Nightflier's Mournlands

Game Master nightflier


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I think the "unit" is a great idea to gain quick and easy party cohesion, and an eberon-esque setting is a good place for a campaign like this.

Character gen rules seem to have the character set to super-hero status. I think the gear restrictions for first level runs counter to what Nightflier is trying to achieve, and also doesn't really reflect what an established, professional merc team would have access to.

If the gm scaled things up to, say 3 level, players might more accurately reflect what you might expect to see in a team such as this, you also would't need to add bonus feats or double hp at first level. Just a thought :)


Thinking of developing a fighter and/or a witch...a grunt and an officer, perhaps.

4d6 ⇒ (1, 4, 4, 1) = 10
4d6 ⇒ (1, 4, 4, 4) = 13
4d6 ⇒ (1, 1, 6, 5) = 13
4d6 ⇒ (4, 1, 6, 3) = 14
4d6 ⇒ (3, 1, 6, 1) = 11
4d6 ⇒ (4, 2, 3, 3) = 12
4d6 ⇒ (6, 1, 2, 4) = 13
4d6 ⇒ (5, 4, 2, 3) = 14
4d6 ⇒ (6, 6, 4, 1) = 17
4d6 ⇒ (3, 3, 6, 4) = 16
4d6 ⇒ (2, 1, 2, 1) = 6
4d6 ⇒ (6, 5, 2, 5) = 18

4d6 ⇒ (1, 5, 3, 2) = 11
4d6 ⇒ (6, 1, 4, 3) = 14
4d6 ⇒ (1, 1, 5, 5) = 12
4d6 ⇒ (6, 6, 5, 5) = 22
4d6 ⇒ (2, 5, 2, 5) = 14
4d6 ⇒ (3, 4, 5, 1) = 13
4d6 ⇒ (6, 5, 6, 3) = 20
4d6 ⇒ (3, 3, 1, 1) = 8
4d6 ⇒ (4, 6, 2, 5) = 17
4d6 ⇒ (4, 4, 4, 1) = 13
4d6 ⇒ (2, 4, 6, 5) = 17
4d6 ⇒ (1, 3, 4, 6) = 14

Dark Archive

nightflier wrote:
Lethe wrote:
Lethe stated (assuming heirloom weapon is allowed)
HW is ok. But I don't think that CN alignment works very well for a military organization...

Gah supposed to be N


Rollin'...

4d6 ⇒ (6, 5, 6, 2) = 19
4d6 ⇒ (5, 5, 3, 2) = 15
4d6 ⇒ (1, 1, 6, 5) = 13
4d6 ⇒ (4, 1, 3, 5) = 13
4d6 ⇒ (4, 3, 3, 6) = 16
4d6 ⇒ (5, 2, 1, 3) = 11
4d6 ⇒ (4, 1, 6, 4) = 15
4d6 ⇒ (3, 6, 5, 5) = 19
4d6 ⇒ (2, 6, 6, 4) = 18
4d6 ⇒ (5, 6, 1, 4) = 16
4d6 ⇒ (3, 2, 6, 6) = 17
4d6 ⇒ (3, 4, 2, 6) = 15

19,19,18,17,16,16 ? Oh my. That allows me to play anything, even one of them 1e Monks.

I'm going to put a 19 in Str and 19 in Cha and submit to be the troop's fearsome/fearless leader. Either a bard to inspire courage or a paladin to lay down the smiting. As the Mournlands are a place of fear, a bard wouldn't hurt...we shall see. Playing a paladin who isn't annoyingly black and white in the mooshy alignment world of Eberron would be cool as well.

I've read far too many Eberron novels and have led a military group in a now-defunct PbP as a hard-bitten Summoner with a nasty eidolon and a bastard sword to back it up, so I'm confident I could lead well in the setting. Thinking about a military veteran, now for hire, from Zarash'ak.

Sovereign Court

Will you allow hobgoblins?


