with impunity near church areas.


The Silver Flame has become increasingly corrupt at least its upper echelon, your job is to figure out (by any means necessary) whats going on and to stop the Silver Flames involvement with the Emerald Claw.

The Silver Flame is searching for something, and if its not stopped its gonna start up another war, There is no doubt about that.

Furthermore your "boss" in Skarn is trying to figure out why several of his caravans have simply vanished without a trace. Is the flame onto him or is it just coincidence!

To those who think this maybe OP.
Need I remind you that home grown adventures are for the DM to design!
If a DM wants to make his combats tougher than what the usual DM wants to throw at his players. S/He has to compensate by strengthening his players some how without going overboard. Also note that PC's are usually the cream of the crop and while 12 minimum in everything may sound excessive think about it their using die rolls for stats and even at 5 drop 2 you still have a chance of a flop or die rolls totaling below 7. As a DM playing table top I often found myself having to warn players with sub 8 mental stats that your characters Mental abilities are sub par you have NO!!!! chance of thinking up ideas that complex, PERIOD. It maybe a chance to roll play but less than 1 in 100 can play such a defect accurately!

character creation
Racial Rule:
Players may begin at 4th if they choose this option I’ll allow up to 3 racial challenge rating
Players may begin at 5th if they choose this option I’ll allow 1 or 2 racial challenge rating
Players may begin at 6th if they choose this option for standard races
Stats

Monster races are acceptable up to cr3

I use monsters as players rules.

Stat Determination
5d6 drop 2 lowest dice
Assign as wanted
Then raise any stats below 12 to 12.

If you wish to reroll you may but you have to take the 2nd roll if you roll it.

You may not drop a stat below 10 with racial penalty or raise it above 24 with bonuses

Extra Rules
2 talents with option of 3rd with disadvantage

Plus Every character receives the following talent free.
Talent
Strong Power Reserve
Effect: 5% bonus to SPP

HP Determination
Max Hp to begin (yes that means all levels you start with
Not racial hd these are limited to 2 being maxed)
Beyond this your hps will raise according to this chart
d6 4.5
d8 5.5
d10 7.5
d12 8.5

All other racial bonuses are included

Not Playable Classes: Hellenic Sorceress, Deathmage, Dragon Rider, Malefactor, Wilder

All other classes and all feats are possible

All equipment is acceptable

Players may only spend 2500gp or less on a single item
All players begin with 16000 gold or 6th level equivalent.

Rules on Classes
Paladins are frowned upon! not because of the class but because of the starting alignment of LG!
Any class that requires LG alignment must be played carefully! NO CE classes sorry I don't like this alignment as they are allowed to do as they please without
Repercussions (IE I don't allow murdering of non zealot flame members!) If you wish to play a CE
Class you must set your alignment to NE and I will allow this!

Psionic are allowed for 1 player in the group must be a psionic race

Clerics receive both spells for their 2 domains IE if your healing/sun then you receive the healing and the sun domain spells, Priests get 2 of the spells per domain (yes that means 4 domain spells). This is the only way to gain spell slots, they receive spellpoints and the 2/4 spells per casting level!

If you see something and i cant find access to it online you must provide the information in your character sheet about said feat/spell/ability what have you.

house rules
#1 Massive damage is a moronic rule it doesn't exist Period! No Player Can Die from a 50+ damage attack till their HP drop below -Con.

#2 Undead Characters are extremely rare if you want such a thing you are to use the elf rule stating you are healed by positive energy!!!!! No Exemptions!!!!!

OK I understand this is a controversial change to the rules as its very rarely if ever used but i as a player and a dm consider it to be a paramount importance. If you can't accept this I am sorry but the change isn't negotiable.

#3 Magic is different in my campaign or at least the cast per day rules are!

D20srd website with original spell point vrs spell slots

For the list on spell point gained per level for each caster type A,B,C,D,E

spreadsheet for spell points

Spell Point Rules vs. Spell slot and extra sub rules
Spell Casters are divided up into 5 categories based upon spell slots

To determine spb use the following on the above spell power determination spreadsheet

A. Ranger, Paladin, Anti-Paladin, Vanguard
B. Bard, Alchemist, Inquisitor, Magus, Summoner, Schooled Bard, Archon
C. Wizard, Cleric, Druid, Witch, Hedge Witch, Shaman
D. Specialist Wizard, Priest
E. Sorcerer, Oracle, White Necromancer, Magister, Eldritch Godling

Universalist wizard
Upon Reaching 5th Level receives a 5% boost to SP
Upon Reaching 15th Level receives a 10% boost to SP
Yes Specialist wizards don't receive this as they already get 20-30% more pp than a universalist does!

All A Class Casters receive 2% Boost to SP at 6th level and the fortitude feat automatically so plan for it.
All B Class Casters receive 5% Boost to SP at 10th Level

Divine/Natural Favor
All Divine spell casters receive 3% Boost to SP at 4th Level
Further this boost goes to 5% at 12th level

Because of the strength of magic in eberron all casters receive 5% bonus setting to sp

Feat
Extra Power Potential
Effect: +2 Concentration and 5% bonus to SP

Rules on spell exclusions
No spells like mnemonic enhancer- There is no way to increase your sp per day thru use of magic short of Limited Wish/Miracle/Wish or magic items. If you can design a feat/what have you that allows for said ability and give it to me I may allow 1d4's once to thrice per day.

Magic Item Rule differences.
Pearls of power give 1,2,4,6,9,12,16,20,25 SP depending on level instead of spell slots.

Rings of wizardry/divine might reduce sp cost of spells
1 will provide 5 per day
2 will provide 4 per day
3 will provide 3 per day
4 will provide 2 per day
5 will provide 1 per day
1-3 will provide 10 points per day useable in 1-3 units

Wands/Staffs/Rods have exactly the number of SP to use said spell the number of times equal to the number of charges remaining (a no BRAINER!!!)

PP Recovery Rule
PP Regen Rate is 1/4 spent PP every 2 hours of rest.
Active PP Regen rate is 1% of your PP per hour.

Special Rules concerning Damage and Meta-Magic Feats
This rule being the one rule that is hard to understand is listed last but applies to all spellcasters
every die of damage above normal(ie fireball 5d6) costs 1 spellpoint extra (this evens out the potential for misusing spells that cost half but do the same damage!)

say a 9th level Generalist Wizard wants to cast said fireball and he wants to cast it doing all 9 dice, we take the base of a 3rd level spell cost and apply which is 4 you add 4 dice of damage which is 4 so 4+4 is 8 you must spend 8 powerpoints to cast said spell where as if you had cast a 5th level 9d6 ice storm you would spend 9. So you see that the difference in cost isn't that great 8 vrs 9.

Meta-Magic Feats Increase the spell cost in proportion to the increase in level its cast at thus a fireball w/quickened would be cast as a 4th level spell and cost 6 before the above rule would apply to increase damage dice.