DM Hector presents - Eberron: Rise of the Ruinlords, Chapter 1 (Inactive)

Game Master LordHector

In the small town of First Tower, evil is brewing. An attack by crazed goblins during the festival of Boldrei's Feast quickly turns into something more ominous as the shadows of a dark past come back to haunt the town — and perhaps all of Khorvaire.


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Male Human (American) Dungeon Master (Action Movie Director) 17

The Last War has just ended, but your adventure is just beginning...


Huzzah! Sadly I seem to have no Warforged to play with. :(

Oh well, I'll just have to become one. Mwahahahaha!

Ahem. Sorry about that. :)

I'll have to finish Elsbeth later, but her basics are the in the profile (minus skills and equipment).

So then, what amazing campaign traits do you have for us?

Sovereign Court

Thank you for picking Dargeth! Long live Llesh Haruuc and the Darguun Nation!

I'll finish up Dargeth and can't wait to see those sweet campaign traits!


Femake Kalashtar Marksmen(sniper) 1

Awesome. :D Just be aware, not ranger, Marksmen. Class from Psionics Expanded, Find the Mark pdf. Just making sure you realized that. :) But otherwise, this will be fun!


Thanks for picking us all! this will be fun, to be sure.


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Thanks for the opportunity.

Alright, going over my character...what issues need to be addressed?


Male Half Elf Summoner 1

First thing I notice, blythe, is that the hand of the psion power you have listed... you've got it written in the offense section as having a 10 foot range, while in the special abilities you've got it written out as 30. A minor discrepancy, to be sure, but you did ask.

Second thing: your gear is horrifically off. You've got 122 GP listed, which is frankly impossible on a sorcerer's starting gold of 2d6x10, and we were told to take the average wealth for our classes. Meaning your gear should be budgeted around 70 GP worth of possessions, not what it is. I don't see a cost on the link you provide to arcanist's gloves, and I don't have access to the MIC. I'm pretty sure power stones are meant to be priced similarly to scrolls, which means that even if there are 3 powers in a stone, you'd have to pay for each one seperately (ie, 3x25 for all first level powers), but admit that I'm not positive on that point.

Even if you did start with 122 gp, you'd be off. You've got 75 tied up in the ioun torch, another 50 tied up in the masterwork backpack, which means you're already over budget, before the power stones, gloves, crossbow, etc.


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Thanks. :)

You are correct on the gear. I originally had this built for another DM who gave higher starting gold, and haven't gone back in to adjust it. I'll do that sometime today. And I'll get that range thing sorted as well.

~Blythe


Male Half Elf Summoner 1

No worries, glad to help!


Male Human (American) Dungeon Master (Action Movie Director) 17

After much ado, here are the custom campaign traits. Thoughts?

Campaign traits are tailored to a specific Adventure Path and give your character a built-in reason to begin the first adventure in a new campaign. Campaign traits assume a lot more about your character’s backstory than do normal traits, and they are meant to help serve as inspiration for a player working to create a detailed and interesting history for her character. You have a certain amount of leeway in adjusting a campaign trait’s expected backstory once you’ve selected the trait that’s right for you.

All of the following traits revolve around reasons your characters may have for traveling to First Tower to join in the festival of Boldrei's Feast, which will launch the Rise of the Ruinlords Adventure Path. You can take a look at these traits to get a general, spoiler-free idea of the types of foes and challenges your character might encounter over the course of the Adventure Path. Knowing that there are going to be elements of ruin-dotted landscapes, hidden cults, foul plots, ancient magic, murder, and the like should help you build a character that fits more organically into the campaign you’re about to join.

Welcome Home: The war is finally over. Now you can go back home and get back to the life you left all those years ago back in First Tower. Sure, it may not be much to others, but to you it's home. Whist at war, you constantly regaled you brothers-in-arms with tales of your small-town life. As far as you're concerned, there's no better place in Eberron. But after years of war, is it the same town it was when you left? Or is it you that's changed?
- Your rural upbringing has led you to pick up some talents that will serve you just as well in times of peace as in times of war. You gain a +2 trait bonus to one Craft or Profession skill of your choosing.