Axolotl, it's 4d6 drop lowest...I'd hate to stat and plan with the wrong stats. :) Just sayin'. 17, 16, 16, 15, 15, 14 is still fantastic, however. :)

Dark Archive

Roidrage wrote:
Will you allow hobgoblins?

Of course. It's Eberron, after all.


Lol, I fail in reading comprehension AND math. It's "Monday"! :D Well, with a racial bonus that's still rather nice.


What should I do for extra bonus languages for poison dusks. They have only 2 bonus languages listed, yet character has high Int to give 4 bonus languages?

Currently busy reworking how she leaves her homelands Q'barra and ends up in Mournlands, in the Sellsword Syndicate squad.


I'll repost two of my concepts from your other thread and add three more to see if any interest you. If they do, I'll flush them out.

Karthus:

Second in command
Karthus is an undead lord cleric that's lawful neutral. His ultimate goal is to become a lich. He is a naturally good person with some evil abilities, hence neutral. Also, his end goal is more to transcend death and the burden of flesh than to become some evil creature.

Lee Sin:

Sergeant
Lee Sin is a lawful neutral hungry ghost qinggong monk. He's essentially a ki-heavy monk that uses criticals to help steal ki to feul his supernatural powers.

Tass Thornheel:

Acquirer/comic relief
Tass is a jovial halfling covered in pouches which have a tendency to find people's 'lost' things. He tends to borrow things without permission, fully intent on returning them at some point (if he remembers) I'm thinking about making him an arcane trickster, unless you'll allow the beguiler class from 3.5 =D

Eirilon:

Grunt 1
Eirilon is a blackblade magus with a very interesting blade. I'd like you to pick one of the following concepts!
-The blade HATES being used to attack things, and complains about this frequently, while the magus LOVES to mess with the sword, often attacking the ugliest creature in the bunch or making a point to not clean it after particularly gruesome fights.
-The magus is quite shy and has confidence problems, and the sword is a controlling force for the player. This option essentially has the blade be the main character while the magus is the backup, which could be interesting. Essentially I play the sword who tells the magus what to do
-The blade and magus are multiple personalities of the same person, and the sword was created when the magus seperated himself from, er, himself. The magus would be a shy, happy go lucky kind of guy, while the sword has all of the magus' previously bad behaviors and impulses. Maybe have the two personalities randomly switch vessels? In 2d12 hours the personalities swap. One could be chaotic good, while the other is lawful evil.

Asher:

Grunt 2
Asher is a quarterstaff magus. I love quarterstaves and have wanted to play this concept for quite a while.


Submitting the Dread Necromancer from Karrnath. Made the assumption that starting wealth is equal to Wizard. Role wise was thinking face although not necessarily commander.


It has always been my understanding that you make one set of rolls and apply it to however many concepts you are wanting to submit.

Else, one would make a roll, call it fighter, not like the roll on a preview, reroll, call that one ranger, not like it, reroll, call that one cleric, until a set of desired rolls was obtained, or character classes ran out.

Dark Archive

Well, the rolls and stats and crunch is not exactly what will get anyone in this game. I am always putting storytelling before the rules, so I'll choose characters that are interesting, well thought out and integrated into setting.


4d6 ⇒ (5, 5, 4, 2) = 16
4d6 ⇒ (5, 2, 6, 3) = 16
4d6 ⇒ (5, 4, 2, 2) = 13
4d6 ⇒ (6, 2, 4, 1) = 13
4d6 ⇒ (1, 5, 4, 5) = 15
4d6 ⇒ (1, 6, 1, 1) = 9
4d6 ⇒ (3, 1, 5, 1) = 10
4d6 ⇒ (2, 1, 4, 4) = 11
4d6 ⇒ (3, 2, 2, 4) = 11
4d6 ⇒ (1, 1, 5, 4) = 11
4d6 ⇒ (1, 1, 3, 3) = 8
4d6 ⇒ (3, 5, 3, 3) = 14

Wow...love me some Ebberon, but the roles were not kind!


