Eberron: Tales from the Hounds (Inactive)

Game Master Kayne Rhal

The Hounds, one of Khorviares oldest mercenary companies has changed its path by becoming an adventuring company. You have been members since the Last War and have been summoned to Sharn to undertake a request brought to the Hounds.

Current Map: Rose Quarry

The Hounds Crest
Sharn: City of Towers
The Cracked Cask

Places of Note:

The Sharn Hall
This is how I see the basic layout of the hall, I will be making changes once I get the chance to reflect how it actually is.

NPCs:

The Bartender
Gabrielle Hayen
  • Half-Elven, Mage (assumed due to familiar)
  • Secretary of the Hounds Sharn Hall
    Sara Hayen
  • Half-Elven, Skills unknown
  • Works the Armory
    Sgt. Dolom
  • Dwarf, Crossbowman (Assumed based on weapon)
  • Sharn Watch Sgt.
    Lady Elaydren d'Vown
  • Human, female, skills unkown
    Deborah Fayre
  • Hound Silver Member, works out of Sharn
  • Half-Elf, female, skills unknown
    Gregory
  • Hound Member out of the Workshop
  • Dwarf???, magic / alchemy based skills???
    Harley
  • Gnome, male, skills unknown
  • Information broker working out of Mad Moxxies

  • The Last War has ended, but much of the anger and pain remains. The new nations of Khorvaire, while technically at peace, continue to vie for political and economic supremacy. In the wake of war, new treaties and alliances are forming, new weapons and armies are being built, and another great war is inevitable. Still, that war is years away. In the meantime, a new age of exploration and growth creates an exciting era in which to adventure.

    During the Last War, not everyone saw action and not every location was a battle zone. Great portions of every nation never suffered invasion or attack. On the other hand, locations in every nation did suffer through the war, and some sites switched hands a dozen times or more as the century-long conflict unfolded. Particularly along the borders of the nations, bloodshed and violence came and went as the war progressed.

    The Treaty of Thronehold was signed on the 11th day of Aryth in 996 YK, thus ending the Last War. After more than a century of war, soldiers and kings alike must learn to live in a peaceful world. The long struggle and the shocking destruction of Cyre, which occurred in 994 YK, have left deep scars on the psyche of the continent. There is an undercurrent of despair and doubt, a fear that the fate of the Mournland may herald the doom of Khorvaire itself.

    This sense of trepidation has provoked many different reactions. Crime is on the increase in the major cities of the nations; many question moral standards, as people no longer believe in the security of their old way of life.

    Murder and theft are far more common than they used to be. Sinister conspiracies such as the Aurum and the Order of the Emerald Claw are using the overall sense of confusion and uncertainty to increase their own power and influence. The elves of Valenar have been ignoring the Treaty of Thronehold, and elf forces continue to clash with the Karrns, the Talenta halflings, and the Q’barrans. Rumors tell of graft and corruption even within the Church of the Silver Flame, the traditional bastion of law and order.

    Not everyone gives in to despair, however. Academic institutions such as the Library of Korranberg and Morgrave University have redoubled their efforts to explore the mysterious continent of Xen’drik, seeking knowledge and wonders. There are those who fight to make Khorvaire a safer place, battling in the shadows, the streets, and the courts of the land.

    This is a time of opportunity and adventure. The lost treasures of forgotten civilizations are only beginning to be recovered. Untold wealth and powerful artifacts can be gained—assuming one can get past the deadly guardians and cunning traps that protect them. Crime lords and corrupt priests clash in the cities. Spies, courtiers, and assassins battle with words and swords in the courts of Khorvaire. Mad wizards, ancient demons, and sinister cults pursue deadly schemes that could threaten Eberron itself. This is a time when new heroes must arise to replace those slain in the Last War, to find a way to restore light and hope to the people of Khorvaire.

    Excerpt from the Korranberg Chronicle, from the 2nd of Eyre edition.

    You are people from a surviving band of mercs turned adventurers. As a band of mercenaries you had strong connections with Breland, Crye, House Deneith, House Cannith and various churches of the Sovereign Host. Recruitment was easy, they wanted those abandoned by country, house or army but still want to fight and only required loyalty to the band. After a tough weeding out process that usually found the spies, thieves and the deserving, you would join the main faction. From then on you were known as the Hounds of Khorvaire , your primary missions was rescuing civilians and protection from the front lines. Now that the war is over the surviving leaders had decided to convert to a new organization helping to restore peace to some of the chaotic regions, slaying renegade dragons, monster and undead. Helping to explore regions such as the Mournland, Xendrix and even braving the shores of Agronnessen.

    You’ve been summoned to Sharn, and are looking to find the local meeting place for the Hounds. As Copper members, you’ve been part of the organization since the final days of the war. Traveling around to various outpost and working on requests. Now you’ve been summoned to Sharn, the City of Towers, for some it’s a trip home for others a place only dreamt about. Either way, your instincts tell you that trouble, excitement and possible treasure are in your near future.

