[D&D 5e] Eberron - The Dragon Below ala Fabian

Game Master Fabian Benavente

Telling the interactive story of a group of unlikely heroes and their fight against the Dragon Below in Eberron.


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Two-Hands wrote:
Anyway, here it is; Kovash, the Kalashtar Psychic Warrior (Eldritch Knight).

Good stuff; I like him too!

With regards to how much information to present, you want to give what the GM asks for as a minimum but most GMs won't mind (actually will like) if you provide more information.

As far as getting picked or not, it's always a gamble. I have been rejected plenty of times. What I have found works best for me is to develop a PC because I like it. iIf it gets picked, great; if not then I didn't waste my time because I enjoyed the process and the PC may be recycled for another game with a few modifications.

Take a look at the PC below which I put forth for a game as an example.

Roga, savage technologist:

APPEARANCE
Roga, dark haired savage with shoulder-length mane and steel gray eyes.
Roga, large youth with hard-packed muscle on his lanky frame. Roga, tanned skin, criss-crossed with many scars.

As imposing a figure as he paints, it is his eyes that catch one’s attention. The eyes of a predator, always looking for a weak spot, always alert.

The youth is barely past 20 summers and dresses in the garb of those used to spending nights under the stars. A heavy flail, meant to smash constructs, rests easily in his hands. A hide shirt protects him.

BACKGROUND

Roga was barely past 14 summers when his name was whispered in the fighter’s circle. The youth had proven an able hunter and better fighter. He was taught to fear and hate all sorts of technology, especially constructs. And he learned well.

The zeal with which he smashed the metal monsters was spoken in hushed tones by much more seasoned warriors. The youth had even braved the land’s eerily glowing fluids and came away stronger for it. Roga was a chief-in-the-making living off the land in the Sellen Hills where his tribe, the Ghost Wolves roamed.

But then disaster struck. His hunting band was beseeched by several constructs. After trading blows with the abominations, it was clear that the barbarians were no match for the monstrosity unleashed. The metal arachnid picked them off one by one and dismembered them. A metal leg knocked Roga unconscious and he was sure he would die.

He didn’t.

He woke up several days later, nursed back to health by an older man, Jesper. Not a barbarian but one with vast knowledge of the land, and of constructs. But Jesper used boomsticks and other technology. And Roga saw how effective this warrior was when their camp was attacked by robots.
With his tribe now far away and his curiosity piqued, Roga asked Jesper if he could tag along with him, promising to hunt for him if Jesper would teach him his trade.

Jesper agreed; he wanted to pass on his knowledge. Together they tracked down the metal arachnid that killed Roga’s hunting party and destroyed it. Roga’s awe for the man only grew as he learned to respect but not fear technology. He was taught that most technology was just a tool, much like the heavy flail he wielded. The intelligent constructs were the ones to be feared or so Jesper said. Although it didn’t look like he feared them at all.

In the months that followed Jesper taught him the gunsmithing craft. First he prepared metal balls and then learned to prepare the black powder with which Jesper stuffed his boomstick.
All the while, Jesper told the youth about amazing wonders scattered throughout the land. About strange metals, lighter but stronger than steel. About things that worked like magic but were not magic.

They wandered Numeria for a while until Jesper asked Roga to go to the town of Torch. Jesper had to go to Starfall and would catch up to the youth later. In the meantime, Roga was supposed to make contact and learn from the craftsmen that lived in Torch.

PERSONALITY

Roga is a young barbarian who just recently became acquainted with technology.

His previous views about hating and fearing technology were turned upside-down and replaced with a healthy curiosity of all things technological.
Roga has been described as stubborn and hot-headed but that could probably be said of many young Kellids.

While he certainly has the skill for fine metal work, he still lacks the patience needed to craft masterpieces, preferring to do what is right and necessary and then move on to another project, mostly related to guns at this time in his life.

