Bird

Rook the crow's page

44 posts. Alias of aeryk.




Hey, everyone. Posting to gauge interest. I'd like to run a campaign set on the elven homeworld of Kyonin. The added twist is the atmosphere is abrasive to metals, so only non-metal weapons, equipment, armor, etc. would be available. There maybe some ironwood versions of weapons available, but nothing would do slashing damage. Of course there are legends of fabled starmetal and some others, like cold iron, buried deep underground.

I'm thinking the population is primarily elven, if not nearly completely elven, but if you have ideas for a character of another race let me know. Otherwise we can get into elven sub-races, maybe half-elves, etc. Even thinking we could reskin halflings as aelflings.

Okay, let me know who'd be interested. And any character ideas that pop into your head. Thanks.

Oh and we can get a consensus on posting. In the past I've done once/day on weekdays and take weekends off which seems to work out well.


Sharn Inquisitive wrote:


SHARN INQUISITIVE - Rhaan 8, 998 YK

ESCAPE FROM THE CITADEL PRISON
Mysterious flaming figure disappeared into the mists of Khyber’s Gate

A daring escape earlier this morning from Sharn’s Citadel prison lit the city with fear and speculation. Witnesses claim the figure dove purposely from the airship just as the airship elemental escaped from its binding. In the chaos he plummeted down the length of the Citadel tower and disappeared into the mists of the Cogs below. Our sources tell us he was scheduled to be shipped to Karnnath’s Dreadhold prison.

His escape is further obscured by the crashing ship and crew that followed him soon after, splintering on the cliffs of Myshan Gardens below. Authorities are not commenting, though a substantial reward is being offered for his capture. So take note all you amateur inquisitives, you could be on your way to becoming a star if you can catch the immolated madman.

- as always, Ravan Telo

(Monkeygod):

You stare at the silver coin in your hand, twisting it between your fingers. A single eyed beholder stares at you with menace on one side while several snakes dance on the other surface. Until now it's been copper jobs. Low income stuff. Busy work. But you asked for it. Pushed for something bigger. The silent wait was excruciating, but now you hover over the Sivis messenger tome in a mix of hesitation and excitement.

With a firm press the coin slides into the book’s circular indentation and locks into place. The arcane strap looses from its bonds and the book opens with a crackle of static. Almost immediately scrawled words appear on the page echoing in your mind with a familiar female voice. As usual the head of House Tarkanan speaks precisely to the point.

Karlov "Ash" d’Vadalis
Wanted for eco terrorism near the Icewood of Karrnath.

Known Associates: Ashbound druid cult
Last seen crossing the Aundair border near Cragwar. Unconfirmed sightings in Dura and Cliffside. Ashbound cultists seen recently at Vundry’s Curiosities in The Bazaar (Middle Dura).

Unique Characteristics: Missing nose bitten/burned off in ritualistic scarring and an affinity for bats.

Send him to The Keeper by any means necessary.

Xzot:

It's a warm humid night and your office has settled into the quiet of the end of the day. The blades of the Ghallanda cooling fan spin softly above, but the dimly lit Eberron shards dotting its surface do little more than move the hot air around. A gift from a grateful client, it’s a grim reminder that your last big case was months ago.

A silhouette appears through the mottled glass of your office door followed by a second larger one. They pause for a minute in muffled conversation, then the door swings open revealing two figures cloaked in thick blue cloth. A large half-orc quickly sizes you up through narrowed eyes glinting mail barely concealed beneath his cloak.

The smaller figure steps forward placing a reassuring hand on the half-orc’s chest. Her embroidered hood slides back to reveal a refined elven face. Though she moves with the ease and grace of nobility, there is a hint of desperation in her eyes.

"Excuse the hour. I am in need of your services."

Synot Rith:

You slip into the shadows of the alley behind your makeshift warehouse hideout, hand tightly grasping a new coin purse. The echoes of muffled shouts passes by outside as your eyes adjust to the dim light. You can hear the joking and carrying on inside of the Copperheads, though their excitement seems a bit higher than normal.