Temple Overseer: For you, the Sovereign Host is more than just some collection of names you use to spice up your more creative curses, they are a way of life. Some people like to say there is no proof in their existence; you show them the world as proof. Some may ask how can any benevolent god allow such a thing as the Mourning or the Last War to happen. You remind them that men caused these things, not the gods. Such is your faith. So when you were asked to travel to the town of First Tower to aid in the commemoration of the new cathedral, your were ecstatic.
- Years of religious study have strengthened your faith. You gain a +2 trait bonus on Knowledge (Religion) checks and consider it a class skill.

Marked for Greatness: The dragonmarked houses are some of the most powerful organizations on the face of Eberron, and you are one of their heirs. Depending on your parents, you might have been spoiled rotten, given every indulgence. Or you might have been groomed to take over the family business from a very young age, and thus made to develop a strong work ethic. In either case, you have been made to go to the festival of Boldrei's Feast in First Tower to show your house's support of the town's projects. Did you rail at being forced away from home, or do you look forward to the chance to prove yourself and make your own business contacts?
- You come from a long lineage of wealth and power, granting you with an additional 300 gp in starting wealth.

Deserter: Some did not go away to war ready and willing to serve their country. And of those that did, some of them swiftly realized that real war was not what the Chronicle lead them to believe. And when the going got rough, some got out. Now your life is consumed by trying to keep one step ahead of those that you believe wish to punish you for your desertion. Constantly looking over your shoulder, you traveled to First Tower in Breland. There you planned to bury yourself in the mundane and hoped that no one would ever think to look for you here.
- Years of living in fear that someone would come to either drag you back into the army, or worse, punish you for your crime, have inured you to extreme anxiety. You gain a +2 trait bonus on saving throws against fear effects.

Prophetic Seeker: Most people of Khorvaire have never even heard of the Draconic Prophecy, and very few of those that have have even the slightest inkling as to its meaning. You are one of those that do. You see the Prophecy's signs in the shapes of the clouds, in the forms the wind carves in the sand, in the flickers of light of the Ring of Siberys, and the patterns of the foam on the crests of waves. You have traveled the across Khorvaire following the signs of the Prophecy, and now your travels have taken you to First Tower in Breland on the eve of Boldrei's Feast and the commencement ceremony of their new Cathedral of the Host. The prophecy points to some momentous happenings about to occur, but beyond that... you'll just have to see what happens.
- Your extensive study of esoteric lore regarding the Draconic Prophecy has given you insight into the thought processes of greater beings. You gain Draconic as a bonus language and receive a +1 trait bonus on all Linguistics checks regarding the Draconic Prophecy, and that skill is treated as a class skill for you.

Wayfinder: Now that the war's over, the real adventuring can begin. At least that's the way you see it. You are a member of the esteemed Wayfinder Foundation - a guild for adventurers and explorers that funds dangerous expeditions to exotic locales. However, as a junior member, you can't expect to get funding to go into the heart of Xen'drik until you get some credentials under you belt. To that end, you've decided to go adventuring a little closer to home. Eastern Breland is home to all manner of ruins from the ancient hobgoblin empire of Dhakaan, ruins which you intend to explore and relieve of their treasure. Such antiquities belong in a museum after all. The fact that museums tend to pay quite handsomely for such things is really just an added perk.
- Your peers within the Foundation have gifted you with everything you need to get started adventuring. You begin the campaign with a detailed map of the Breland-Darguun area during the Dhakaani Empire (this grants a +2 competence bonus on all Knowledge [Geography] checks made regarding this region) and 150 gp worth of mundane adventuring equipment to aid in your expeditions.

