Harsk

Dacar Ghrunt's page

28 posts. Alias of Kayne Rhal.




Hey Eberron fans, I congradulate you on joining me on this adventure and hope you find it as enjoyable as me planning it out.


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.


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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.

Hello All and welcome to my Eberron with Pathfinder game. I’m Master Rahl and I shall be the Dungeon Master for this game. Below you will find what I’m looking for in players.

Please note a couple things:
1. While familiarity with Eberron is a plus, I’m not basing my decision on it.
2. Due to RL schedules I might be starting off without maps, depending on how things go, or if it becomes too much trouble without them I will strive to get some up.
3. I’m only looking for 2-3 players, which may grow depending on interest and characters.
4. I’ll be using a modified version of the Automatic Bonus Progression.
5. This list might be modified later as needed.

On to the Crunch:
Startling Level:2, with Gestalted characters.
Classes:Any Paizo Class except Gunslingers (Bolt Ace allowed), Dreamscarpress Ultimate Pscionics Classes. After thinking it over it, I’ve decided to not use Spheres of Power, primarily as I’m not as familiar with it as I would like.
Races: Core plus Shifter, Changeling, Kalashtar, Warforged, Goblin, Hobgoblin and Bugbear (Only one and have to have an awesome backstory. Eberron Races can be found Here!
Alignment: Any non-evil.
Ability Scores: 25 point buy, no stat higher than 18 after racial mod, below 8 before race mod.
Feats: The website in the race section has options for everything including feats, you can use those or if you have any eberron source books you can use any of those. Also I’m using the Feat Tax system, which can be found HERE! Adjust accordingly.
Hitpoints: Max 1st Level, 75% each additional level.
Traits: Normal
Starting Gold: 1500 gp.
Background: I’m looking for a bit of history of your character, please remember that you have just come out of a century of war, and the everyone knows of the Mourning. So they should include what you did in the war, for the merc, country of origin, etc and where you were on the Day of Mourning. If you need definition of what that is just ask I or someone else will jump on that and give you a heads up.

I’ll run recruitment till 15th, and give out the results that weekend.

Grand Lodge

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So currently my RL group isn't interested in an Eberron game, which so happens to be my favorite setting. So I was wondering if there was a person or people who might be interested in one of 2 ideas.

1. Solo. I've seen a few people propose the idea of running an adventure for a solo player who is also running one for them. I like the idea but would have to see.

2. I would run an adventure for 2 or 3 people.

Either way the adventure would start with the 4 iconic adventures, The Forgotten Forge, Shadows of the Last War, Whispers of the Vampire's Blade and then Grasp of the Emerald claw.

From there I would see if people wanted to continue or not. If so I would continue with what ever the players have shenanigan'd up or a home campaign that was built to follow these adventures.

The Crunch I'm willing to run with (but I'm open to changes or additions):

Ability Scores: 25 Point Buy.

Races: I'm open to any as long as they have easy to read reference online if I don't have the book. With the exception of Warforged, Changelings, and Shifters I use the following site for their pathfinder conversions: HERE!

Classes: Any Paizo except Gunslingers (Bolt Ace is okay). 3rd party depending on material provided.

Skills: Background Skills would be used.

Feats: I will be using feat taxes, as described HERE! And Combat Stamina is free for Fighters.

Traits: Any two traits, plus a drawback for an extra one.

Deities: Prefer Eberron Deities which can be found at the site above. If you can give me a reason for another I might consider it.

Other Rules: I will be using Automatic Bonus Progression.

Just a reminder this is an interest check at this time and the basics for characters IF i choose to continue based on interest.

Grand Lodge

So a while back I remember looking at a feat that would allow me to apply weapon related feats like weapon focus, weapon specialization, etc.. to multiple weapons or at least weapons from the same group.

Am I imagining things or is there such a feat... Is there anyone out there that can help me?


So I'm playing an Oracle and we've been magically rested. Thanks to that I got to apply levelling bonuses and such. But I was curious as to whether my spells reset. What magically gave us rest gave us the equivalent of 8 hours rest, but in the books divine characters need to pray for their spells at certain times of the day. Well as an Oracle I have no specific deity granting my spells. I figured I was like a sorcerer of the divine world. I rest get spells back.

So my question is did I get to recover my spells with that magic or am I running around with my remaining spells per day till that time of pray pops up again?

Grand Lodge

I've been looking around for feats to help me craft while on the road, and I was sure a while back that there was a feat that allowed you to use loot as a substitute to crafting materials.

Am i delusional or was there a like that, that I just can't find again?

Any other feats, abilities that could help would be awesome, currently I'm a 7th level cleric, with craft wand and scroll, but plan on getting wondrous to help out the mage we have in the group.

Grand Lodge

SO I'm about to run a new campaign with my longtime group. But to be honest I don't want to run a a pre-made or an adventure path. So for now I'm reading over the campaigns I own to get an idea on how to lay out the arc.

And as of right now I'm leaning towards the Pathfinder AP type that each mini arc is considered one chapter in the over laying arc. But what I'm looking for right now are two thinks.

1st: What tools or aids that are out there that could help me out in planning this campaign. Even a generic template to base adventures on would be of great help.

2nd: I have most of the chapter bosses figured out except for the first one. My plan is to build them up to 4th level (like I said using the APs as my current guide), with a mixture of goblins / orcs, undead and possibly a cult. Though I will have a cult that is prominent throughout the rest of the campaign.

As it looks: Chapter 1 ???, Chapter 2: Dragon Priest (either half dragon or full dragon), Chapter 3: Undead Dragon, Chapter 4: Death Knight, Chapter 5: Fallen Hero / Primal Elemental Dragon (Custom Creature)

Grand Lodge

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So were playing a weekly running game and currently were being run through Slumbering Tsar. Well I have a reoccurring problem, every time we get into a fight, i go down, stay down or just die.

I started the game with a heal bot, but didnt like that. So when I got the chance I reworked him into a front line cleric, problem was first night we went to camp after the rework some wraiths decided we look good enough to eat... Well lets just say I never made it too my feet before i joined their ranks. (Btw I sucked as a wraith...DM let me have control, never hit more than once.

Well it was late into the night and I really didn't feel like throwing something together so I dive into the NPC COdex grab a level appropriate monk and went to work. Well I loved it so much I reworked that for the next session and was greated to a cave of murderous delight. If not for a cleric that joined the group and a timely Breath of Life, I would have died within the first hour of the game that week. But I survived to gain a level (woot) so we continue on, stumbling into a cave with some creatures that while tough die without too much trouble.

As we walk into a crude throne room, it proves to be my downfall. I had no trouble dealing with the wights, shadowed bears, but not 3 rounds into the fight what shall appear... my dreaded enemy.... with a girlish scream I my character's soul reacts to the great beyond and my former characters fear of the wraiths that join the party. I don't last the another 3 rounds. I again thinking I'm going to join the ranks soon discover that, while the creatures were there it was not them that did it. I was to be taken out by the shadow bears but they can't turn me into one of them so I'm just gone to join the shadow plane.

So the dm give me some good stats to work with 18,17,14,14,13,8 and tells me, we still need another frontliner and this time make something that can survive. Now I'm a little peeved at the comment and think a well placed shot to his nose was in line but I reserve that for worse comments.

So I ask you, currently our group has a Ghost touch barbarian, a cleric, an arcane trickster and a witch, what could i add to this group?

I have thoughs of an inquisitor melee build but don't know were to begin.