Axolotl wrote:
Lol, I fail in reading comprehension AND math. It's "Monday"! :D Well, with a racial bonus that's still rather nice.

That's what I thought. Nice rolls! :)


4d6 ⇒ (6, 5, 2, 4) = 17 15*
4d6 ⇒ (5, 6, 5, 3) = 19 16*
4d6 ⇒ (4, 6, 4, 5) = 19 15*
4d6 ⇒ (2, 6, 1, 5) = 14 13
4d6 ⇒ (1, 5, 1, 4) = 11 10
4d6 ⇒ (2, 6, 5, 5) = 18 16*
4d6 ⇒ (4, 1, 1, 4) = 10 9
4d6 ⇒ (3, 3, 6, 2) = 14 12
4d6 ⇒ (6, 1, 1, 1) = 9 8
4d6 ⇒ (4, 4, 1, 6) = 15 14*
4d6 ⇒ (4, 1, 4, 3) = 12 11
4d6 ⇒ (6, 6, 5, 3) = 20 17*

17, 16, 16, 15, 15, 14

Nice Spread


Ability Focus, Yay or Nay?


My background for Raelc Domson, cook and wizard extraordinaire (just ask him):

It has been said by at least one member of every other race that humankind has the best and shortest lifespan of any intelligent race, mostly long-lived races, like dwarves and elves saying this. Raelc Domson has said this several times in his 124 year elven existence, so far. Living in a small town (more like a thorp to Raelc) near the southern coast of Aerenal, the only good feature about the place is that it has the best institute of learning (and the most affordable) in the area. Raelc had spent nearly 30 years there, trying to learn magic (and cooking). One out of two is not so bad.

Discouraging remarks aside, Raelc wasn't that bad, he made a pretty mean souffle. It was however, finally the time for Realc to take his final exams to become a true wizard. He spent several days trying to come up with some kind of new spell or application that could convince his mentors to graduate him (finally) and grant him the Master's Staff, which was conferred to every graduate.

Finally, Raelc came up with an idea, no, actually more of a cunning plan. It took several favors and a very modified version of blade barrier, but he soon had it. So on "Show and Spell" day, Raelc brought out his grand idea. The mentors walked around the various other applicants, many of them so so (a ring of endure elements...too bad it only works under sunny conditions), a few were pretty good (who knew you could mix goggles with a heightened scorching ray, I even like the title "Eye of the Cyclops").

Then it was Raelc's turn. The mentors walked to him, one saying "I do hope that you can finally prove your worth to us, Raelc. You have been here far too long already." Raelc looked at his mentors in a rather unimpressed manner. "As a matter of fact, gentlemen, I do have something." With that, Raelc picked up his spellbook, and began an incantation. Within seconds, a series of mechanical looking blades formed along one back wall. Just after the blades formed, Raelc began a second spell. As he spoke, the blades began to shrink, growing ever smaller, until they were no larger than a thimble. With that, Raelc picked up a tin cup, scooped up the blades like ice cream, and then walked back to the mentors.

"See, gentlemen, I can now," Raelc said as he picked up some carrots and put them into the cup. The blades chopped them up quite nicely. "Now you can chop up almost anything for making meals. I call it...the Chopper!"

Silence filled the room for several seconds. It was as if Raelc had reached a turning point in his life. From now on, he would be a Master Wizard, and may someday become the envy of everyone. He knew this was his shining moment.

"Is that it? Well, at least we can be assured that if a terrible carrot monster should ever ravage the countryside, we'll have brave Raelc Dumbson to protect us." As Raelc stormed out of the room, the first mentor looked over to his companion and said "you were kind of mean to Raelc. Perhaps we could keep him on as part of the kitchen staff. After all, he does make an incredible souffle."