Interested in how and why things work. Excellent skills with mechanical things. Risk-taker who lives for the moment. Uncomplicated in his desires. Loyal to his peers and to his internal value systems, but not overly concerned with respecting laws and rules if they get in the way of getting something done. He excels at finding solutions to practical problems.
Adaptable, action-oriented. Focused on immediate results. Impatient with long explanations.

Assertive and outspoken - he is driven to lead. He usually has little patience with inefficiency or disorganization.

HOOKS/NPCs

Jesper, Roga’s ‘trainer’, has left for Starfall.

The Ghost Wolves, who hate technology, are out there but believe that Roga was killed in action.

CONCEPT
Roga provides a ‘strong-arm’ and can take a hit or two while dealing good damage. Mostly a melee attacker, his ranged attack should develop nicely as well. He has good physical skills, as well perception, and survival. Out of combat, he will tend to be fascinated by ‘civilization’ and very curious about technology (will take technologist feat when possible).

Questions?

Game on!


Two-Hands wrote:
Vrog, thank you so much for that welcome and all the information you've provided. That's super kind of you to take the time to offer so much help, I really appreciate it.

You are most welcome =)

Two-Hands wrote:
I completely understand that this isn't a sure thing, but there's no harm in trying out right?

Obviously not! PBP is one of my favorite ways to roleplay, mainly because I can post something when I want to.


OK, here's what we have so far...

COMPLETED
bookworm422, female half-orc ranger horizon walker) (PC2?);
Vrog, male Canith human (dragonmarked?) artificer (party);
Trscroggs, male? warforged wizard (party);
Trscroggs, male dragonborn monk (party);
Tharivol, male dragonmarked elf bard (party); and
Two-Hands, male kalashtar fighter (arcane knight) (PC1)?

INTERESTED
G.A.L.
Sapiens
Anthorg
River of Stix

Did I miss anyone?

The original deadline is for Friday October 4, 2019 but I want to know who out there is still working on a PC. If no one is out there, then I may wrap it up and start the game sooner.

Those that are completed can start generating stats for me to look at if you have the time.

Questions?

Game on!


Thanks for the feedback Fabian. Based on your post, I might start working on a few more details to round out my ideas for Kovash while I work on his character sheet as well.


So, how's this. I did some reading and the wild magic sorcerer could be the kalashtar (PC1). He didn't know what he was until his teen ages, since he has never had a family or someone to teach him about the kalashtar. His quori has always given him very troubling memories at night and his psychic powers were always very erratic, since he has sometimes problem focusing as the memories flood his mind.

Note that I'm using the psychic~sorcerer reskin you suggested in other posts.

Still, if you're adamant on not having a wild magic sorcerer, I'll gladly change. Please don't close recruitment yet XD


Anthorg wrote:

So, how's this. I did some reading and the wild magic sorcerer could be the kalashtar (PC1). He didn't know what he was until his teen ages, since he has never had a family or someone to teach him about the kalashtar. His quori has always given him very troubling memories at night and his psychic powers were always very erratic, since he has sometimes problem focusing as the memories flood his mind.

Note that I'm using the psychic~sorcerer reskin you suggested in other posts.

Still, if you're adamant on not having a wild magic sorcerer, I'll gladly change. Please don't close recruitment yet XD

This is fine. A reskinned wild magic sorcerer would work.

A couple of things for you to consider.

While an orphaned kalashtar who didn't know he was a kalashtar is doable. How about if he was born to a kalashtar conclave either in Khorvaire or even in Sarlona (and then went to Khorvaire). His powers manifested in his teens and no matter what type of kalashtar meditative technique was used, he could not get them under control. He was later told that perhaps an Eberron shard could be fashioned into a crystal that would help focus his powers. Thus his passion to find just the right Eberron shard was born. He was told that a knowledgeable sage lived in the Shadow Marches...

Thoughts?


Fabian Benavente wrote:

OK, here's what we have so far...