Chronicler: You made your living during the Last War documenting as much of it as possible. War stories, pictures of battlefields (before and after), news, propaganda - you've done it all. Now that the war's over, you're free to really explore your talent for journalism. Unfortunately it seems war-time stories tend to sell quite well. But no matter, you're bound and determined to make your mark on your own merits. You just need one good story. Maybe you'll find one when you're done documenting Boldrei's Feast way down in boring little First Tower. Hey, someone might want to talk about that string of serial killings that happened a few years ago. Bound to be a story there.
- You've got to be quick on your feet when you're trying to get a story in the middle of a war-zone, and just as quick to get there before everyone else. You gain a +2 trait bonus on Initiative checks.


Male Hobgoblin Cavalier(Emissary)-1

Dargeth is pretty much done!


Male Human (American) Dungeon Master (Action Movie Director) 17

I noticed the trait you picked. Have you read the Draconic Prophecies series? The first book has a part where it talks about the Dhakaani versions of the Host.


Male Half Elf Summoner 1

I'll be taking the Wayfinder trait, as it's the one that makes the most sense for Aefre, both in keeping with the character concept and the history that has already been written and shared.

I think I'll track the additional gold/gear in a separate spoiler section on the profile, under the theory that it's probably marked as belonging to the Wayfinder's in some way.

Now to just figure out what I'll spend it on. If anyone has suggestions, I'd be happy to hear them.


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Dargeth, on your trait, you actually have proverty, not poverty. :)


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

I think Blythe will go for the prophetic seeker, if that is alright.


Male Human (American) Dungeon Master (Action Movie Director) 17

Sounds good, glad you guys like them. Like I said, let me know if you want to make any alterations to them.

Shadow Lodge

Male Human (Sometimes) Gamer/Writer/Husband

I'll be taking the marked for greatness trait. Yay for being able to start with some scrolls up my sleeve!


Male Hobgoblin Cavalier(Emissary)-1

I hadn't read that series, I'll have to check it out. I have read the dragon below series and Dhakaani Legacy Series though and that’s where I fell in love with the hobgoblin society in eberron.

Thanks Blythe for spotting my spelling error hehe.


Male Half Elf Summoner 1

Mundane gear should be done, and I think I've got most situations covered, if it would make sense for an expedition/excavation-based organization to have prepared Aefre for them. Assuming that a donkey has the same load capacities as a pony (because it appears no one ever stated that out in the books), the gear should be able to be divided up between all three without pushing any of them over a light load.

If anyone thinks I'm missing something that I really should have, please feel free to point it out.

Also, if you want Hector, I can reorganize the list into which pack animal is carrying what, in case we lose one.


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

No problem, hope I didn't offend. I do a lot of writing IRL, and find most people prefer to have their writing spelled correctly, the just don't like having it corrected. Feels like fifth grade again. :)


Male Hobgoblin Cavalier(Emissary)-1

I'm cool with it, I had to rewrite that part due to taking to long to save setting. So I redid it fast through irritation hehe.


Male Human (American) Dungeon Master (Action Movie Director) 17

After a cursory glance over your characters, I've spotted a few things:
- Elsbeth, you actually underspent on your ability scores. Based on my count you only spent 18 pts.
- Blythe, your short some languages. You get common for free and draconic from your trait. With abyssal already chosen and an INT of 16 you should get two more languages.
- Tariashana, your ability scores don't match up between the page itself and the "About" section. I'm assuming you meant your WIS to be 15 not 16, as that would put you at 20 pts.
-Dargeth and Aefre look good as far as I can tell. I should be ready to start this and have the gameplay thread up by Tuesday if everyone's ready.


Male Half Elf Summoner 1

I'll be good for then.


I'll be ready by then too. Sheet is largely complete minus language and gear selection. Having an extra 300gp means it'll take me a little longer than usual to finish purchasing everything.


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Languages are corrected. Are you going off the base HP rules, or something with a little oomph? :) Just curious.

Is everything else great?


Femake Kalashtar Marksmen(sniper) 1

Will get character updated tomorrow. Sorry, weekend has been very busy with my own tabletop pathfinder games, wife being sick, and death in the family. Will have everything set tomorrow!


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

My condolences, Taria-Shana.