Raelc grabbed his few possessions and spent most of his remaining funds on an airship to the mainland. He had heard of many stories of mercenaries (and mercenary wizards) making their fortunes on the battlefields of one nation or another. Besides, they might need a good cook, Raelc was a wizard with eggs.

Scarab Sages

Here's my story for Zechariah

stuff:

Journal of Zechariah Quinn d'Orien, entry 14th of Barrakas
We're two days out from the Mournland and I can't help feeling that I've come full circle. Only four years ago I was making my way here on another mission. I was nineteen and had joined the Brelish army as a courier and because of my mark I was frequently tasked with runs usually assigned to more experienced soldiers. I remember the first time I donned Breland's colours. My parents thought that I was at the local Orien enclave looking to join the Couriers guild but I wasn't, I wanted to do my part as a soldier to protect Breland not carry some nobles love letter. I was so clueless back then. Because of my mark they put me through a form of officer's training before tasking me to the information branch carrying missives all over. I also remember when the Cannith smiths presented me with my sidearm and sword when I graduated. Beautiful and deadly just like my partner, Reya, another dragonmarked from the house Phiarlan. I can't detail my mission here in case this journal is found in the wrong hands but I can't help but think about the past sitting here by the fire with my squad. Growing up the son of a trading mogul and a clockmaker was odd, on one side my father preached patience and measured actions just like his clocks while my mother believed in cut-throat negotiations and always being the one with the advantage. Both unmarked embers of the Orien house neither one knew what to do when my mark appeared. Looking back I really should have been nicer to them when I was younger, but its too late now since they were among the thousands that died on the day of mourning how could they have known that a trip to visit relatives in Cyre would end that way. I think that's why I ended up surrendering my commission and leaving the service. I spent three years serving my house as a courier after the war but it wasn't the same, I missed the excitement and the danger, the feeling of being alive, that's why I ended up signing with the Sellsword Syndicate I think. Pity they don't have the same kind of resources as the army, the gun the Cannith's made for me felt like is was a part of me but I think I'm starting to figure out how they built it.  Mines no where near as good yet but someday, now if only I could remember what I learned about clockwork...
Looks like its time for watches, better lead by example.

A few questions, would you allow silken ceremonial armour to be reinforced clothing? And what changes to the marks are you doing aside from not needing to buy lesser and greater versions?


Could we have the town/city where the Sellsword Syndicate is based, for our backgrounds.

The Exchange

Good Evening nightflier!

Been thinking about concepts since I saw your post yesterday. I am working on the concept for a Halfling Alchemist (Chirurgeon) of House Jorasco with a dragonmark tattoo. Still building up the backstory, but in the mean time lets see how the dice gods are feeling. My intent is to play the role of Healer. Thematically I think the my class is a good choice for a member of House Jorasco. If you don't mind I would love some information about Halflings and if they differ at all from Pathfinder stats, also any information on how you handle Dragonmarks would be great.

4d6 ⇒ (1, 3, 4, 4) = 12
4d6 ⇒ (1, 4, 6, 4) = 15
4d6 ⇒ (1, 1, 6, 4) = 12
4d6 ⇒ (3, 5, 3, 3) = 14
4d6 ⇒ (4, 4, 2, 2) = 12
4d6 ⇒ (4, 5, 4, 1) = 14
4d6 ⇒ (6, 2, 5, 6) = 19
4d6 ⇒ (2, 3, 1, 4) = 10
4d6 ⇒ (1, 1, 4, 3) = 9
4d6 ⇒ (5, 6, 1, 2) = 14
4d6 ⇒ (1, 4, 3, 4) = 12
4d6 ⇒ (1, 6, 1, 5) = 13

So final dice are... 14, 13, 17, 13, 12, 11. Not amazing, but I can make it work, probably go something like: STR: 9 DEX: 16 CON: 13 INT: 17 WIS: 13 CHA: 14


Here is the basics for Urgrag the Savage, Half Orc Invulnerable Rager

Urgrag the Savage:

Str: 19 Dex: 13 Con: 15 Int: 11 Wis: 13 Cha: 12
Hp: 15 Bab: +1 CMB: +5 CMD: 16 AC: 16/11/15
Speed: 20 ft Init: +1
Fort: +4 Reflex: +1 Will: +1

Greatsword
+5, 2d6+6 19-20/x2
Scale Mail
+5 AC

Skills:

Acrobatics: +5
Intimidate: +7
Perception: +5
Survival: +5

Feats:

Power Attack

Backstory to come


Reth's Revised Backtory:
This introspection so dominated Reth’s thoughts that he did not question the motives of his rescuer seeing the break as divine intervention. His rescuer after finally getting Reth out of Thrane revealed himself as a Dark Lantern an agent of the crown of Breland. His assignment in Thrane was coming to an end so he decided to spring Reth believing that Reth could aid in his next mission. His name was Kranth a human and agent of the throne of Breland. He explained to Reth that his mission was to infiltrate a new organization in the city of Sharn, a merchant company named the Darkstar Company.

Kranth believed that Reth’s unique situation as a cleric of the Silver Flame would allow him to gain access to the Company as a healer. He could then feed information to Kranth if the company was revealed to be up to no good. Reth was intrigued, though investigation was not his strength perhaps this was test of his versatility? He therefore decided to accept the opportunity. Reth agreed to join this Company, indeed he believed that a mercenary company would allow him to find a place where he belonged. If the company proved itself a force for evil he could bring it down and find acceptance in Breland. Thus, either way it would be a win for him.

After arriving in Sharn Reth joined the Darkstar Company. Through years of service Reth did not find anything amiss and moved up the ranks to assume a position in an elite Darkstar force the Sellsword Syndicate. While his position is as a healer, his skills with ranged weapons has made him a valuable member of the Company in more than one way.

Reth's Revised Stats

4d6 ⇒ (3, 6, 4, 4) = 17 14
4d6 ⇒ (6, 1, 3, 1) = 11 10
4d6 ⇒ (1, 6, 6, 6) = 19 18
4d6 ⇒ (6, 3, 4, 1) = 14 13
4d6 ⇒ (3, 3, 1, 2) = 9 8
4d6 ⇒ (3, 4, 2, 3) = 12 10
4d6 ⇒ (1, 6, 2, 2) = 11 10
4d6 ⇒ (2, 3, 6, 4) = 15 13
4d6 ⇒ (5, 5, 2, 3) = 15 13
4d6 ⇒ (2, 6, 2, 1) = 11 10
4d6 ⇒ (2, 6, 4, 4) = 16 14
4d6 ⇒ (1, 6, 4, 2) = 13 12

Strength - 12
Dexterity - 16 (14 w +2 Racial Trait)
Constitution - 13
Intelligence - 11 (13 w -2 Racial Trait)
Wisdom - 18
Charisma - 12 (14 w -2 Racial Trait)

I will check his current profile when I have more time to tweak further if necessary.

Dark Archive

DarkOne the Drow wrote:
Could we have the town/city where the Sellsword Syndicate is based, for our backgrounds.

The Syndicate is based in Karnath. I will have a longer post about it later today, or early tomorrow.


Oki, I will await for the additional information before continuing with background.


Ok, since Lord Manticore wants the arcane, I am presenting Serenity Havoc for the healer.


Profile is mostly done to fill the roll of unit healer and back up face.


Waiting for the background of the city. Ive never played eberron before fyi


Once I get approval for Raelc, I'll crunch the numbers in HeroLab and create an alias for him going forward.


I could revise Tenobia from the first attempt at this plot.


Hmm, may need to change Scar's source of origin. It's been too long since I've looked at a map of that world, and for some reason I was thinking that the Talenta Plains were too far out of the way to make much sense.


Here's Jeren ir'Vantis, Karrnathi Paladin, long-term resident of the Shadow Marches. Orderly, matter of fact, and unafraid to roll up his sleeves and get dirty in the name of leadership. Crunch incomplete.