COMPLETED
bookworm422, female half-orc ranger horizon walker) (PC2?);
Vrog, male Canith human (dragonmarked?) artificer (party);
Trscroggs, male? warforged wizard (party);
Trscroggs, male dragonborn monk (party);
Tharivol, male dragonmarked elf bard (party); and
Two-Hands, male kalashtar fighter (arcane knight) (PC1)?

INTERESTED
G.A.L.
Sapiens
Anthorg
River of Stix

Did I miss anyone?

The original deadline is for Friday October 4, 2019 but I want to know who out there is still working on a PC. If no one is out there, then I may wrap it up and start the game sooner.

Those that are completed can start generating stats for me to look at if you have the time.

Questions?

Game on!

@Fabian, I am going to have to relunctantly withdraw... Still very interested, but some things came up IRL and I won't be able to focus on a new game for a while. Thank you for running a game on the forums!


Fabian Benavente wrote:

This is fine. A reskinned wild magic sorcerer would work.

A couple of things for you to consider.

While an orphaned kalashtar who didn't know he was a kalashtar is doable. How about if he was born to a kalashtar conclave either in Khorvaire or even in Sarlona (and then went to Khorvaire). His powers manifested in his teens and no matter what type of kalashtar meditative technique was used, he could not get them under control. He was later told that perhaps an Eberron shard could be fashioned into a crystal that would help focus his powers. Thus his passion to find just the right Eberron shard was born. He was told that a knowledgeable sage lived in the Shadow Marches...

Thoughts?

I like it. Probably more structured than the orphan. In order to continue building this character, I need some information on the kalashtar that I didn't find online.

Basically, does the quori spirit die when their human counterpart's physical body perishes? If so, do the spirits detach at this moment?

Also, I would want there to be a reason for the psychic powers to be out of control. The character (and myself) must not need to know this reason, but I believe it to be important that there is something behind it. I say this because the kalashtar are a very meditative people and powers without control is cause for apprehension. Hence it cannot be just a casual occurrence.

For some reason, I see this character as someone young. Maybe he went to the Shadow Marches against his elders' council?

I like how he is gaining shape and am grateful for your insights building him up.


River of Sticks wrote:
Fabian Benavente wrote:

OK, here's what we have so far...

COMPLETED
bookworm422, female half-orc ranger horizon walker) (PC2?);
Vrog, male Canith human (dragonmarked?) artificer (party);
Trscroggs, male? warforged wizard (party);
Trscroggs, male dragonborn monk (party);
Tharivol, male dragonmarked elf bard (party); and
Two-Hands, male kalashtar fighter (arcane knight) (PC1)?

INTERESTED
G.A.L.
Sapiens
Anthorg
River of Stix

Did I miss anyone?

The original deadline is for Friday October 4, 2019 but I want to know who out there is still working on a PC. If no one is out there, then I may wrap it up and start the game sooner.

Those that are completed can start generating stats for me to look at if you have the time.

Questions?

Game on!

@Fabian, I am going to have to relunctantly withdraw... Still very interested, but some things came up IRL and I won't be able to focus on a new game for a while. Thank you for running a game on the forums!

Sorry to see you go but thanks for letting me know.

Don't be a stranger. Unfortunately, these games have a fairly high turnover rate so one never knows when a new PC is needed.

Game on!


Anthorg wrote:
Fabian Benavente wrote:

This is fine. A reskinned wild magic sorcerer would work.

A couple of things for you to consider.

While an orphaned kalashtar who didn't know he was a kalashtar is doable. How about if he was born to a kalashtar conclave either in Khorvaire or even in Sarlona (and then went to Khorvaire). His powers manifested in his teens and no matter what type of kalashtar meditative technique was used, he could not get them under control. He was later told that perhaps an Eberron shard could be fashioned into a crystal that would help focus his powers. Thus his passion to find just the right Eberron shard was born. He was told that a knowledgeable sage lived in the Shadow Marches...

Thoughts?