    DM Stuff Players keep out!:

    KOBOLD BLADE CR 3 x6
    XP 800
    Kobold fighter 4
    LE Small humanoid (reptilian)
    Init +4; Senses darkvision 60 ft.; Perception +2
    DEFENSE
    AC 22, touch 15, flat-footed 18 (+6 armor, +4 Dex, +1 natural,
    +1 size)
    hp 30 (4d10+4)
    Fort +4, Ref +5, Will +1 (+1 vs. fear)
    Defensive Abilities bravery +1
    Weaknesses light sensitivity
    OFFENSE
    Speed 30 ft.
    Melee mwk rapier +11 (1d4+2/18–20)
    Ranged mwk light crossbow +10 (1d6/19–20)
    STATISTICS
    Str 10, Dex 18, Con 10, Int 13, Wis 10, Cha 8
    Base Atk +4; CMB +3 (+5 dirty trick); CMD 17 (19 vs. dirty trick)
    Feats Combat Expertise, Improved Dirty TrickAPG, Weapon
    Finesse, Weapon Focus (rapier), Weapon Specialization (rapier)
    Skills Craft (trapmaking) +3, Intimidate +6, Knowledge
    (dungeoneering) +8, Perception +2, Profession (miner) +2,
    Stealth +13
    Languages Common, Draconic
    SQ armor training 1, crafty
    Combat Gear elixir of fire breath, potion of cure moderate
    wounds; Other Gear mwk breastplate, mwk light crossbow
    with 10 bolts, mwk rapier
    Cutlass CR 5
    XP 1,600
    Warforged (- None -) fighter 6
    LE Medium construct (living)
    Init +8; Senses Perception +6
    --------------------
    Defense
    --------------------
    AC 21, touch 13, flat-footed 20 (+8 armor, +1 deflection, +1 Dex, +1 enhancement)
    hp 58 (6d10+21)
    Fort +8, Ref +4, Will +4 (+2 vs. fear)
    Defensive Abilities fortification; DR 3/adamantine
    Weaknesses warforged vulnerabilities
    --------------------
    Offense
    --------------------
    Speed 30 ft. (20 ft. in armor)
    Melee +1 vicious cutlass +13/+8 (1d6+6/18-20 plus 2d6) or
    . . slam +5 (1d4+2)
    Ranged light crossbow +7 (1d8/19-20)
    Special Attacks weapon training (heavy blades +1)
    --------------------
    Statistics
    --------------------
    Str 18, Dex 12, Con 14, Int 12, Wis 12, Cha 10
    Base Atk +6; CMB +10; CMD 22
    Feats Combat Expertise, Deadly Aim, Improved Damage Reduction, Improved Initiative, Lunge, Potion Glutton, Power Attack, Pushing Assault[APG], Toughness, Weapon Focus
    Skills Acrobatics -3 (-7 to jump), Climb +4, Craft (blacksmith) +8, Intimidate +8, Knowledge (dungeoneering) +5, Knowledge (local) +6, Perception +6, Profession (soldier) +10, Swim +4
    Languages Common, Language of Lord of Blades
    SQ armor training 1, consume, die hard, finesse weapon attack attribute, rules changes, warforged immunity
    Combat Gear potion of repair light damage (3), potion of repair moderate damage; Other Gear mwk vicious cutlass, crossbow bolts (9), light crossbow
    --------------------
    Special Abilities
    --------------------
    Armor Training 1 (Ex) Worn armor -1 check penalty, +1 max DEX.
    Combat Expertise +/-2 Bonus to AC in exchange for an equal penalty to attack.
    Consume A warforged does not need to eat, sleep, or breathe, but he can still benefit from the effects of consumable spells and magic items such as heroes' feast and potions.
    Damage Reduction (3/adamantine) You have Damage Reduction against all except Adamantine attacks.
    Deadly Aim -2/+4 Trade a penalty to ranged attacks for a bonus to ranged damage.
    Die Hard A warforged responds slightly differently from other living creatures when reduced to 0 hit points. A warforged with 0 hit points is disabled, just like a living creature. He can only take a single move action or standard action in each round, but s
    Finesse Weapon Attack Attribute The “light weapons” category has been renamed to “finesse weapons.” Characters can choose to use either their dexterity bonus or their strength bonus to hit with these weapons, no feat required. “Finesse” is also now a weapon attribute li
    Fortification 25% (Ex) When a critical hit or sneak attack is scored on a warforged, there is a chance that the critical hit or sneak attack is negated and damage is instead rolled normally.
    Lunge Can increase reach by 5 ft, but take -2 to AC for 1 rd.
    Potion Glutton Drinking a potion, elixir, etc. is a swift action that does not provoke an AoO.
    Power Attack -2/+4 You can subtract from your attack roll to add to your damage.
    Rules Changes By all metrics, Pathfinder is the most satisfying pen-and-paper game I’ve ever played. The class balance feels good, the math isn’t overwhelming, and the community support is outstanding. However, it suffers from one syndrome that haunts the crea
    Warforged Immunity (Ex) Immunity to poison, sleep effects, paralysis, disease, nausea, fatigue, exhaustion, effects that cause the sickened condition, and energy drain.
    Warforged Vulnerabilities The unusual physical construction of warforged makes them vulnerable to certain spells and effects that normally don't affect living creatures. A warforged takes damage from heat metal and chill metal as if he were wearing metal armor.
    Weapon Focus (Heavy Blades) Choose one weapon group. You become better at using that type of weapon.

    Prerequisites: base attack bonus +1.

    Benefit: You gain a +1 bonus on all attack rolls you make using weapons from the selected group. The bonus only applies
    Weapon Training (Blades, Heavy) +1 (Ex) +1 Attack, Damage, CMB, CMD with Heavy Blades.