"He's a mute. Look at him."
"Naw, he's just too stupid to talk. My ma said there were kids like that."
"You never knew your ma, stupid."

As you round the corner you can see they're crowded around a new face. A younger boy staring forward wide eyed, almost oblivious to the others surrounding him. He seems to be looking straight through you.

Kaern d’Deneith:

You step off the Orien lightning rail feeling the residual soft static in the air. Your eyes scan the crowd of passengers again as they file out and spread out into the city. The wide halls of Sharn’s Terminus station spark old memories of a simpler time, but you dig into your bag and refocus on the task at hand. Once again you look over your notes on the fugitive:

Karlov “Ash” d’Vadalis - rising leader of local Ashbound druid cell wanted for terrorizing towns near Icewood. Responsible for firebombing many private and government buildings. Last seen crossing the Aundair border near Cragwar. Believed to be headed for Sharn.

A crudely drawn sketch shows a face disfigured by ritual scarring. His nose is missing and appears to have been burnt off.

Replacing the papers in your bag you notice a sky coach waiting nearby marked with the chimera emblem of House Deneith. An attendant armored in dark green studded leather stands outside the coach’s open door looking into the crowd expectantly.

Fenrir:

You awake from another nightmare, sweat dripping and heart pounding. They've been happening more frequently the past week. But this one was different. You grasp at faint memories. Visions of ruined buildings with large glass shards protruding from them. You were chasing something...someone. A small figure running from you, but your large legs easily overtake it. A boy's face...wide eyed and crying.

Shaking off the dream you open the shutters to the noonday sun. It was another late night trolling the streets of Dura gathering information:

  • Tensions between Daask and the Boromar clan seem to be heating up and word is Boromar is gearing up for something big, though the details are fuzzy.

  • Vundry’s in The Bazaar has been unusually quiet after a visit from a couple of black cloaked out of towners. Religious types. Of the more zealous nature. Some claim they wore the symbol of the Silver Flame.

  • Here's the discussion thread. I consolidated all the rules and maps on the Campaign Info tab. May add some more info to it.


    The world of Eberron. Sharn: City of Towers. Gritty pulp-noir and magictech. Ever wanted to explore the City of Towers? Become one of it's residents? A master inquisitive hot on the trail of mystery. A hired sword for the Blademarks of House Deneith. An exotic whirling elven dervish and assassin by night of House Phiarlan.

    This campaign will explore the dark underbelly of Sharn's criminal world and other forces hidden in the shadows of the tall towers. I'd like use your characters to help mold the direction of the campaign though there will be a larger plot threading through.

    Rules:
    I think Eberron works best at low-level, and since I've been wanting to try "Epic 6" rules for awhile, I'm thinking Pathfinder Epic 10. Also I'd like to use the Vitality/Wound Point system from Star Wars Saga rules. So basically you'd have Vitality equal to normal Hit Points but healed as nonlethal damage, and Wound Points equal to your Constitution score which is lethal damage. And a critical strike if confirmed damages straight to Wound Points. Also like the idea that any Wound Point damage can result in scarring, etc. unless magically healed.

    Classes:
    I've come up with some example alternate classes flavored with the Eberron setting using Pathfinder archetypes and Eberron prestige classes. They should be comparable to base classes, though I erred on the side slightly above average to keep that epic feel. I'm open to other ideas though they should be of a similar power level.

    Races:
    If you want to play one of the Eberron specific races we can work to adapt it to Pathfinder. I've found some conversions out there, but not sure of the balance and workability yet. We may need to adjust as we go.

    Magic Items:
    These will be Eberron flavored (like Cannith engineered elemental Stormbound blades and Flamebound obsidian plate using bound elementals, some with a mind of their own). I like the idea of low-wide magic, so there will be more 0-level spell wondrous items available (at reasonable prices due to mass production).

    This is my first time running a PbP game, but I've played in several and have been GMing and gaming for years. I usually like to run an introduction for each character to get them into the world then get the group together organically over time. We can figure out what works for everyone as we go, just gauging interest at this point.