I like it. Probably more structured than the orphan. In order to continue building this character, I need some information on the kalashtar that I didn't find online.

Basically, does the quori spirit die when their human counterpart's physical body perishes? If so, do the spirits detach at this moment?

Also, I would want there to be a reason for the psychic powers to be out of control. The character (and myself) must not need to know this reason, but I believe it to be important that there is something behind it. I say this because the kalashtar are a very meditative people and powers without control is cause for apprehension. Hence it cannot be just a casual occurrence.

For some reason, I see this character as someone young. Maybe he went to the Shadow Marches against his elders' council?

I like how he is gaining shape and am grateful for your insights building him up.

The quori spirits are shared by many (many) kalashtars. It is passed on by the same-gender parent. I believe the spirits (part thereof) inside a particular kalashtar 'dies' when he dies.

------------
The only reason I'm saying his psychic powers are out of control is because you want to play a wild magic sorcerer.

WILD MAGIC SURGE
Starting when you choose this origin at 1st level, your spellcasting can unleash surges of untamed magic. Immediately after you cast a sorcerer spell of 1st level or higher, the DM can have you roll a d20. If you roll a 1. roll on the Wild Magic Surge table to create a random magical effect.
--------
Young, impetuous kalashtar is fine. Here's some kalashtar info.

Questions?

Game on!

Grand Lodge

I decided to write a bit more about Nyd, to include more background.

Nyd, Warforged Wizard

Appearance:
Nyd is constructed out of many dark materials, including both her wooden armor and her metal parts. This was intended to gives her a menacing appearance, but Nyd tries to counter this by wearing bright colors and using perky tones.

Background:
As the Last War began to enter what would be its final years, many experiments were attempted by or commissioned by House Canith. Nyd is one of the latter, though she never learned the name of the group that commissioned her.
Initially Nyd was simply going to be a fairly simple wand-slinger, but when a miss-adjustment during her forging process left her with much darker coloration than a normally Warforged, Nyd’s training program was altered to include a lot more rituals and knowledge of beings from beyond Eberron.
Once word of the Mourning reached the training base’s commander, he ordered Nyd to go commit a retaliatory strike, despite having no evidence that there was anyone to retaliate against. Nyd left the training camp; and just kept going.
Being a Warforged, Nyd doesn’t need a lot to survive, but she sought purpose anyway. Eventually she learned for the Demon Wastes, and connected that to both the Mourning and her own training. She has spent most of the intervening time trying to learn anti-demon techniques, though in some cases that more about how to beat demons up than how to prevent them from being summoned in the first place.

Personality:
Nyd really wants two things in life. 1. To be helpful. And 2. Don't summon demons.
She is very curious about people, though sometimes they mystify her. 'It's called the Demon Wastes, why would anyone want to summon demons?'
Nyd is just out of training, and is a little naïve, particularly about complex motivations. This is particularly true of ‘civilian’ motivations, because she has had next to no experience with people who are not involved with the military.

Notes:
Nyd has heard of the Gatekeepers from somewhere and wants to study their wards and other anti-demon, anti-aberration spells.
She probably is going to be a Conjuration or Abjuration Wizard. I am leaning Abjuration, but I really like the Powers of a conjuration Wizard and it fits her history better.


Trscroggs wrote:
I decided to write a bit more about Nyd, to include more background.

Thank you for that. More information is always welcome in my book. :)

No one raised their hand so I think we are only waiting on Anthorg. Once I get his submission, I will close recruitment, select players, and get this game going!

Questions?

Game on!


Hey Fabian, I'm going to have to bow out of this recruitment after all. I've had some stuff come up that'll prevent me from being as active as I'd like in the next few months. Thanks for taking the time to engage with me, hopefully I'll see you guys around in the near future.


Two-Hands wrote:
Hey Fabian, I'm going to have to bow out of this recruitment after all. I've had some stuff come up that'll prevent me from being as active as I'd like in the next few months. Thanks for taking the time to engage with me, hopefully I'll see you guys around in the near future.