Jeren ir'Vantis:

Jeren ir'Vantis
Male Human Paladin (Oath of Vengeance) 1
LG Medium Humanoid (human)
Init +4; Senses Perception +3
--------------------
Defense
--------------------
AC 17, touch 13, flat-footed 14 (+4 armor, +3 Dex)
hp 12 (1d10+2)
Fort +4, Ref +4, Will +4
--------------------
Offense
--------------------
Speed 30 ft.
Melee Dagger +4 (1d4+3/19-20/x2) and
. . Lucerne Hammer +4 (1d12+4/x2)
Ranged Crossbow, Heavy +5 (1d10/19-20/x2)
Special Attacks Smite Evil (1/day)
Spell-Like Abilities Detect Evil (At will)
Paladin (Oath of Vengeance) Spells Prepared (CL 0, 4 melee touch, 5 ranged touch):
--------------------
Statistics
--------------------
Str 16, Dex 18, Con 15, Int 14, Wis 15, Cha 17
Base Atk +1; CMB +4; CMD 17
Feats Deadly Aim -1/+2, Point Blank Shot, Power Attack -1/+2
Traits Militia Veteran (any town or village) (Survival), Natural-Born Leader
Skills Acrobatics +2, Climb +1, Diplomacy +7, Escape Artist +2, Fly +2, Intimidate +4, Perception +3, Ride +6, Sense Motive +6, Stealth +2, Survival +7, Swim +1
Languages Common, Goblin, Orc
SQ Aura of Good
Combat Gear Crossbow, Heavy, Dagger, Lamellar, leather, Lucerne Hammer;
--------------------
Special Abilities
--------------------
Aura of Good (Ex) The paladin has an Aura of Good with power equal to her class level.
Deadly Aim -1/+2 Trade a penalty to ranged attacks for a bonus to ranged damage.
Detect Evil (At will) (Sp) You can use Detect Evil at will (as the spell).
Natural-Born Leader Your cohorts, followers, and summoned creatures gain +1 vs. Mind-affecting effects, +1 Leadership score if you have the Leadership feat.
Point Blank Shot +1 to attack and damage rolls with ranged weapons at up to 30 feet.
Power Attack -1/+2 You can subtract from your attack roll to add to your damage.
Smite Evil (1/day) (Su) +3 to hit, +1 to damage, +3 deflection bonus to AC when used.
--------------------
The air in the room is stifling, the mid-morning of Zarash-ak already broiling and breezeless, but the man before you looks fresh and chilled as ice on the Bitter Sea in winter. His dark brown eyes pierce into your soul, it seems, and his leather armor has been buffed to a shine. He is not the largest soldier, but he looks like he would be fast on the draw. He is like a statue, motionless, appearing to freeze time in the room save for the slight waft of steam from his tea; then he inclines his head slightly, breaking the spell, and answers your query.

"You'd like to know more about me. That is fair. Yes, I am Karrnathi, with an old noble name even, and no, I am not exactly comfortable with their practices. The Host had other plans for me and led me here, and by the Host, I am rather fond of these orcs and orc blooded men. There is a purity and justice in the old ways: settling matters face to face, and respecting the land. I value that. Honesty comes first for me, in all things."

He pauses to smile.

"I can see you thinking about my choice of words. Honesty. Purity. Justice. Yes--I am not a mere swordsman--you have guessed it now. You may wonder: do I tolerate ambiguity? Am I, as they say, black and white? Indeed not. This is a grey world, and storms and crises may come and go to temporarily color our perceptions. Orcs, goblins, criminals, the desperate, it doesn't matter: If I see the good in you, that is all that matters. But be warned. There is such thing as inherent evil, and if I see that...I am oath-bound to destroy it."

He continues.