    I'd like to try an actual swarm template for human zombies (even though they are medium sized). Here's what I came up with comparing other swarms and using the template.

    Spoiler:
    Zombie Swarm (CR 4)
    XP 1,200
    NE Medium undead (swarm)
    Init +0; Senses darkvision 60 ft.; Perception +0
    DEFENSE
    AC 12, touch 10, flat-footed 12 (+2 natural)
    hp 33 (6d8+6)
    Fort +2, Ref +2, Will +5
    DR 5/slashing; Immune undead traits
    Defensive Abilities swarm traits
    OFFENSE
    Spd 30 ft.
    Melee swarm (2d6 plus disease)
    Space 10 ft.; Reach 0 ft. Special Attacks disease, distraction (DC 13)
    STATISTICS
    Str 18, Dex 10, Con —, Int —, Wis 10, Cha 10
    Base Atk +4; CMB —; CMD —
    Feats Toughness
    Special Qualities staggered

    SPECIAL ABILITIES
    Staggered (Ex)
    Zombies have poor reflexes and can only perform a single move action each round.

    The 2d6 damage seems a bit brutal, but that's what's listed for 6 hit dice. And I'm wondering if I should give them a CMB or if again that would be too brutal. I guess it would work like an entangle.

    I reworded Staggered to keep their movement slow. Out in the open they probably wouldn't last long, but I plan to pack them like sardines into a dungeon hallway.

    It might work better to make two or three weaker swarms, but I'm curious what you all think. And do you think CR 4 is right or with the DR and 2D6 attack should this be higher?


    I just picked up the first two modules for the Legacy of Fire AP and plan on running the first one tomorrow.

    I've seen a lot of praise for this AP and I agree it's a great multilayered story, but I'd like to move away from the idea of a patron and make the story about the PCs from the beginning.

    **************** Spoilers abound ****************************

    Here's the key changes I'm planning to make:
    1. Make the PCs the Pathfinder adventuring group, Lions of Senara

    Spoiler:
    I liked the way the module started with action right away with the wagon fire. So to keep that same feel I want to start with Night 3. A couple of hobgoblins haul one of the prisoners, PC 1, out to the kesh fields and beat the ground to attract the dust digger.

    PC 2 sees this from the lookout at the chapel on the hill, already reclaimed by Almah's group. PC 2 managed to escape the battle market and was rescued by some of Almah's scouts. PC 2 agreed to help them retake the city to save the other Lions of Senara.

    PC 3 has just arrived to town tracking down slaves taken from his village. PC 4 will take the place of the escaped bard stuck in town. PC 4 can run either one of Almah's mercenaries on guard with PC 2 or one of the hobgoblins.


    2. Make Halruun the possessed evil leader of Kelmarane
    Spoiler:
    I'm thinking of just running the first two modules as a way to launch the campaign, so without the Kardswann plot it feels like story is about the redemption of Halruun.

    I'll probably have to play with his stats a bit to make him a similar challenge to Kardswann, but mainly I see a moment in the battle where his real face struggles out and begs the PCs to help. I'll probably give him a penalty during the fight as he struggles with this. Maybe even a possible breather as he gains control for a few rounds and explains what is happening.

    So in this version Halruun is being controlled by Xulthos and bringing Halruun's body to the old crypt will set his spirit free. This also saves the image of the big bad with the battleaxe for Xulthos.


    3. Move pugwampis to an abandoned building in town
    Spoiler:
    In this version the hobgoblins allow the pugwampi worshippers to stay a little closer, but keep them on the edge of town (replacing the snake). So getting Undrella's ingredient would be more interesting and fun. This encounter sounds like too much fun to leave out.

    I'm thinking of starting of starting the PCs at level 2 since they'll miss out on the XP of the first few encounters. Plus a real adventuring group should be about that level anyway. Hopefully this will still let them get to level 5 before the crypt. If not I can send them off to the set piece. Maybe that's where the key to the crypt is being guarded instead of with Almah.

    I'll let you know how it goes, but any feedback would be great.