Well, this was unexpected. Sorry to see you good but thanks for letting us know rather than just ghost us. Like I said above, check back if your time frees up and you are still interested.

-------

And then there were four or maybe five if Anthorg submits a PC...

Are:

bookworm422, female half-orc ranger horizon walker) (PC2?);
Vrog, male Canith human (dragonmarked?) artificer (party);
Trscroggs, male? warforged wizard (party); and
Tharivol, male dragonmarked elf bard (party).

still interested? Please send me a quick reply to confirm.

I'll start the game with four PCs (ideally five PCs) but I would want to recruit someone else if our starting number dropped to three PCs.

Questions?

Game on!

Grand Lodge

Fabian Benavente wrote:

Trscroggs, male? warforged wizard (party); and

I'm still here.


Oh yeah, still very interested. Set up an initial profile with a slightly expanded backstory. And I managed to get a copy of Faiths of Eberron which was helpful reading.

Grand Lodge

Working on my charater's crunch, just in case, what do you think sounds better?

1. Conjuration Wizard -- to reflect the training Nyd has received.
2. Abjuration Wiazrd -- to better refelect Nyd's ambitions.
3. War Wizard -- To represent more general Warforged Wizard training.

I also need to select spells, and a feat (if any.)


I'm still here as well =)


Trscroggs wrote:

Working on my charater's crunch, just in case, what do you think sounds better?

1. Conjuration Wizard -- to reflect the training Nyd has received.
2. Abjuration Wiazrd -- to better refelect Nyd's ambitions.
3. War Wizard -- To represent more general Warforged Wizard training.

I also need to select spells, and a feat (if any.)

Not that it matters much but I would use something akin to her present role/aspirations.

And you will need a feat unless you want to do the 'ability score improvement' granted at 4th level.

Questions?

Game on!


Yesterday they cut the power in my apartment, sorry I couldn’t post. Anyway….

Fabian Benavente wrote:


The quori spirits are shared by many (many) kalashtars. It is passed on by the same-gender parent. I believe the spirits (part thereof) inside a particular kalashtar 'dies' when he dies.
------------
The only reason I'm saying his psychic powers are out of control is because you want to play a wild magic sorcerer.

WILD MAGIC SURGE
Starting when you choose this origin at 1st...

Right, I know about the wild magic part, I meant a reason in-game. Since the kalashtar are so keen on self-control and meditation, why would one of them lack such control. From your link, I gather that kalashtar meditate so much because they have some sort of emotional whirlwind. I think I have an idea. Here's my submission for Veratash, the kalashtar:

Appearance:

Veratash has bright green eyes and most people claim that his most notable trait is how they resemble emeralds. His short brown hair is usually hidden under a tight cap that matches his simple yet elegant trader’s clothes. Unlike most kalashtar, Veratash is usually seen smiling.

Background:

Veratash was born in Sarlona into a family of kalashtar jewelers and gemcutters. From a young age, the boy had more difficulty than others with his meditation exercises, but still kept trying. It got worse when his psychic powers manifested in his teen years.

The young gemcutter found it very hard to keep up his work and the insisting father’s exercises. They weren’t particularly wealthy, so Veratash’s father felt it important that he focused on his psychic abilities as well as his trade.

This is a rare gift bestowed by the quori spirit that lives in our family, the elder said. Controlling it is honoring your heritage, he insisted.

Young Veratash felt happier when he didn’t have psychic powers, and his focusing problems revolved more about gemcutting and delicate jewelry. However, one day he found out about a crystal in the Shadow Marches that could maybe help him focus his powers. He told his father about it, but he would have none of it.

You alone must master your gift, it is not in a crystal, it is in you! That day was the only one where Veratash saw his father lose his temper with him. And so, the young kalashtar never touched the subject again. But he never gave up this idea and one day, the opportunity to sail to Khorvaire and start his quest came about him, although he did have to sneak out.