Femake Kalashtar Marksmen(sniper) 1

Thanks. And I think I'm set.


So, I'm at a loss of what to buy my budding Artificer, gear- and scroll-wise. You can check my profile for what I have so far.

Thoughts?


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

What is the starting gp, anyway? I may have missed it...I need to make sure I don't have too much, and possibly go shopping...


Average gold for your class. 70gp for Sorcerers, if memory serves.


Male Human (American) Dungeon Master (Action Movie Director) 17

Upgrade as much of the gear as you feel comfortable to masterwork. Or you could always save some for your crafting (since you'll likely be doing a lot of it).


I mainly just wanted a few scrolls so she's not useless in the first few encounters. But as it stands, with a +10 UMD check on scrolls, she needs to hit an 11 on her UMD check in order to effectively activate a scroll. So maybe she needs something else to make her reliable for a level or three (until she gets some wands anyway).


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

What about my gear, DM Hector?


Male Human (American) Dungeon Master (Action Movie Director) 17

You probably won't be able to afford the masterwork backpack on your starting gold. even without the scroll (what is it a scroll of, btw?) you've spent 108 of your 70 starting gp.


Seriously, Blythe? I mean... that's the third time on one page of this thread that someone has told you what the gear allotment is, and fourth time overall.


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Gear is fixed. :) Thanks, DM Hector.


Male Human (American) Dungeon Master (Action Movie Director) 17

Gameplay thread is now live and the Rise of the Ruinlords campaign is now underway.


Gear is all good. I chose languages that seemed logical. I chose Thassilonian, but that should probably be the Eberron analogue. Dhakanni? (sp?)


Male Human (American) Dungeon Master (Action Movie Director) 17

Technically the Dhakaan spoke goblin. I think it's fair enough to call it that and say it's more of a root language for modern goblin. Dhakaani sounds good to me.


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

On my languages - draconic, abyssal, giant and gnome - are they all just that? Is giant Xen'drik, or something? Just making sure we both agree what it is I'm speaking. :)


Male Human (American) Dungeon Master (Action Movie Director) 17

The names of the "material plane" languages didn't change in Eberron. So, yes, those are correct. I believe the only new languages were Reidran and quor, along with the various outer plane languages to go with eberron's unique cosmology.


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

Thanks!


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

DM Hector, I just got called to go act as assistant director on a film in another state for a minimal of five days. I wanted to let you know, so you have a good expectation.

I will be out of contact 90% of the time. I will try to post, but being on set, especially as AD will take up most of my time.

You are more than welcome to role-play for my character, roll, the whole shebang, or write me as busy and I'll jump in when I return.

Let me know if you have any questions for me. :)


Male Human (American) Dungeon Master (Action Movie Director) 17

Just to let you guys know, I work a rotational job, and while on rotation (as I am at the moment), I pull 12 to 14+ hour days. Hence why my posting has been a bit slim recently. I'll be winding it down shortly and be back up to daily posting. The action'll kick off as soon as I'm done, but until I'm really able to devote some more effort to it, I'm stretching out the introductory RP until then.


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

I have returned, DM Hector.


I'm about to have a week off, so I'll be posting properly from then on.


HP 15/29 | DEFENSE 18; Defense 16 until I drop an opponent; FF 13; Tch 17; DR 1/armor; Perception +8; Init +5; FRW 2/9/3

I'm here, but I have been offered the position to direct the film we were shooting last week, as they now have investors. Not sure what that will affect, so I'll keep you posted. And this week I'm at Sundance, but should be able to be around for any play.
:)


Male Human (American) Dungeon Master (Action Movie Director) 17

Guys, I hate to do this, but my life has become infinitely busier than I could have forsaw when I began this campaign. I don't feel like at this point I'd be able to do the story justice, and I can't ask you guys to constantly have to keep waiting on my crazy schedule. I apologize, but I don't think I'm going to be able to continue GMing this campaign.


Huh. That sucks.

I've been out of commission for a while on pain meds, but I'm sad to see this one go - I was looking forward to it.

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