"We have reviewed your application, and we'll engage in some field testing of your abilities. I am enthusiastic about this work, and I trust you are as well--but bloodthirstiness is not enthusiasm. I can't have stray swords on any mission. Is that clear? If you're looking for some rag-tag team of renegades, look elsewhere. They are all about this town and every town on Khorvaire. If, however, you want honesty, and excellence, and can provide it in turn, then show it. That's the kind of team I lead--the kind where everyone pulls their own weight, and works as one. I'll answer other questions if you have them; otherwise, you'll need to sign these."

He places papers before you without further comment.

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Are we new recruits? Likely that we are all in the same squad? Or will this be a case of newly assigned and not knowing each other?


I haven't had a chance to crunch more than my stats so far (darn 7am board meetings :-( ), but my link has the basics so far. Has anyone heard from nightflyer? Also, as a noobish guy, what's the BBCode for show/hide?

After a few days of travel, the airship finally settles into its perch on one of the mooring posts in Karnath. Raelc had heard that many mercenaries started or filled their careers in this city. Not really sure where to go, Raelc walked the streets randomly and found a flophouse with a room to rent. It was a silver a day, which was larceny as far as he was concerned, but it beat sleeping under a window. He would have to find work soon in some capacity.

Not knowing the lay of the land, Raelc found himself an hour later at a tavern. For half a silver, he got a mug of ale (piss water!!) and something resembling a stew. Looking over, he spies a beautiful woman sitting with her back to him. Turning around, he says to the woman "Excuse me, dear lady, but is there anyone hiring for wizards today?"


Hey, Raelc, check down at the bottom of the text entry field. It's [ spoiler ]. :)


So that's what it was. I thought it might be it, but I wasn't sure.

Spoiler:
What a right git I am LOL

Sovereign Court

Rhuuk Kesh'dar aka your new scout:
Rhuuk Kesh'dar is a hobgoblin Cavalier(Order of the Dragon) with traits to give him stealth.

Backstory: Born a bastard of Keraal, Warlord of clan Gan'duur ("Eaters of Sorrow"). The clan treated him like a dog all his life, forcing him to live in the wilds around the clan's center. Rhuuk doesn't remember his family, he only remembers being on his own. As he came of age he joined the warband, from being in the wilds so much he gained affinity with the clan's beasts. After learning about Rhuuk's history, Keraal found it funny to send in this so-called bastard son of his in first as a joke. From spending time in the wilds Rhuuk knew to use his steath and cunning to distract the enemy while the Eaters of Sorrow come in and finish them off. This helped him gain favor with Keraal, which led him to be a scout for them. As he got closer to his alleged father, he accidently overheard some disturbing news about a how Keraal was going to raise againist Llesh Harruc. At first he thought of the great honor but realized that at this time his Clan would be destoryed. He went to his commander and informed him of his thoughts, his commander told him he would tell the clan leader his concerns. Rhuuk got orders to scout out a region, as he arrived to the area he only saw Keraal's loyal troops. The leader holding his commanders head in his hands. The young Hobgoblin barely survived the intial attack and wouldn't of made it, if not for the members of the sellsword syndicate saving his butt. From that day he pledged his loyalty to them and vowed to protect them the way they did for him.

Will post his stats later and was wondering if I could start with a tiger mount? A horse is fine if not but was wondering if I could use a true Hobgoblin mount.


Tigers are stealthy...makes sense. Good for eating elven horses and making them cry. They are rather powerful though, eh? GM's discretion.

Most importantly, do you have muut? Jeren likes the Dhakaani races as well, by the Host! Very honorable warriors. Rat shi anaa!

Sovereign Court

I understand that they are powerful, but it fits with the character and I don't think it hurt to ask. Even if I could start with the medium sized one and wait til higher level to actually ride it. I think that might be good for Rhuuk to raise his own tiger mount but we'll see.

I very much so have the muut to serve with you, perhaps one day Jeren will be Rhuuk's shava but until then let us hope we will play together til Raat sahn gath'kal dor. And let the duur'kala sing of the exploits of the sellsword syndicate!