He did not know his father knew of his defiance. The elder did not expect the boy to find a crystal, but he did hope he would find his adulthood.

Personality:

Veratash is normally shy and a little distrustful. However he is kind at heart. He loses his cool only when he sees injustice towards the less fortunate. His young age makes him a little reckless, however he does heed the warning of the Dreaming Dark of which all kalashtar are wary. Despite his difficulty in connecting with people he doesn’t know, people usually feel comfortable at his side, as he doesn’t ever try to look intimidating, always smiling and sometimes nodding, as though he is scared to anger others.

Let me know any comments!


Anthorg wrote:

Yesterday they cut the power in my apartment, sorry I couldn’t post. Anyway….

Fabian Benavente wrote:


The quori spirits are shared by many (many) kalashtars. It is passed on by the same-gender parent. I believe the spirits (part thereof) inside a particular kalashtar 'dies' when he dies.
------------
The only reason I'm saying his psychic powers are out of control is because you want to play a wild magic sorcerer.

WILD MAGIC SURGE
Starting when you choose this origin at 1st...

Right, I know about the wild magic part, I meant a reason in-game. Since the kalashtar are so keen on self-control and meditation, why would one of them lack such control. From your link, I gather that kalashtar meditate so much because they have some sort of emotional whirlwind. I think I have an idea. Here's my submission for Veratash, the kalashtar

It sounds like you have written your PC around this lack of control and his quest to remedy that. You started this because you wanted to be a wild magic sorcerer. If you are open to do something else then we could probably accommodate that in another type of kalashtar PC (reskin any 'powers' are psychic). However, I am fine with the way things are developing.

Assuming you keep the current concept, here are a couple of notes:

- your PC traveled to Khorvaire once he heard about Eberron Dragonshards (not just any crystal);
- he ended up in the kalashtar enclave of Sharn where he 'volunteered' (or trailed the expedition until it was too late to turn back, or something else) to go with a couple of other kalashtars to study Eberron Dragonshards in one of the places where they are naturally found, the Shadow Marches

Thoughts?

Game on!


Yes, I did build him around it, as I felt it would be a big deal for him.

- Ok, I'll rewrite the Dragonshards part if (when?) the character alias gets created;
- He volunteered to the expedition. He's not lawful in my head, but he does enjoy the company of other kalashtar.


Present


Yes, I know there were only five of you but just play along. :)

...drum roll please...

The following PCs have been selected to start the game:

Anthorg, male kalashtar sorcerer (wild magic), PC1;
bookworm422, female half-orc ranger (horizon walker) (PC2?);
Vrog, male Canith human (dragonmarked?) artificer (party);
Trscroggs, male warforged wizard (party); and
Tharivol, male dragonmarked elf bard (party).

Please head on over to the game page.

Dot in the Gameplay tab and start posting on the Discussion tab.

I have already posted some things on the Campaign Info tab and I'll soon post some stuff on the Discussion tab.

Game on!


Hey Eberron fans, 

I just started GMing a 5e Eberron that will take place around the Eldeen Reaches and the Shadow Marches. We have four players (human artificer, warforged wizard, kalashtar psion (reskinned sorcerer), and elf bard) and would like to add one more player. 

The ideal 5th player for this campaign would be: a) someone related to the Gatekeeper Druids (druid, ranger, barbarian) or b) someone related to the Empire of Dhakaan (hobgoblin ‘warrior’ (other?)).  That being said, if there’s an Eberron PC that you are ‘just dying’ to play then let me know and we could probably make it work. 

Please read the first post in the Recruitment Tab (and the recruitment thread) for additional information.  Feel free to read the Discussion Tab (where players post) and the Gameplay Tab for Turn Recaps to get an idea of what you may getting yourself into. 

Let me know if you have any questions. 

Game on!


Interested. Been wanting to try your style of game, though not sure I have the writing ability. I was thinking of b) khesh'dar goblin monk.


mishima wrote:
Interested. Been wanting to try your style of game, though not sure I have the writing ability. I was thinking of b) khesh'dar goblin monk.

Don't doubt your writing ability. All I want are engaged players, which to me means frequent posts and well-described actions and dialogue, both of which you seem to have if the other game we share is any indication.

That settled, we can discuss your proposed PC.

The concept is fine and would also complement the current party nicely; I think they can use a scout and melee combatant which is what you are proposing if I read you correctly.

Now, we need to figure out what you are doing in the Eldeen Reaches and how you will be motivated to fight against a cult of the Dragon Below.

Thoughts?


I'll have to reread some stuff, but there might be a connection if rumors of daelkyr in the region surfaced. If my clan really preserved some knowledge about them from thousands of years ago, maybe they had a way to detect a resurgence. Perhaps a Dhaakani topdog sent my character to gather information about a possible threat from that ancient foe. In a way the clan might be similar to the Gatekeepers who defeated them, but for wholly different cultural reasons (fear sprouting from legends vs defending nature).

But 'cult of Dragon Below' doesn't necessarily mean daelkyr, so maybe that won't work.


mishima wrote:

I'll have to reread some stuff, but there might be a connection if rumors of daelkyr in the region surfaced. If my clan really preserved some knowledge about them from thousands of years ago, maybe they had a way to detect a resurgence. Perhaps a Dhaakani topdog sent my character to gather information about a possible threat from that ancient foe. In a way the clan might be similar to the Gatekeepers who defeated them, but for wholly different cultural reasons (fear sprouting from legends vs defending nature).

But 'cult of Dragon Below' doesn't necessarily mean daelkyr, so maybe that won't work.

I think this would work nicely because the PCs will be going against a 'big boy'. :)

Have you read this?

So you are from a clan of 'spies and assassins' of Dhakaan, who recently (within the past 30 years) emerged from their 'vaults'. They went into their vaults because of the corruption on the surface (the Daelkyr influence on the land).

Now that the Empire is rising (i.e., Darguun has been established), the old clans come out and see what's going on in the world. In particular, the goblin 'silent clans' want to establish their networks again so it would be reasonable for them to send out agents (you are 5th level BTW) and report back to them. And it's also reasonable that they send people out to the Eldeen Reaches and Shadow Marches where the Daelkyr invasion was strongest.

So you were sent to see if any 'corruption' remains. I will have you pick up the trail of a 'corrupted party' and that will bring you to the hamlet of Bull Hollow in the NW Eldeen Reaches where you will meet -like-minded' PCs also dealing with this issue.

With me? Any thoughts on the above? I don't want to impose anything on your PC so let me know if the above works for you.

Questions?

Do you have a cover alias on this mission or in general?
How long have you been out of the vaults? This could be good from RP perspective.
When are you supposed to report back or is this a long-term assignment?
Were there others that left with you or is this a solo mission?

Thoughts?

Grand Lodge

Have an Idea for A Hobgoblin Scout?


Critzible wrote:
Have an Idea for A Hobgoblin Scout?

Thanks for the interest but I am already working on filling the position.

You’re first on my list should i need anyone else.

Recruitment is closed until further notice.

Game on!

Grand Lodge

Cool thank you


That all sounds good, my only thought is that 9000 years is a very long time. Humans in RL don't remember much from 9000 years ago...of course we don't have magic and what not to help. Still, all these stories of daelkyr passed through bard song are probably pretty out of whack with reality...so just trying to think about how much a silent clan would really know. Of course that also could set up some drama, when we find out we've been totally wrong about something for so many years.

I don't want to play a green or young character, so perhaps she has already been a spy within Sharn or some other populated area and is being reassigned. Maybe she was one of the first ones out decades ago and helped in some capacity to setup the barebones of the intelligence network.