-Don Bassingthwaite reader high five- Paatcha! Shava is not to be taken lightly indeed.

Considerations of whether a paladin would be a sellsword aside (I guess? It's not like they take a vow of poverty, gotta earn keep somehow), I am wondering whether a mission into Cy--er, the Mournlands--would befit mounts of any kind. Not much to eat in there, and horses and tigers eat a lot. Tigers, obviously, eat flesh, and would need to hunt every two or three days, and horses need to graze. I've thought about getting some Mounted Combat on, as it's good for a leader to do so and it's a good place for an archer to be, but I'm not sure; we'd have to know more about the mission.

I also wonder--would a relative outcast have access to a tiger? Are they limited to nobles? Not trying to limit you as the sky's the limit in terms of tweaking backstory...just musing. And let's face it...they would be awesome.

...I am now thinking about He-Man and Battle Cat. Oops.

Scarab Sages

I've been thinking about my character Zechariah and I think he'll work better as a combo between gunslinger and bard. I like the idea of the second in command supporting the troops while still remaining combat effective.


I nearly went with bard, but I'm not sure if one can shout commands and sing "fight, fight, fight, bravely fight the ogre magi" at the same time. Inspire Courage rules, though, eh? And it's perfect for second in command.

Scarab Sages

that's what performance orratory is all about. Inspiring speeches are much better than whistles to get people outta the trenches and into the fight.


I decided to play a wizard this time because I was looking to something a bit different. I thought that playing him in character as a noob to the mercenary life would be like the new kid, fresh out of basic, heading to his first post. Wet behind the ears and oblivious to diplomacy seemed perfect for what I had in mind, at least in the short term.

Dark Archive

Sorry for not posting, guys. I have internet problems, but they should be resolved tomorrow.


Aiunder--like George C. Scott! And Raelc, that's a great idea. I just read a novel called Deathmask that has a bumbling mage in a group of mercenaries. Good read.


After throwing the character around in my head I don't have a clear view of how I'd like him to shape up - so will be withdrawing my sub.


Nightflier’s Eberron - Mournland Mercenary Campaign

So it seems we have the following submissions for the campaign.

Commander/Party Face – Jeren ir’Vantis (Axolotl).

Second in Command – Karthus (Elondor), Zechariah Quinn (Aiunder).

Sergeant – Scar (Sunshadow21), Lee Sin (Elondor).

Healer – Reth Kaskin (Dennis Harry), Serenity Havoc (Ynaeve Amryln).

Scout – Duskwalker (Sunshadow21), Bexellock Ryc’thwyrn’s (Mittean), Rhuuk Kesh’dar (Roidrage).

Primary Spellcaster – Maenrad Rangoth (Bigger Club), Raelc Domson (Lord Manticore).

Grunt 1 – Lethe (Kevin Mack), Eirilon (Elondor).

Grunt 2 – Asher (Elondor), Urgrag the avage (Aroach1188).

Procurer (or Comic Relief) – Tass Thornheel (Elondor).

If I placed you in a position you did not intend my apologies, this is not official I just wanted to organize everything to get a sense of who wanted what.

Assuming no one else is interested every position has an applicant. Good luck to everyone!


@Axolotl - Yea, I like the idea of the bumbler, he is good at what he does (wizard and cook, I'm actually going to put a point into Prof (cook), because you never know when you have to sit and eat), but practically inept elsewhere. I might have him evolve over time as he learns more about the world outside of Aerenal, but I'm going to wait and see how the campaign rolls out before messing with the formula.


@Nightflier: No problem, stuff happens not like it is the end of the world.

@Dennis Harry: Nice work. And don't worry too much about if some folks are in the wrong role since some can fall in multiple ones I am happy to even see a list of all the characters.

Seeing some great submissions from folks getting really excited. Hopefully will get to play with them. Now just trying to be patient so I can finish the character.

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