She reports back via some magical means once a month. Maybe there are a handful like her per country on Khorvaire, so if she needed some backup it could come...but would take a week or two.

I've tried covers or false identities with other characters and am not a fan, its just sort of obvious and acts like a wall that they (other players) cant play past. So she might not reveal every single detail, but in general her motives and purposes would be truthfully explained to the party.

Personality wise, I am looking to classic kung fu movies like 36th chamber etc. A classic trope of such flicks is the happy go lucky dude that goes through incredibly hard training and ends up awesome. Imagining that from a goblin perspective, maybe she started as a typical goblin...bat s~+$ crazy...but through harsh training practices of the hyper martial Dhakaan has become something transcendent. Its just a funny idea I can latch onto.


mishima wrote:

That all sounds good, my only thought is that 9000 years is a very long time. Humans in RL don't remember much from 9000 years ago...of course we don't have magic and what not to help. Still, all these stories of daelkyr passed through bard song are probably pretty out of whack with reality...so just trying to think about how much a silent clan would really know. Of course that also could set up some drama, when we find out we've been totally wrong about something for so many years.

I don't want to play a green or young character, so perhaps she has already been a spy within Sharn or some other populated area and is being reassigned. Maybe she was one of the first ones out decades ago and helped in some capacity to setup the barebones of the intelligence network.

She reports back via some magical means once a month. Maybe there are a handful like her per country on Khorvaire, so if she needed some backup it could come...but would take a week or two.

I've tried covers or false identities with other characters and am not a fan, its just sort of obvious and acts like a wall that they (other players) cant play past. So she might not reveal every single detail, but in general her motives and purposes would be truthfully explained to the party.

Personality wise, I am looking to classic kung fu movies like 36th chamber etc. A classic trope of such flicks is the happy go lucky dude that goes through incredibly hard training and ends up awesome. Imagining that from a goblin perspective, maybe she started as a typical goblin...bat s&$* crazy...but through harsh training practices of the hyper martial Dhakaan has become something transcendent. Its just a funny idea I can latch onto.

I'm good with everything you propose except the backups. Backups are available but would take longer to manifest, maybe like three to four weeks, depending on the area. Quicker in a populated city like Sharn but slower in the middle of nowhere (like the Eldeen Reaches or Shadow Marches). I want to make the option of 'let's wait for backup' to be very risky due to the time constraints.

Do both of us a favor and write down all your backstory in your PC sheet so we can reference it later.

Other than that, start working on your stats. I expect you'll be joining the main group later this week and we may have a solo turn to get you warmed up and in the area.

Questions?

Game on!


hp: 4d8 ⇒ (1, 7, 7, 3) = 18


mishima wrote:
[dice=hp]4d8

Take 1/2+1 for every level after 1st so 20 for you (+ CON mod if any).


Mechanics wise almost ready, still sort of flipping between Open Hand and Shadow. Shadow might make more sense, but Open Hand is what I think I want to play. Will decide by end of today.

How would you like me to do starting equipment?

edit: also just double checking feats are in play and its 27 pt buy, no rolls


mishima wrote:

Mechanics wise almost ready, still sort of flipping between Open Hand and Shadow. Shadow might make more sense, but Open Hand is what I think I want to play. Will decide by end of today.

How would you like me to do starting equipment?

edit: also just double checking feats are in play and its 27 pt buy, no rolls

Yes, 27 point buy and feats are OK.

EQUIPMENT
Be reasonable; leave the kitchen sink at home. :)

MAGIC ITEMS
Feel free to have two (2) minor common items and two (2) minor uncommon items (or equivalents) per Xanathar's Guide to Everything.

I've linked the tables on the Campaign Info tab in case you don't have this resource.

I think Shadow would be more flavorful but it's your PC...

Questions?

Game on!


Alright, crunch complete on this alias. For magic items I took spell scrolls, sort of a gift of friendship with the party perhaps. Will organize a few paragraphs/bullet points on personality, appearance, and background and then should be set.

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